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Posted
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.
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Posted

i got a problem i cant get driver and steer in the car. I tryd many different names etc.

 

any help much apreciated

 

:2:

Posted

i got a problem i cant get driver and steer in the car. I tryd many different names etc.

 

any help much apreciated

 

:2:

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

Posted

i got a problem i cant get driver and steer in the car. I tryd many different names etc.

 

any help much apreciated

 

:2:

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 :banghead2:

Posted

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 :shrug:

 

greetz Marsman208 :2:

Posted

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 :thumbs_up:

Posted

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 :thumbs_up:

 

thanx Pazza , for the link! :appl:

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

Posted

thanks to pazza and some other lads i got Max 3 working now.

got it in game with max 3 with driver and steer :D (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]

post-1027-1179782565.jpg

Posted

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!

Posted

thanks rodder :thumbs_up:

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]

post-1027-1179840631.jpg

Posted

thanks rodder :thumbs_up:

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 :appl:

Posted

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!

Posted

thanks rodder :thumbs_up:

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 :appl:

 

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.

Posted

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.

Posted

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 :appl:

post-871-1179963727_thumb.jpg

  • 4 weeks later...
  • 4 weeks later...
Posted (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 by Haadee#525
Posted

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

  • 1 month later...
Posted

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]

 

post-1027-1187700050.jpg

  • 1 month later...
Posted

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 ? :blink:

Posted (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 by reg126

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