FAQ  •  Login

Sillymods [New WIP]

<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Wed Dec 23, 2015 7:34 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

Thanks for the help thecarlover :D
I'll test it in game to see if I need to re-do the rear

xzxf.png
xzxf.png (126.04 KiB) Viewed 9783 times
<<

Leonardo9613

User avatar

4-Star Beta Tester
4-Star Beta Tester

Posts: 1270

Joined: Fri Feb 10, 2012 6:59 am

Location: Curitiba, Brazil

Cars: '15 Ford Ka 1.0 SE

Post Thu Dec 24, 2015 3:14 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

Looking pretty good. I just want to point out that no car window is truly flat, so you might want to add a little bit of curvature to them.
<<

Kubboz

User avatar

5-Star Beta Tester
5-Star Beta Tester

Posts: 1297

Joined: Fri Jul 30, 2010 3:24 am

Cars: Skoda Felicia Combi 1.3 MPi LXi

Post Thu Dec 24, 2015 3:30 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

Speaking of window curvature...

Image

You might want to take a look at this spot.
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Thu Dec 24, 2015 4:13 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

After a long day I finally tested the car body in-game. unfortunately, the chassis in automation was too "tall" for the model, and the suspension mountings in the front were glitching. So I just made the body a little higher. It works now, but it looks super-weird :lol: I'll re do the front tomorrow morning.

The engine bay is big enough, you can put the next engines:

Mid Longitudinal (with DOHC, individual trottle bodies and race intake)
- V12 -- 105.6x79.2 = 8324cc
- V12 -- 104.3x104.3 = 10694cc
And even bigger engines with longer stroke.

Rear longitudinal (with DOHC, individual trottle bodies and race intake)
- V6 109.1x81.8 = 4585cc
- V6 107.8x107.8 = 5903cc
Bigger engines with longer stroke.

You can put V12 in the rear but they tend to glitch.

Some pictures:

Image
Image
Image
Image
<<

strop

User avatar

3-Star Beta Tester
3-Star Beta Tester

Posts: 3462

Joined: Sun Apr 06, 2014 2:31 pm

Cars: Honda Civic VTI-S MY13

Post Thu Dec 24, 2015 4:45 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

Neato! What drag coefficient will you be giving it?
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Thu Dec 24, 2015 5:48 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

strop wrote:Neato! What drag coefficient will you be giving it?


Probably 0.26, but I'm not sure yet.
<<

thecarlover

User avatar

Posts: 653

Joined: Wed Oct 07, 2015 2:50 am

Location: Ottawa, Canada

Cars: Not the 2011 Porsche 911 Turbo Cabriolet in the photo.

Post Thu Dec 24, 2015 5:53 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

Sillyworld wrote:
strop wrote:Neato! What drag coefficient will you be giving it?


Probably 0.26, but I'm not sure yet.


Whatever the real-world drag coefficient is, go lower than that for it. The real world one includes air intakes, wings, door handles, and anything else that adds drag. The McLaren body in game is 0.19 (quite low, real one is somewhere above 0.3), and I made my Murciélago have 0.25 (real one is 0.33) and Diablo-ish 0.24 (real is 0.31).
Car showcase thread: viewtopic.php?f=35&t=8227
Mods thread: viewtopic.php?f=38&t=8552

Image
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Thu Dec 24, 2015 6:45 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

thecarlover wrote:
Sillyworld wrote:
strop wrote:Neato! What drag coefficient will you be giving it?


Probably 0.26, but I'm not sure yet.


Whatever the real-world drag coefficient is, go lower than that for it. The real world one includes air intakes, wings, door handles, and anything else that adds drag. The McLaren body in game is 0.19 (quite low, real one is somewhere above 0.3), and I made my Murciélago have 0.25 (real one is 0.33) and Diablo-ish 0.24 (real is 0.31).


If I remember correcly, the cd for the CLK GTR is 0.31. I guess I'm making it 24 as well :D
or I'll see after a few tests....
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Fri Dec 25, 2015 2:18 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

Small update... pretty much everything done.
Except the skinning xD and I still need to fix a couple of things with thsose odd reflections. I'm a little bit more happy now with the overall shape (after the automation chassis made me made it bigger). But I think it looks a little bit... too chunky. Anyways, here's a preview. I will later do 2 varians of the body, one a little bit more like a Toyota gt-one and a roadster-type.
Image

EDIT: I used this https://docs.google.com/spreadsheets/d/ ... 47&vpid=A1 and the suggested cd was .21 :D
<<

Oskiinus

User avatar

Posts: 577

Joined: Sat Oct 04, 2014 3:49 am

Location: Tarnów, Poland

Cars: Not a car, but I own Arkus Classic Junior in black ;)

