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Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 3:54 am
by vmo
Kubboz wrote:OK, so, you want your own badge? Well... As long as you have your 3ds max, AND your badge is round, you can make your own pretty easily.

Needed:
3ds max 2013 with the export plugin
image editor capable of opening .dds files (gimp can do it with a plugin)

1. Download the attachment, unpack it anywhere.
2. Edit the provided .dds file, so that it's your badge. Save the file under a unique name, in the folder you have the 3d file in.
3. Open the .max file, and go to the material editor.
Image
4. in material editor, go to the box I marked goldish in the image above, and change the bitmap source so your new badge image file is loaded in instead.
5. export the badge and its uv mesh to .kjc and put it in game as usual.
6. copy the texture file to /assets/meshes/carparts/sharedtextures.
7. copy the parts.lua file from Alfadave badge folder to your own badge's folder.
8. enjoy your personal badge.

The 3d file can also serve as a template badge 3d file, so you can see how large a badge should be, how is should be positioned, how the uv mesh should look like, so you have the material, etc.


Thanks for the tutorial.

I follow all steps, but I've got a problem with the UVMesh (in Automation, when I select the badge, appears a message saying "can't unable to load UVMesh", automation close, followed with that message: "Automation has had to close due to an unexpected error".

The badge made with your tutorial:
Montes.zip
(30.11 KiB) Downloaded 242 times

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:00 am
by Kubboz
have you tried exporing to .kjc instead?

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:13 am
by vmo
Kubboz wrote:have you tried exporing to .kjc instead?


Yes. I exported in *.kjc (instead exporting in single file or object, in multiple files to export th badge and the UV separately).

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:16 am
by Kubboz
I'd like to have the .max files then.

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:21 am
by vmo
Kubboz wrote:I'd like to have the .max files then.


MAX.zip
(92.42 KiB) Downloaded 267 times

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:28 am
by Kubboz
There is nothing wrong with the .maxes. Select the badge only, and export using "export selected" option. Save it as .kjc.
Do the same with UV mesh.

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:32 am
by vmo
Kubboz wrote:There is nothing wrong with the .maxes. Select the badge only, and export using "export selected" option. Save it as .kjc.
Do the same with UV mesh.


Ok. Thanks.

In the parts.lua, what I need to change (a part of the name of the badge file and the UV)?

Re: Kubby's 3d mod stuff

PostPosted: Mon Dec 29, 2014 4:38 am
by Kubboz
Yup. They're based on the same model, with the same material ids and what not, so it should be enough.

Re: Kubby's 3d mod stuff

PostPosted: Mon Jan 05, 2015 1:08 pm
by Kubboz
It's a headlight. It works. Also, it's modern.

The version with body-colored trim thingy has the body-colored trim thingy tinted yellow for reasons unknown.

No, the trim cannot morph smoother. Fixture tech limitations.

Unpack directly into your <installation directory>/assets/meshes/carparts/headlights folder.

Re: Kubby's 3d mod stuff

PostPosted: Mon Jan 05, 2015 1:24 pm
by WizzyThaMan
Will check this out tomorrow! Excited!

Re: Kubby's 3d mod stuff

PostPosted: Mon Jan 05, 2015 5:04 pm
by supraman
its an interesting light but doesnt morph very well on some of the newer bodies excluding mods.

Re: Kubby's 3d mod stuff

PostPosted: Mon Jan 05, 2015 8:11 pm
by Kubboz
Kubboz wrote:No, the trim cannot morph smoother. Fixture tech limitations.

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 1:37 am
by Speedemon
This is what I want to see. I think a muscle car design would be very cool. V8 Power!

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 1:48 am
by vmo
For the not-Audi A4 needs a not-Audi grille :D

Good work!

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 2:39 am
by Kubboz
Something just a little bit less modern (but ahead of its time) - there comes a late 90's headlight, with 10 variants.

The variants with body-colored casing have the casing tinted yellow for reasons unknown.

No, it cannot morph better.

Unpack directly into your <installation directory>/assets/meshes/carparts/headlights folder.