Nick M48 Posted May 10, 2007 Report Posted May 10, 2007 EDIT to above post: I've just remembered that you don't need to detach the faces you can use the auto smoothing option from within the 'Edit Mesh' menu, that will only smooth the faces that you have selected.
Haadee#525 Posted May 11, 2007 Author Report Posted May 11, 2007 update - drivable now [attachmentid=15612]
Haadee#525 Posted May 14, 2007 Author Report Posted May 14, 2007 i got a problem i cant get driver and steer in the car. I tryd many different names etc. any help much apreciated
Nick M48 Posted May 14, 2007 Report Posted May 14, 2007 i got a problem i cant get driver and steer in the car. I tryd many different names etc. any help much apreciated By far the easiest way is to import the dummies from an existing car otherwise it can be very difficult to get the scale and orientation right, I've attached a max file with just the dummies in, merge it into your car scene then move the dummies to where you want them. Dummies.zip
Haadee#525 Posted May 15, 2007 Author Report Posted May 15, 2007 i got a problem i cant get driver and steer in the car. I tryd many different names etc. any help much apreciated By far the easiest way is to import the dummies from an existing car otherwise it can be very difficult to get the scale and orientation right, I've attached a max file with just the dummies in, merge it into your car scene then move the dummies to where you want them. thanks for replay but that also doesnt work
rcbanger Posted May 15, 2007 Report Posted May 15, 2007 hello I have been testing also with 3dmax v8 to export to 3ds file and with the 3ds2mod prog it only works without the torso and steer. I exported an car in 3dmax to 3ds with wheel steer3.mod and Waist Dtorso.mod When i import it back the names ar changed to wheel stee and Waist dtor (just for check up!) It seems that the objectname for 3ds may not be longer then 10 characters. the only way i know is to export it to file .mod is with zmodeler v1 and 3dmax v3. strange but true i think greetz Marsman208
pazza Posted May 16, 2007 Report Posted May 16, 2007 yeah you're right mate 3ds2mod only appears to convert 1 damage layer (or certainly if you're using 3dsmax7 or above) I found 3dsmax3 here (it will expire after 30days) I spent ages looking for this and its only a trial, but it should cure the converting 3ds to Mod problems! Extract it using the folder names, to C:\3DSMAX3 Then run 3dsmax.exe
rcbanger Posted May 16, 2007 Report Posted May 16, 2007 yeah you're right mate 3ds2mod only appears to convert 1 damage layer (or certainly if you're using 3dsmax7 or above) I found 3dsmax3 here (it will expire after 30days) I spent ages looking for this and its only a trial, but it should cure the converting 3ds to Mod problems! Extract it using the folder names, to C:\3DSMAX3 Then run 3dsmax.exe thanx Pazza , for the link! i use zmodeler now for 3ds to mod convert and it works also fine but with a little problem , and that is the shiny skin. When your heat game is on maximum graphics detail!! 1 step less and the shine is gone!! greetz marsman208
Haadee#525 Posted May 21, 2007 Author Report Posted May 21, 2007 thanks to pazza and some other lads i got Max 3 working now. got it in game with max 3 with driver and steer (position aint right yet) but now im facing another problem (mapped in max7 and export to.mod with max3) the skin aint working now. [attachmentid=15981]
hotrod331 Posted May 21, 2007 Report Posted May 21, 2007 when u export as a .mod make sure your tga is called the chassis name followed by a1.tga as in van1.tga chassis would then be van it should then work if u convert a tga to carxxx.tga hope this helps!
jamesy Posted May 21, 2007 Report Posted May 21, 2007 is it me or does the rear wheel look out of postion?
hotrod331 Posted May 21, 2007 Report Posted May 21, 2007 yeah i dont think hes as far as sorting that atm!
Haadee#525 Posted May 22, 2007 Author Report Posted May 22, 2007 thanks rodder got another problem now (position will sort that out later) ive got a bench in the car where i got another .tex for,but how i fix it that that texture comes on it and not the one of the car self. And i got some lighter and darker spots on the car itself. [attachmentid=15996]
Nick M48 Posted May 22, 2007 Report Posted May 22, 2007 thanks rodder got another problem now (position will sort that out later) ive got a bench in the car where i got another .tex for,but how i fix it that that texture comes on it and not the one of the car self. And i got some lighter and darker spots on the car itself. Heat models can only have a single texture on them. The lighter and darker spots will be a smoothing problem. Looks great, well done
hotrod331 Posted May 22, 2007 Report Posted May 22, 2007 haadee i added you on msn mines rodder331@hotmail.com i think you can get around the bench problem in kind of the same way as you add a light tga that isnt on the template catch me on msn and ill give you a hand! looks proper cool so far!
