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

PostPosted: Wed Dec 23, 2015 7:34 pm
by Sillyworld
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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Re: 90s GT1 car [Not a CLK-GTR] WIP

PostPosted: Thu Dec 24, 2015 3:14 am
by Leonardo9613
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.

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

PostPosted: Thu Dec 24, 2015 3:30 am
by Kubboz
Speaking of window curvature...

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You might want to take a look at this spot.

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

PostPosted: Thu Dec 24, 2015 4:13 pm
by Sillyworld
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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Re: 90s GT1 car [Not a CLK-GTR] WIP

PostPosted: Thu Dec 24, 2015 4:45 pm
by strop
Neato! What drag coefficient will you be giving it?

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

PostPosted: Thu Dec 24, 2015 5:48 pm
by Sillyworld
strop wrote:Neato! What drag coefficient will you be giving it?


Probably 0.26, but I'm not sure yet.

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

PostPosted: Thu Dec 24, 2015 5:53 pm
by thecarlover
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 MurciƩlago have 0.25 (real one is 0.33) and Diablo-ish 0.24 (real is 0.31).

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

PostPosted: Thu Dec 24, 2015 6:45 pm
by Sillyworld
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 MurciƩlago 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....

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

PostPosted: Fri Dec 25, 2015 2:18 pm
by Sillyworld
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.
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EDIT: I used this https://docs.google.com/spreadsheets/d/ ... 47&vpid=A1 and the suggested cd was .21 :D

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

PostPosted: Fri Dec 25, 2015 9:51 pm
by Oskiinus
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

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

PostPosted: Sat Dec 26, 2015 4:58 am
by vmo
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):
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Re: 90s GT1 car [Not a CLK-GTR] WIP

PostPosted: Sat Dec 26, 2015 5:19 am
by Oskiinus
I know about CLK-GTR Roadster existance, vmo...

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

PostPosted: Sat Dec 26, 2015 5:20 am
by Sillyworld
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

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

PostPosted: Sat Dec 26, 2015 10:00 am
by Sillyworld
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?

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Re: 90s GT1 car [HELP NEEDED] WIP

PostPosted: Sat Dec 26, 2015 11:05 am
by thecarlover
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.