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Kubby's 3d mod stuff

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vmo

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Post Mon Dec 29, 2014 3:54 am

Re: Kubby's 3d mod stuff

Kubboz wrote:OK, so, you want your own badge? Well... As long as you have your 3ds max, AND your badge is round, you can make your own pretty easily.

Needed:
3ds max 2013 with the export plugin
image editor capable of opening .dds files (gimp can do it with a plugin)

1. Download the attachment, unpack it anywhere.
2. Edit the provided .dds file, so that it's your badge. Save the file under a unique name, in the folder you have the 3d file in.
3. Open the .max file, and go to the material editor.
Image
4. in material editor, go to the box I marked goldish in the image above, and change the bitmap source so your new badge image file is loaded in instead.
5. export the badge and its uv mesh to .kjc and put it in game as usual.
6. copy the texture file to /assets/meshes/carparts/sharedtextures.
7. copy the parts.lua file from Alfadave badge folder to your own badge's folder.
8. enjoy your personal badge.

The 3d file can also serve as a template badge 3d file, so you can see how large a badge should be, how is should be positioned, how the uv mesh should look like, so you have the material, etc.


Thanks for the tutorial.

I follow all steps, but I've got a problem with the UVMesh (in Automation, when I select the badge, appears a message saying "can't unable to load UVMesh", automation close, followed with that message: "Automation has had to close due to an unexpected error".

The badge made with your tutorial:
Montes.zip
(30.11 KiB) Downloaded 235 times
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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Kubboz

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Post Mon Dec 29, 2014 4:00 am

Re: Kubby's 3d mod stuff

have you tried exporing to .kjc instead?
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vmo

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Post Mon Dec 29, 2014 4:13 am

Re: Kubby's 3d mod stuff

Kubboz wrote:have you tried exporing to .kjc instead?


Yes. I exported in *.kjc (instead exporting in single file or object, in multiple files to export th badge and the UV separately).
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
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Kubboz

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Post Mon Dec 29, 2014 4:16 am

Re: Kubby's 3d mod stuff

I'd like to have the .max files then.
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vmo

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Post Mon Dec 29, 2014 4:21 am

Re: Kubby's 3d mod stuff

Kubboz wrote:I'd like to have the .max files then.


MAX.zip
(92.42 KiB) Downloaded 257 times
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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Kubboz

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Post Mon Dec 29, 2014 4:28 am

Re: Kubby's 3d mod stuff

There is nothing wrong with the .maxes. Select the badge only, and export using "export selected" option. Save it as .kjc.
Do the same with UV mesh.
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vmo

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Post Mon Dec 29, 2014 4:32 am

Re: Kubby's 3d mod stuff

Kubboz wrote:There is nothing wrong with the .maxes. Select the badge only, and export using "export selected" option. Save it as .kjc.
Do the same with UV mesh.


Ok. Thanks.

In the parts.lua, what I need to change (a part of the name of the badge file and the UV)?
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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Post Mon Dec 29, 2014 4:38 am

Re: Kubby's 3d mod stuff

Yup. They're based on the same model, with the same material ids and what not, so it should be enough.
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Post Mon Jan 05, 2015 1:08 pm

Re: Kubby's 3d mod stuff

It's a headlight. It works. Also, it's modern.

The version with body-colored trim thingy has the body-colored trim thingy tinted yellow for reasons unknown.

No, the trim cannot morph smoother. Fixture tech limitations.

Unpack directly into your <installation directory>/assets/meshes/carparts/headlights folder.
Attachments
KubbyHeadlight01.zip
(233.25 KiB) Downloaded 332 times
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Post Mon Jan 05, 2015 1:24 pm

Re: Kubby's 3d mod stuff

Will check this out tomorrow! Excited!
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Post Mon Jan 05, 2015 5:04 pm

Re: Kubby's 3d mod stuff

its an interesting light but doesnt morph very well on some of the newer bodies excluding mods.
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Post Mon Jan 05, 2015 8:11 pm

Re: Kubby's 3d mod stuff

Kubboz wrote:No, the trim cannot morph smoother. Fixture tech limitations.
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Post Tue Jan 06, 2015 1:37 am

Re: Kubby's 3d mod stuff

This is what I want to see. I think a muscle car design would be very cool. V8 Power!
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Post Tue Jan 06, 2015 1:48 am

Re: Kubby's 3d mod stuff

For the not-Audi A4 needs a not-Audi grille :D

Good work!
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
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Kubboz

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Post Tue Jan 06, 2015 2:39 am

Re: Kubby's 3d mod stuff

Something just a little bit less modern (but ahead of its time) - there comes a late 90's headlight, with 10 variants.

The variants with body-colored casing have the casing tinted yellow for reasons unknown.

No, it cannot morph better.

Unpack directly into your <installation directory>/assets/meshes/carparts/headlights folder.
Attachments
KubbyHeadlight02.zip
(411.5 KiB) Downloaded 349 times
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