Haadee#525 Posted May 22, 2007 Author Report Posted May 22, 2007 thanks for help and compliments guys
FbF 656 Posted May 22, 2007 Report Posted May 22, 2007 thanks rodder got another problem now (position will sort that out later) ive got a bench in the car where i got another .tex for,but how i fix it that that texture comes on it and not the one of the car self. And i got some lighter and darker spots on the car itself. Heat models can only have a single texture on them. The lighter and darker spots will be a smoothing problem. Looks great, well done ive had more than one texture on a model, just export it with the texture on, convert the tga to a tex, put it in the folder your makeing it with and add the tex entry to the relist.
Nick M48 Posted May 23, 2007 Report Posted May 23, 2007 ive had more than one texture on a model, just export it with the texture on, convert the tga to a tex, put it in the folder your makeing it with and add the tex entry to the relist. I must be thinking of making tracks then.
swindy Posted May 23, 2007 Report Posted May 23, 2007 Great work m8 hope my help was ok on msn and getting the car in the right for you and im sure this going to be one of the best models in the game imo
dean Posted June 21, 2007 Report Posted June 21, 2007 how r u getting on with this been lookin 4ward to smashin it up 4 ages looks wicked
Haadee#525 Posted June 22, 2007 Author Report Posted June 22, 2007 needs damage and some physics - but im gonna release it together with an other car
Haadee#525 Posted July 20, 2007 Author Report Posted July 20, 2007 (edited) got problem with other car,think its the poly rate not sure. (less polys then FX4Taxi , but swindy aint here to help ) 48.42.750: ====================================================================== 48.42.750: Sep 6 2002 12:09:31 N W32 M6 R senor_b 48.42.750: ====================================================================== 48.42.750: mem: p/s/t t/a 478M/204M 1121M/798M 2047M/2023M 48.42.781: JoyBegin 48.42.796: Config Dir: C:\Program Files\Hasbro Interactive\NASCAR Heat\ 48.42.796: Add-on tracks dir: "C:\Program Files\Hasbro Interactive\NASCAR Heat\tracks\" 48.42.796: mod: trying mod "ukdirtbangers"...48.42.796: mod.cfg found ok. 48.42.796: mod: Config Dir override: C:\Program Files\Hasbro Interactive\NASCAR Heat\ukdirtbangers\ 48.42.796: Running on WinNT version 5.1:2600 Service Pack 2 48.44.031: ddraw: created directdraw with nv4_disp.dll (NVIDIA GeForce 6150) 48.44.031: ddraw: version 0.0.0.0 48.44.296: vid: 64 meg card (reported:126.859375) 48.44.296: vid: using AGP textures (211), total: 64 48.44.312: vid: triple buffer on 48.44.343: texture: supports compressed solid texture 48.44.750: mr: 3D performance: 311 MPix/sec, 10291 KTris/sec 48.44.750: mr: fill rate is GREAT, poly rate is AWESOME, machine speed is 4292876 48.45.390: bink(intro.bik): open failed (Error opening file.) 48.45.453: using sound mixer Sound 48.47.046: Using user driver file 48.50.687: name = *FleetRv2.trk/trkshot.img, image = 106cdd4 48.52.828: unloading ui: 57.9 MB 48.52.859: unloaded ui: 58.1 MB 48.54.109: loaded race: 74.0 MB 48.54.250: ghost: Loading trackline *FleetRv2.trk/FleetRv2.gcf (TADS421) [15.250496 sec] 48.54.281: setting driving video mode = 3 48.54.546: vid: triple buffer on 48.54.578: records: using actual track length: 256.000000 m 48.54.578: skill_range_fudge! 48.54.625: Warning: using default pit stall, which is inappropriate. 