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Sillyworld

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Post Sat Dec 26, 2015 11:16 am

Re: 90s GT1 car [HELP NEEDED] WIP

Thanks thecarlover, I'm gonna try that, and if it doesnt work, I will just add extra vertices to the bumper bone.
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maffc

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Post Sat Dec 26, 2015 8:08 pm

Re: 90s GT1 car [HELP NEEDED] WIP

thecarlover wrote: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.


Your Higher weighting theory is correct. Smaller morph zones that are completely or mostly overlapping another, larger zone, need to have a higher weight to be selectable. Its exactly what I did to get the bonnet indent to work on the not-princess bodies.

Another word of warning about overlapping bones, The game is only able to support 4 bones per vertex, including the bone root.
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Sillyworld

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Post Sun Dec 27, 2015 12:56 pm

Re: 90s GT1 car [Almost done] WIP

maffc wrote:
thecarlover wrote:[...] 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...


Your Higher weighting theory is correct. Smaller morph zones that are completely or mostly overlapping another, larger zone, need to have a higher weight to be selectable. Its exactly what I did to get the bonnet indent to work on the not-princess bodies.

Another word of warning about overlapping bones, The game is only able to support 4 bones per vertex, including the bone root.


I was going to try that but it was too complicated to me :lol: And I discovered the 4 bones per vertex limit by myself :(

Anyways, the body is almost done... here are some previews. Extra points if you guess what real life cars I tried to build ;)

Image
Image
Image
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vmo

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Post Sun Dec 27, 2015 12:59 pm

Re: 90s GT1 car [Almostt done] WIP

Well done!
Im thinking to make the 24th hrs of le mans 1998 edition when you release the body.
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strop

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Post Sun Dec 27, 2015 1:02 pm

Re: 90s GT1 car [Almostt done] WIP

Is the middle one an R390GT? It must be!
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vmo

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Post Sun Dec 27, 2015 1:04 pm

Re: 90s GT1 car [Almostt done] WIP

strop wrote:Is the middle one an R390GT? It must be!

Yep.
Company: Montes Cars
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Visit the brand models http://automationgame.com/phpBB3/viewtopic.php?f=35&t=3995
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Vri404

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Post Sun Dec 27, 2015 1:13 pm

Re: 90s GT1 car [Almostt done] WIP

EPIC!

Top: CLK-GTR

Mid: Nissan R390

Bottom: IDEK
Salt is what 95% of children are made from, and generally 72% of forum users.

Also 82% of statistics are made up.
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Sillyworld

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Post Sun Dec 27, 2015 5:14 pm

Re: 90s GT1 car [Almostt done] WIP

Vri404 wrote:EPIC!

Top: CLK-GTR

Mid: Nissan R390

Bottom: IDEK


It was a Lister Storm (at least, the front :lol: )
I'm currently working on the roadster variant. Probably tomorrow will be in the workshop :D

This is other variant of the body :)
Car -6.png
Car -6.png (123.52 KiB) Viewed 4245 times


EDIT: This is what the roadster variant look like
Car -8.png
Car -8.png (738.05 KiB) Viewed 4225 times
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Sillyworld

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Post Mon Dec 28, 2015 6:33 pm

Re: 90s GT1 car [Almost done] WIP

Finally! It's done! It was a lot of *beep* *beep* work.
The link and all of that is at the OP.

Now, I have to say it's my first car body, and I choose a fairly complicated model, as we say in my country "parí chayotes" making the body. That said, I feel it's not perfect or as smooth as I wanted to be. I made a lot of mistakes, since I have 0 experience with 3d modeling, but I think it's reasonable good (or at least usable), maybe not so high-quality as other mods out there :oops:

Anywho... just enjoy the body :geek:


*"parir chayotes" it's a colloquial for having a hard time. The literal translation is "it's like giving birth to chayote fruits".
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strop

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Post Mon Dec 28, 2015 8:11 pm

Re: 90s GT1 car [Finally done]

*looks up Chayote fruit* yeeeeeeouch.

Many thanks for your hard work! I'm going to go test it out now.

EDIT: a little rough in places, as you say, in particular the rear bodywork, and the flares. But then again for a first body this one seems particularly complex, so well done for pulling it off at all. This car accommodates some really wide wheels, and the morphing zones work well. Without trying too hard it is extremely capable on the track, just like it should be!

EDIT2: A unique issue seems to come up with the rear engine placement!

Car -42.png
Car -42.png (661.52 KiB) Viewed 4148 times


I'm not sure if this is an issue with V12s or the car body, because most of the other bodies haven't been able to fit a sizeable V12 as yet!
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koolkei

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Post Tue Dec 29, 2015 3:12 am

Re: 90s GT1 car [Finally done]

ohohohohohoho i've only seen this thread now but.

i guess jaguar XJ replicas are coming soon :)
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Sillyworld

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Post Tue Dec 29, 2015 7:40 am

Re: 90s GT1 car [Finally done]

It's a perfect body for street legal-limited production cars :D

Funny you mention the XJ220, when designing this car I tried to make it so morphable so you could design both a XJ220 and a CLK-GTR... but was a little bit to complicated so I discarted that idea, but then I thought on making a XJ220ish body. But now we have the carlover's Diablo body, and I don't know if another mid-engine super car body is what we need...
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Oskiinus

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Post Tue Dec 29, 2015 8:14 am

Re: 90s GT1 car [Finally done]

XJ220?
NEED. THIS. BOAT. NAO.
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 Thu Dec 31, 2015 4:59 pm

Re: 90s GT1 car [Finally done]

Not much to show yet, but a new body is on its way ;) this time it's not based on na existing car.
Image

EDIT: Another photo. Those donut tyres tho
Image
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Sillyworld

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Post Sat Jan 16, 2016 6:22 pm

Re: Sillymods [00 Coupe WIP]

Small update about the 00 Coupe (not that anyone cares), the project is on hold, but I will return to work on it soon. I actually finished the mesh and I tested in game, but I wasn't happy with the shape or the size, so I'll start from scratch.
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