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Posted: Wed May 30, 2012 9:01 pm
by CarLuver69
E.g: For an animation if there are 2 frames- xyz0001.tga and xyz0002.tga and if I want the animation to appear at night, should I add _ni suffix besides both the frame texture names to make the animation appear at night?
xyz0001.tga and xyz0002.tga would appear any time of the day. xyz0001_ni.tga and xyz0002_ni.tga would only appear at night.

Posted: Wed May 30, 2012 9:03 pm
by e-cobra
Yeah, I mean to have only _ni ones. :wink:

Posted: Thu May 31, 2012 1:02 am
by Franch88
Have animated textures for the night time works in MM2 with the suffixes examples done by CarLuver. What doesn't work in suffixes combinations, is have _ni and _fa at the same time, for custom night textures showed in rainy weather; in night-rainy weather the suffix that prevails is the _fa one.
Sorry Franch, but you're wrong. MM2 will not read any type of material for the headlight glow, it will only count the color for it. It's very unfortunate that the exporter for ZModeler isn't as good as it should be...there's a whole extra set of colors for the materials in the actual shaders part of the pkg file. I believe there's Diffuse and Ambient, and for the headlights, it reads the Ambient colors. I'm going off the top of my head, so forgive me if I'm wrong. But if you want a "stronger" looking headlight, you need to manually change shader type to "Inverse Specular" using MM2CT's Shader Editor. Just saying.
I well know that MM2 doesn't consider the reading of the texture for the two headlights objects (it's the texture, not the material, no confusions between these two words), but what I've said can be tried and it's like that. The material instead it's considered, and only its colors properties. If is exported a car with a material assigned to the two headlights objects, doesn't matter with which texture assigned or not, in-game are got strong look headlights glows. Instead, if it's not assigned a texture and so it's automatically assigned the ZModeler's Default Material, the headlights glows look is weak because this texture isn't never considered when's done the .pkg exporting. So, no material used for them, means weak headlights look in-game.
I've noticed this with importing some cars add-ons that in-game have weak headlights. Need to see more deeply into this, especially the material colors features editable through MM2 City Toolkit's Shader Editor.

Posted: Sun Jun 03, 2012 2:06 pm
by e-cobra
An update about that bus: 3-D window outline and radiator. :D
Image

And yes, re-textured those tyres with a realistic texture:
Image
:biggrin2:

Posted: Sun Jun 03, 2012 3:34 pm
by whoami
Wow, nice!

Posted: Sun Jun 03, 2012 4:18 pm
by e-cobra
Thanks, :oops:
Also, the multiple LODs:

Very low:
Image
Low:
Image
Medium:
Image
High:
Image

They will have textures soon.

Posted: Sun Jun 03, 2012 4:46 pm
by Spyke
Its good to see you are starting from scratch made car. Goodluck with it. :)

Posted: Sun Jun 03, 2012 7:18 pm
by whoami
So if I take my cam very far, I'll turn my bus into a box? :P Pretty nice LODs!

Posted: Sun Jun 03, 2012 7:28 pm
by e-cobra
Its good to see you are starting from scratch made car. Goodluck with it.
Thanks.
So if I take my cam very far, I'll turn my bus into a box? :P Pretty nice LODs!
Yes, but the box won't look like how it is now- white, but will be of the colour that the bus has. And no, this LOD appears from a distance that fine details aren't visible, if they were, they would cover roughly 20 square pixels on the screen, too small area for all details to be seen distinctly.
Ignore that wing-like thing on medium one, just a glitch :lol:

Posted: Sun Jun 03, 2012 10:21 pm
by Franch88
Very nice progress so far, keep it up. :) You should add some more copies of the wipers, at least the double of how much they're actually, so to get more frames and a more fluid animation; seems that you already know what do with the wipers textures to get the correct animation, it's not so hard at the end.

Posted: Mon Jun 04, 2012 5:41 am
by e-cobra
You should add some more copies of the wipers...
Yes, I will.
seems that you already know what do with the wipers textures to get the correct animation
What I did:
I have 4 animation textures, each one is a small rectangle. As for now I only have 4 wipers, so I divided the wiper texture into 4 roughly equal parts. For first frame, 1/4 of the texture is black and the rest is transparent which is assigned to the remaining 3 wipers. For second frame, 2nd part of texture is black and the first and remaining 3 parts are transparent. Same is done for 3rd and 4th frame. :wink:

Posted: Mon Jun 04, 2012 3:19 pm
by cody
Very good work.

Posted: Wed Jun 06, 2012 2:08 pm
by e-cobra
Initially, I thought not to make interiors, but now I will.

Image
Currently only 1 seat made, which will be copied all over. :biggrin:

Posted: Wed Jun 06, 2012 3:06 pm
by whoami
Wow, cool seat! Try making it all torn off and all, Indian buses are like that :P

Posted: Wed Jun 06, 2012 3:20 pm
by e-cobra
Wow, cool seat! Try making it all torn off and all, Indian buses are like that :P
Yes, the used ones and mostly ST (State Transport) buses are in a bad condition. The bus I'm making is rarely seen and are replaced by new AC ones. :smile: