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MaddogK

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Posts posted by MaddogK

  1. Pretty cool c'ept for 1 obvious oversight- the Yenko Camero didn't have rear seats. My stepfather owned one and as a young kid remember having to sit on a carpeted box because no rear seats were installed from the factory.

  2. GL dood ! The neon is a fun little car to drive (the 2 door ver) and easy to work on. You could find some good tech drawings of the car from the owners manual (google is your friend) or one of the many shop manuals.

     

    No comment on zmodeler- but once you learn the work-arounds for zmodelers 'quirks' (or missing features) it isn't a bad proggy for 50 bucks, end eventually they may add additional features which you'll get for free.

  3. Ya got me during a test drive, I did a major revision yesterday so I didn't have time to retune my normals as you can see, but as often as I abandon bodywork for cockpit building I go back to tweeking the body. Maybe I'll have a releasable beta together in a couple months, but that depends on how detailed I get with the cockpit, and of course finding a suitable engine sound as I don't feel a CD rip of sound effects would be of the quaility I'm seeking. You did notice it's been substantially downsized to fit the C6 frame- otherwise the car would be close to 26 feet long (closer to 30 as post #10 shows). Oh, and my missing faces turned out to be flipped edges on some poly's during export- they're all showing now. Doors and windows also work as they should and I may try the glass roof (retractable) on another chassis as the C6 doesn't have a drop-top.

     

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    Here's the car in silver with semi-fixed normals:

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    Video:

    d915e-4.jpg

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    Initial test exports are going well considering a stray face gets flipped occasionally, but the hi-poly body model and floor are placed. I didn't realize I need to build a complete lo-poly model but I think I'll get the hi-poly cockpit installed before I worry about anything else.

  5. Even with the wrong magicmap the game will (should) work, check your latest addition to your game- a corrupt car (a corrupt or invalid BNK), interior or rim will crash your game to desktop (been there-done that). A model compiled with other than 2DB textures will crash your game too , a missing alpha (or an added un-necessary alpha) prolly will crash it too but I never tried it.

  6. Just a quick update- front of the cockpit nearly done, cockpit needs texturing, doors get reworked next.

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    Ya, Ya, I know- the LF fender isn't on it yet.

  7. #1 Lotus Exige lvl 3

    #2 Noble M12 lvl 2

    *both rather slow (185 mph TOPS)

    The Corvettes should be good, but the weird shift lag between 1-2 and 2,3 breaks the rear tires loose at the most inconvenient moments, and neither has very good brakes.

    The Ford GT also should be, but isn't.

    The Murcialiago is pretty good but it's dog in acceleration.

     

    I always end up back in the Noble, too bad the faster cars aren't as well balanced, but if you drive an F1, do you really want to stop quickly ?

     

    ...your opinions may differ from mine.

  8. heh, that an offer to assist ? Trial and error on an unfamiliar game is a pain.

     

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    I think I'm undersampling my bumpmap, I'm using 4x, 0-22, inverted x and y. What are the 'others' using ?

     

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    Hmm, where did I put that map for the above pic ? At least I'm moving on to the car, wish me luck.

  9. Rims are basically done: still need to resize to fit the new car, and the knock-offs still appear a bit oversized but after MANY hours of trying to figure out how to do chrome it all came together a few minutes ago. 300 kph= 186.4 mph, so the Corvette C6 seems like the perfect donor car to build on (since a few kits have actually been made for the R/L vette), I wouldn't wanna hack the Z06 up since most who own both drive the Z06 more anyway. thoughts ?

     

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  10. It's extremely rough but not bad (IMHO) for my first weekend working with an unfamiliar program that keeps crashing (zmodeller), but I've moved the entire project to max 7 where I'm comfortable. I haven't decided weather I'll continue playing with zmodeller, or have someone else export it for me. I'll export the rims tonight and see where I'm at. At least the sample zmodeller model answered some questions as my thread requesting node defs vanished. Thanks mods.

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