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Posted: Wed Jun 06, 2012 10:54 pm
by Franch88
Good luck with make the interior, in the case of a bus it would not be hard as it can look.

PS: about the LODs images post, now I'm also able to see the _M and _L ones. Keep the post as it is.

Posted: Wed Jun 13, 2012 5:32 pm
by e-cobra
Image
Will there be problems due to excessive use to alpha transparencies?

Posted: Wed Jun 13, 2012 9:38 pm
by Franch88
Will there be problems due to excessive use to alpha transparencies?
Depends, but what's important is pay attention to the visibilities, all the parts have to be correctly visible through the others. I can't imagine why you would need to use many textures with alpha channel for this bus, though.

Posted: Thu Jun 14, 2012 5:21 pm
by e-cobra
why you would need to use many textures with alpha channel for this bus, though.
The windows use transparent pixels, as I initially thought not to make interiors, hence didn't model the windows. Now as I made interiors, the only option was to make windows transparent. :wink:

Posted: Sun Jun 24, 2012 12:55 pm
by e-cobra
Anti-Fishtailing effect:
While steering a vehicle in MM2, it seems that the rear part too is turning in the opposite direction like the vehicle is having 4 wheel steering, even though only the front wheels steer.
Normal axis position: (Ignore Z axis, I know the body should be above it :frown2: )
Image


Now this one with Y axis on rear axle:
Image

Now can doing so avoid the "fish-tailing" effect?
And the interior- almost done. Green plain seats look ugly, the texture is just temporary for UV mapping. :)
Image

Posted: Sun Jun 24, 2012 1:26 pm
by sajmon14
Nice work on the bus

Posted: Sun Jun 24, 2012 8:28 pm
by Franch88
Good progress with the bus.

Posted: Mon Jun 25, 2012 4:30 pm
by ettieapple
Now can doing so avoid the "fish-tailing" effect?
wow, weird sentence. anyway, i think i know what you trying to say, but i think it doesnt work...

Posted: Mon Jun 25, 2012 7:29 pm
by e-cobra
I assume what you know is what I experience, :borracho:
And a bit off topic: I got that word from Flight Simulator, where there is an option in autopilot known as 'Yaw-Damper' to avoid excessive yaw movement while auto coordinator is on. And I'll test if it works.. :lol:

EDIT:
New vipers: Image
No, they won't be colourful. :lol: Colours are just for a reference for UV mapping as the wiper's animation texture (or image, whatever you say,) is just 20 pixels wide and 1 pixel high (1x20).

Posted: Sun Jul 01, 2012 3:30 pm
by e-cobra
Another idea about making realistic damage:
Image
Theory: Car body will include damaged as well as undamaged hood. Undamaged hood's faces will be assigned to the 'yellow' portion as seen in the above image. Damaged hood's faces will be assigned to 'transparent' portion, so only undamaged hood will be seen. When you hit something, the normal texture will be replaced by the damaged one, thus making damaged hood visible and undamaged hood invisible (transparent). Is this possible? :roll:

Posted: Sun Jul 01, 2012 5:09 pm
by ettieapple
your stealing my ideas mate lol

Posted: Sun Jul 01, 2012 5:27 pm
by e-cobra
your stealing my ideas mate lol
Seriously? How?

Posted: Sun Jul 01, 2012 5:37 pm
by whoami
your stealing my ideas mate lol
Seriously? How?
Mind reading :P
Cool idea for damages, though I think that would show as half damaged and half undamaged.

Posted: Sun Jul 01, 2012 8:59 pm
by ettieapple
i had the same idea...
anyway, i think you should see gaps between the undamaged and the damaged part. try it!

Posted: Mon Jul 02, 2012 2:17 am
by aaro4130
Oh Nice!