Post Fri Dec 25, 2015 9:51 pm

Re: 90s GT1 car [Not a CLK-GTR] WIP

Looks great Silly! Tell me, do you REALLY want to do a roadster variant? If yes, then I can start planning my late 90s supercar based on unused Le Mans project :D
CEO of Airborne Automotive, Airborne Motor Group and Co-CEO of it's sub-brands :D
viewtopic.php?f=35&t=5895 - Thread!
<<

vmo

User avatar

Naturally Aspirated

Posts: 1178

Joined: Wed Jul 04, 2012 4:29 am

Location: Spain

Cars: A undestructable Toyota with 1ZR FAE engine, Honda Civic VTi EG6, Mazda RX7 fc

Post Sat Dec 26, 2015 4:58 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

Oskiinus wrote:Looks great Silly! Tell me, do you REALLY want to do a roadster variant? If yes, then I can start planning my late 90s supercar based on unused Le Mans project :D


Exists only 5 CLK-GTR roadster (from the initial 25 CLK-GTR coupe, 5 of this was converted to roadster):
Image
Company: Montes Cars
Company ID: 1940001
Visit the brand models http://automationgame.com/phpBB3/viewtopic.php?f=35&t=3995
In AutomationHub.net: http://www.automationhub.net/company-ca ... mpanyID=18
My YouTube Channel: https://goo.gl/1MtRpd
<<

Oskiinus

User avatar

Posts: 577

Joined: Sat Oct 04, 2014 3:49 am

Location: Tarnów, Poland

Cars: Not a car, but I own Arkus Classic Junior in black ;)

Post Sat Dec 26, 2015 5:19 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

I know about CLK-GTR Roadster existance, vmo...
CEO of Airborne Automotive, Airborne Motor Group and Co-CEO of it's sub-brands :D
viewtopic.php?f=35&t=5895 - Thread!
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Sat Dec 26, 2015 5:20 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

vmo wrote:
Oskiinus wrote:Looks great Silly! Tell me, do you REALLY want to do a roadster variant? If yes, then I can start planning my late 90s supercar based on unused Le Mans project :D


Exists only 5 CLK-GTR roadster (from the initial 25 CLK-GTR coupe, 5 of this was converted to roadster):


It will be a mix between that CLK roadster and a roof of this:
Image
<<

Sillyworld

User avatar

Posts: 400

Joined: Sat Jul 11, 2015 8:48 am

Location: Guadalajara, México

Cars: Mazda 3 hatchback

Post Sat Dec 26, 2015 10:00 am

Re: 90s GT1 car [Not a CLK-GTR] WIP

Hey guys... a little bit of an issue here...
The vertices don't move when I add weight to the bones :( They just change color but they don't move, someone knows what I can do to fix that? o what is causing it?

[Picture deleted]

EDIT:
I just fixed that. Now I have another small issue, I put 2 bones close together, one moves the entire front to make it larger or smaller. And the other moves the bumper area. When I test it in game, before I added the front bone, I could move the bumper bone, but after I added the front bone, the bumper bone can't be selected. Is there a way to make them both selectable and usable?

Image
<<

thecarlover

User avatar

Posts: 653

Joined: Wed Oct 07, 2015 2:50 am

Location: Ottawa, Canada

Cars: Not the 2011 Porsche 911 Turbo Cabriolet in the photo.

Post Sat Dec 26, 2015 11:05 am

Re: 90s GT1 car [HELP NEEDED] WIP

I've run into that issue as well, and the solution I have is for each to have vertices that the other doesn't use. I do however have a theory that I haven't had the chance to try out yet. Whichever bone is smaller within the larger one (I presume the bumper vertices got overtaken by the whole front ones?), weigh it higher than the other. Assuming the bumper is the one you can't select, weigh that one first at .5 for the vertices you want to move the most. Normally, then you add the other bone at .5 as well, and all the .5s of the one before become .25s. Well, in this case, when overlaying the front bone on top, don't go for .5, got for a lower value so that when the bumper vertice weights get reduced to compensate for the others, they still have a higher value than the whole front end. If my observations are correct, when in-game, to select the whole front end, you'd have to use the area that the bumper bone doesn't cover, while the whole of the bumper's area would be selectable above the front bone because of the higher weighting.

I hope this makes some sense, and I also hope that my theory is correct, though a more experienced creator might know about this from experience.
Car showcase thread: viewtopic.php?f=35&t=8227
Mods thread: viewtopic.php?f=38&t=8552

Image
PreviousNext

Return to 3d Artists Modding Forum

Who is online

Users browsing this forum: No registered users and 0 guests