ESM's Conversions

VW Golf MK1

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EnzoSkylineMiura
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Postby EnzoSkylineMiura » Thu Aug 22, 2013 1:40 am

Hi again! I decided that modeling isnt really my thing, so I tryed out converting, and I love it!!! :D

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Its a VW Golf MK1 from NFS Shift 2 Unleashed, and I just started it today! Tell me what you think! BTW when I start making more cars I wont be showing the making of the car as much :wink:, I'm just starting off so its nice to have feedback from you all. :)

BTW How do you make windows transparent?
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Postby darrenvox » Thu Aug 22, 2013 2:48 am

nice so far,

*wonders when hell ever get to create cars.. then thinks about the 1st time he tried zmodeler, and wonders if there was a better way....lol...have a nice day
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Postby jorge14 » Thu Aug 22, 2013 3:06 am

Nice work mate! :wink:
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Postby Franch88 » Thu Aug 22, 2013 3:26 am

Good luck with this job. :wink: Good car choice.

To make the windows semi-transparent you need the apposite texture, I'm going to PM it to you.
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Postby EnzoSkylineMiura » Thu Aug 22, 2013 4:11 am

Whenever I use that texture, all the interior (seats, dashboard) disappear :!: Observe...

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what type of texture is it, (Glowing, Color Key, etc.)And other settings I have to use to make it work. if I cant get the window texture to work, it would be great if someone gave some textures for non-seethrough windows :)
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Postby Franch88 » Thu Aug 22, 2013 4:30 am

This problem happens because of the objects' order. To do the things at best, you need to unite all the objects part of the BODY_H object and split the united object per material, so you get new objects where each has only one material assigned. Then, move down all the others the object that has the windows material assigned; while doing this, you'll see that one by one all the objects behind the windows get visible.
The material types have to be set all to Glowing type, just to have them look in the best way in ZModeler, but this parameter is not influent for the final .pkg file exporting.

PS: do some cleaning of the objects that aren't needed for sure for a MM2 car, from the screenshot it's visible how's much long is the objects list.
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Postby e-cobra » Thu Aug 22, 2013 6:22 am

Nice start for converting models to MM2. :)
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Postby Seahawk » Thu Aug 22, 2013 9:50 am

Nice start! :D
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Postby EnzoSkylineMiura » Thu Aug 22, 2013 4:39 pm

Thanks for all the compliments :wink:. I've worked on the objects list, Ive finished all the wheels and windows (btw thank you so much for those windows franch :D). But yet another problem has come, The shadow.tga wont show up on the SHADOW_H object. btw I used an online image converter from .bmp to .tga . I'm thinking thats got something to do with it. would it be okay if someone gave me a rectangular shape on a .tga image?

lol p.s I dont have ps (photoshop :P)
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Postby aaro4130 » Thu Aug 22, 2013 7:23 pm

Use Paint.NET. Just like photoshop ;)
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Postby EnzoSkylineMiura » Thu Aug 22, 2013 8:25 pm

Have you ever had a car that drives apposite? I have! :P

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This is how it showed up in sf. the wrong way 'round. But its turns with its front wheels. its one of the fastest reversing cars I've ever had :lol:

Basicly, it reverses - at the speed it should be going if it were driving forwards - when i want it drive forward, and vice versa.
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Postby jorge14 » Thu Aug 22, 2013 11:56 pm

What you must do is to saved the shadow without the "RLE Compressor" to 32 bits. :wink:

EDIT: Another thing, you must rotate the car to 90 degrees so that the rear of the car is visible. :wink:
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Postby Franch88 » Thu Aug 22, 2013 11:58 pm

Yeah, the car needs to be rotated on the opposite file, I hadn't noticed that before from the first screenshot. Show all the objects, select them all and rotate them by 180
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Postby jorge14 » Fri Aug 23, 2013 1:15 am

For the shadow texture, to start you can well use the default vpfshdw.tga file.
You can create your own shade using a screenshot of the car in ZM in my case that's what I do using photoshop and paint.net. :wink:
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Postby EnzoSkylineMiura » Fri Aug 23, 2013 2:13 am

@jorge how do set it without RLE Compression to 32 bits?
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