48.54.968: paintjobs: ~Jan Merkx.tex does not exist 48.54.968: paintjobs: ~Ton van Ha.tex does not exist 48.54.968: paintjobs: ~Nutty Nige.tex does not exist 48.54.968: paintjobs: ~203 Ambula.tex does not exist 48.55.015: paintjobs: ~Rodder mk2.tex does not exist 48.55.015: paintjobs: ~Ralf Frent.tex does not exist 48.55.015: paintjobs: ~Vauxhall C.tex does not exist 48.55.015: paintjobs: ~HaaDee#525.tex does not exist 48.55.015: paintjobs: ~Dave Nicho.tex does not exist 48.55.015: paintjobs: ~Frankie Wh.tex does not exist 48.55.031: paintjobs: ~Geert Roub.tex does not exist 48.55.031: paintjobs: ~Alan Trick.tex does not exist 48.55.031: paintjobs: ~Markus Hav.tex does not exist 48.55.031: paintjobs: ~Peter Sche.tex does not exist 48.55.031: paintjobs: ~PEEWEE cro.tex does not exist 48.55.031: paintjobs: ~Ashley Ril.tex does not exist 48.55.031: paintjobs: ~PEEWEE EK .tex does not exist 48.55.031: paintjobs: ~Jürgen BAD.tex does not exist 48.55.062: paintjobs: ~HaaDee-525.tex does not exist 48.55.125: paintjobs: ~Jan Merkx.tex does not exist 48.55.187: paintjobs: ~Ton van Ha.tex does not exist 48.55.218: paintjobs: ~Nutty Nige.tex does not exist 48.55.250: paintjobs: ~203 Ambula.tex does not exist 48.55.281: paintjobs: ~Rodder mk2.tex does not exist 48.55.312: paintjobs: ~Ralf Frent.tex does not exist 48.55.343: paintjobs: ~Vauxhall C.tex does not exist 48.55.390: paintjobs: ~HaaDee#525.tex does not exist 48.55.421: paintjobs: ~Dave Nicho.tex does not exist 48.55.531: paintjobs: ~Frankie Wh.tex does not exist 48.55.546: paintjobs: ~Geert Roub.tex does not exist 48.55.578: paintjobs: ~Alan Trick.tex does not exist 48.55.609: paintjobs: ~Markus Hav.tex does not exist 48.55.625: paintjobs: ~Peter Sche.tex does not exist 48.55.656: paintjobs: ~PEEWEE cro.tex does not exist 48.55.671: paintjobs: ~Ashley Ril.tex does not exist 48.55.703: paintjobs: ~PEEWEE EK .tex does not exist 48.55.734: paintjobs: ~Jürgen BAD.tex does not exist 48.55.765: paintjobs: ~HaaDee-525.tex does not exist 48.55.828: telem: loading telem.dll...48.55.828: failed (0x7e) 48.55.906: joy 0: EnableForceFeedback(1) 48.55.906: replay: Allocing 60:00s frames and 42574K data (61440K avail) 48.56.765: Texture: 86 @ 30.56 Megs (0 other) 48.56.875: except: dec: exe 6b06c38 48.56.875: ============================================================ 48.56.875: EXCEPTION: Task "<main>" @ 7C911E58 : EXCEPTION_ACCESS_VIOLATION 48.56.875: NON-DEBUG 48.56.875: ( 00419510 , none , my_handler ) 48.56.875: ( 7C911E58 , EXCEPTION_ACCESS_VIOLATION , ? ) 48.56.875: ( 0041C6F3, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00416BA1, call-stack , ? ) 48.56.875: ( 004743B2, call-stack , ? ) 48.56.875: ( 004014C5, call-stack , ? ) 48.56.875: ( 0048D6D6, call-stack , ? ) 48.56.875: ( 0048D6EC, call-stack , ? ) 48.56.875: ( 004759EF, call-stack , ? ) 48.56.875: ( 00485999, call-stack , ? ) 48.56.875: ( 00485A08, call-stack , ? ) 48.56.875: ( 0040D4F6, call-stack , ? ) 48.56.875: ( 0040DC30, call-stack , ? ) 48.56.875: ( 004B2C82, call-stack , ? ) 48.56.875: ( 004E9FA8, call-stack , ? ) 48.56.875: ( 004E9EC9, call-stack , ? ) 48.56.875: ( 004E7925, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00496537, call-stack , ? ) 48.56.875: ( 00496014, call-stack , ? ) 48.56.875: ( 0041EBC3, call-stack , ? ) 48.56.875: ( 0041E992, call-stack , ? ) 48.56.875: ( 004B37CA, call-stack , ? ) 48.56.875: ( 004B299A, call-stack , ? ) 48.56.875: ( 004A955C, call-stack , ? ) 48.56.875: ( 0043004F, call-stack , ? ) 48.56.875: ( 004E9FA8, call-stack , ? ) 48.56.875: ( 004E99B7, call-stack , ? ) 48.56.875: ( 004E99B7, call-stack , ? ) 48.56.875: ( 00412102, call-stack , ? ) 48.56.875: ( 004E7D0F, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 0041290F, call-stack , ? ) 48.56.875: ( 004EBC41, call-stack , ? ) 48.56.875: ( 004EBC25, call-stack , ? ) 48.56.875: ( 004EBC0F, call-stack , ? ) 48.56.875: ( 004EB86E, call-stack , ? ) 48.56.875: ( 004E7D62, call-stack , ? ) 48.56.875: ( 0041F16D, call-stack , ? ) 