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Sillymods [New WIP]

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Sillyworld

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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

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Leonardo9613

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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.
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Kubboz

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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.
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Sillyworld

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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:

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strop

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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?
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Sillyworld

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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.
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thecarlover

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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

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Sillyworld

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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....
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Sillyworld

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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
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Oskiinus

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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!
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vmo

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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
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Oskiinus

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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!
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Sillyworld

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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
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Sillyworld

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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
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thecarlover

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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

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