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Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 4:37 am
by np1993
Awesome headlights, really brought the headlight variety our of the 90's and into the present!

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 10:24 am
by WizzyThaMan
I love it Kubby!

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 10:33 am
by Jakgoe
Great work! Keep up the great mods!

Re: Kubby's 3d mod stuff

PostPosted: Tue Jan 06, 2015 1:24 pm
by PMP1337
I really like the faded orange and white integrated turn signals. I haven't try them yet but from the thumbs they look really good.

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 1:02 am
by Kubboz
Something for the US-spec cars! The generic sealed beam round headlights in a square casing:

Screenshot_17.png
Screenshot_17.png (313.32 KiB) Viewed 8977 times

[Screenshot is of the old version. Looks a bit better now.]

Note that these are 5 3/4 inches lights by default, so you need no scaling for them to be US-regulations-compliant (as long as you have two on each side). This also means you can use them as a reference for the vanilla sealed beam lights.

The variants with body-colored casing have the casing tinted yellow and I don't know why. Use red/yellow/green/black colors if that bothers you (It sure does bother me).

The graphics engine does not like transparent materials in skinned meshes apparently, so it does not look as good as it could have looked. Perhaps the engine switch will fix it.

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

UPDATE: A bit better looking glass. Still looks pretty opaque tho.

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 4:57 am
by strop
*bows down and worships kubby*

Also can be used as proper light fixtures for that Gemini TX replica I have floating around, superb!

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 5:29 am
by EnryGT5
They're pretty damn large, i see why manufacturers had to redesign the whole front end for the USDM versions.. :lol:

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 5:42 am
by TrackpadUser
Very nice. I wanted to make lights like these one day since they are used on so many things.

Only comment I would make is that IMHO the glass looks a bit opaque, and I am sure it could look nice since a lot of stock headlamps and the majority of taillamps have mapped glass.

I tried to change the material to ECS_Headlight and it does look a bit nicer but it is still more opaque than the round light. Maybe just remaping the texture on the glass so the grid is not as tight might help.

Reference picture.

Image

The left one has the glass material assigned as ECS_STANDARDMAT, the second is has it assigned as ECS_HEADLIGHT.

Also, thanks for the help with my taillights, they work nicely now.

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 6:30 am
by Kubboz
Oh, so it was at ecs_standardmat. Weird. Could have sworn otherwise. That explains things, I guess.

Updated version is in progress of being uploaded. However, it still looks pretty opaque (It's more shiny however). All of vanilla mapped glass is in the glass mesh, which in this case is pretty impossible, since the glass needs to be skinned. My guess is the need to render glass more properly was not recognised early enough and it would require some massive human sacrifices on the devs' part to fix that problem on the current engine.

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 6:58 am
by TrackpadUser
Yeah, the issue might be related to the green tinted ECS_BODY material on the back of lights.

Still, it looks much nicer now.

And the results are very nice even on very curved surfaces.

Image

I wonder if you could make a version with a round housing.

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 8:43 pm
by Kubboz
I've heard you wanted some round housings?

Well, here it is:

Screenshot_18.png
Screenshot_18.png (414.4 KiB) Viewed 9171 times


It's a 7-inch light by default, so, if there is no scaling involved and there's only one light on each side, it is US regulations compliant. This also means you can use them as a reference for the other sealed beam lights.

The variants with body-colored casing have the casing tinted yellow and I don't know why. Use red/yellow/green/black colors if that bothers you (It sure does bother me).

The graphics engine does not like transparent materials in skinned meshes apparently, so it does not look as good as it could have looked. Perhaps the engine switch will fix it.

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

Re: Kubby's 3d mod stuff

PostPosted: Mon Feb 09, 2015 8:52 pm
by maffc
Oh yeah!!!
These were totally needed for the older bodies :-D
Nice work man

Re: Kubby's 3d mod stuff

PostPosted: Tue Feb 10, 2015 1:32 am
by Jakgoe
Thanks so much!

Could you consider putting all of your models into the OP, so we don't have to fumble through all of the pages to find them?

Re: Kubby's 3d mod stuff

PostPosted: Tue Feb 10, 2015 6:31 am
by ThomasD1962
This game is getting better and better!

Re: Kubby's 3d mod stuff

PostPosted: Tue Feb 10, 2015 9:21 am
by RedRiot
Your new light sets are really usefull - the new 1975 Chrysalis Mirage wouldn't be the same without those rectangular based sealed beam lights! :) Thanks for your effort, and keep up making these wonderfull add-ons!

Image