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Everything posted by pazza
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i think i'll try that later, rodder. (haven't got time now) btw erik, i'm using method 2 cheers both for the help pazza
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i've finished the model, but i'm stuck on mapping. i've mapped the grille onto the model and that works fine. i then create a new UVW map from another part of the car, unwrap it and click EDIT to move it to the correct part on the template. however, when i do this, the grille mapping goes out of line, and the new mapping isn't in the correct place either. so atm, i'm stuck with just one mapping at a time. any help much appreciated pazza
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cheers m8. if i ever finish my 3 series, it'll add to the 2ltr RWD car collection!
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the biggest crowd i've ever seen! absolutely immense & nice to see some big names and big smashes well in there south, brillant show shame about the long stoppages though and it was very cold! i'll definitely be going next year
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excellent model IMO! did you start from scratch or use the hatchback as starting point? damage looks excellent btw i really like the invaders paintjob! my dad used to watch the invaders at New Brighton near Liverpool over 30 years ago. i can't believe they're still going.
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nice skins rodder! could you upload the 3ds files for those wheels? cheers pazza
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bmw e30 3 series! its my first model, so a bit slow, but i'm getting there i'll edit the physics so there is a 318 for 2 litres and 325 for unlimiteds positioning it is taking ages moving it and making the .car file each time pazza
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sorted that now i've attached a zip with all the wheel tga's from NickM's site, and all of the ones i uploaded, and all of the ones that i have done since. i hope to see them on a few renders! Enjoy! Pazza wheel_tga__s.zip
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i only use the mod launcher for stockrods, coz its got too many options and the last time i used it, it made loading the game really slow for bangers, f2, etc. but its the only way of launching stockrods
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i read on a "van physics" post about editting the physics.val file. how do you do this and what do you open it with? notepad comes up with a load of random symbols and nonsense cheers pazza
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still wont work & has same problem. any ideas?
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cheers haadee
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i've tried that but a can't even get the security warning window. could you upload the exe again please coz its like the exe is corrupt or a bit is missing. cheers pazza
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hi haadee i haven't got a template for it but i've got the .car and .tex file for it. i think i found it in a BWS or TNB update and the tex was in a skinpack. the drivers txt is: table Driver number 1 name pacecar chassis granpace rank 1 race_image 100 body_style ccar wheel_basename mk2black end only problem is i don't know how to get the pace car at the front of the pack? erik, i've got the car the right way up, but the wheelbase and axles are slightly off. i've tried running the exe tirebase changer file, but it comes up with the XP error message sound but with no message and the program doesn't run. any ideas? cheers mate. its slow progress, but i'm learning and next model i won't be such a pain i promise pazza Granada_Pace_car.zip
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got a new problem! when i get it in the game it looks like a duck's bottom kinda coz the back end's in the air do i need to rotate the 3ds model or something?
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cheers erik top notch it worked pazza
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still says the same error message?! i can't see why it ain't working coz theres a 3ds and the exe file. when i exported it, it asked if i wanted to preserve the texture co-ordinates. does this matter coz i said yes. any ideas? cheers pazza
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cheers eric. i'm running on XP. i've put the EXE file in the document & setting folder. I type in 3DS2MOD 1.3DS 318.MOD in the CMD and it says "Couldn't open 1.3DS" and "Error reading 1.3ds". I've put the 318.max file in the same folder (if this makes a difference) so why isn't it working? thanks so far erik. its the closest i've got coz theres nothing on google!
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that's sorted now i'm trying to export it. i've downloaded the texporter file and put it in the plug-ins folder Make sure that your model is the only model within your 3dmax scene as the .mod exporter exports everything including any hidden objects. Open the 'File' menu and click on 'Export' Browse to the unzipped file that you just downloaded and renamed Change the 'Save as type' to 'MGI MOD Export(*.mod)' Double click "Pacecar1.mod" Click 'Yes' then 'OK' a couple of times to complete the export Export another two times, this time double click 'Pacecar2.mod' and 'Pacecar3.mod' i've tried doing this as nickM says, but when i export it, there is no .mod save option in the drop-down menu? please help me pazza
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heres the little symbol. lol i had to take a pic of the screen with my camera coz print screen hides the cursor!
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the way i do it is hover over the selected edges and a little symbol appears. then you just drag it to half the width of the car. i don't bother with typing a number in the little extrude box. btw is that a pulsar?
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