48.56.875: ( 0041F192, call-stack , ? ) 48.56.875: ( 004E7D62, call-stack , ? ) 48.56.875: ( 0041F11D, call-stack , ? ) 48.56.875: ( 004E9FA8, call-stack , ? ) 48.56.875: ( 004E9EC9, call-stack , ? ) 48.56.875: ( 0041C6F3, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 0041C6AD, call-stack , ? ) 48.56.875: ( 0041D5C3, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00416D56, call-stack , ? ) 48.56.875: ( 00416DAC, call-stack , ? ) 48.56.875: ( 004E7E43, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00499035, call-stack , ? ) 48.56.875: ( 00418F24, call-stack , ? ) 48.56.875: ( 00498830, call-stack , ? ) 48.56.875: ( 00496CB8, call-stack , ? ) 48.56.875: ( 0049672E, call-stack , ? ) 48.56.875: ( 004012BE, call-stack , ? ) 48.56.875: ( 004A942A, call-stack , ? ) 48.56.875: ( 004011E5, call-stack , ? ) 48.56.875: ( 00413F27, call-stack , ? ) 48.56.875: ( 004E81E0, call-stack , ? ) 48.56.875: MemException: Task "<main>" read from location 0x90008 48.56.875: ============================================================ Edited July 20, 2007 by Haadee#525
crash happy Posted July 20, 2007 Report Posted July 20, 2007 tads here i had same error m8 it was well ova polly with the damage on try deleting the door damage and try again or make betta pacecars and i know its hard to do on high polly models as my windsor was hard!!! THANKS TADS
Haadee#525 Posted August 21, 2007 Author Report Posted August 21, 2007 srry for digging up old topic,but wanted to show u something here a picture (update) i know its almost same no progress etc. but the model is now at 1389 polys it needs re-mapping as u can see , im planning to race it on a team race together with another car im making,and i got under 2 litre car in stock that is mapped needs damage etc. to in a few months im gonna build one of the most epic cars in the world,im getting square on pictures from the car that i think will win rarest car award at Firecracker this year,where i will be to. [attachmentid=18625]
Haadee#525 Posted October 3, 2007 Author Report Posted October 3, 2007 got a question from other car pacecar0 : 777 1 : 3347 2 : 3347 3 : 3347 4 : 1184 5 : 465 6 : 49 that are my pacecars poly rate shouldnt that work in heat ?
reg126 Posted October 3, 2007 Report Posted October 3, 2007 (edited) Are you sure what type of car the other one was..as the poly counts dont look right...was it a banger or a non damaging car for another mod. The figures seem more appropriate for a low res car which is not used in bangers. If the car does contain damage then its not a very high res model to peak out at 3347 for pacecars 1,2 and 3. Those sort of figures can be easily obtained with squarish models. What is going on with pacecar 4 and 5 ???? ..normal practise would be to include damage and figure of 1184 containing damage is reasonable..though highish for a model starting out on 3347 polys.If its an undamaged model then that figure is poor. Pacecar 5 is normally a copy of pacecar 4 and again normally contains damage...though at 465 polys its not likely to. Remapping all damage seperately for 4 and 5 would be time consuming. Pacecar 6 is the very long range insect/blob version ..you wont see much of this anyway..but is lower in polys than we often use in bangers. Most of the poly limits were set back in the old pre broadband days taking into account poorer quality graphics cards and computers and though keeping polys low is a good thing it shouldnt be at a great reduction in quality. Can see no reason for the poly level on the car not working in game. Error may be in exporting...try using max 3 for exporting the files with the mod exporter . Edited October 3, 2007 by reg126
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