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RedCarDriver

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#1   2012-09-15 01:49          
Original first post:

I figured that, since I have a WIP topic on GOM, I may as well have one here.

This is my latest project: a Holden VE Commodore, made from the Forza 3 meshes of the Pontiac G8, HSV W427, and Holden V8 Supercar. Thanks to Robban for converting the Forza meshes for me. (Pics are the same as on GOM.)






A few notes:
- Since taking these photos, I have also fitted a hood to the W427 front end.
- Speaking of the W427 parts, interestingly, none of the three Forza meshes line up, because of the way Turn 10 modeled the cars. Aargh. The W427 parts required a lot of editing before they lined up, and part of that was copying over vertices from the G8 parts and re-doing the UV mapping entirely. (Hey, at least the car will be fully paint-job compatible once it's done.)
- I am going to change the scale, because even though it looked right to me at first, the consensus over on GOM is that it's a bit too big. Here's a scale comparison:

This post was edited by RedCarDriver (2017-05-26 20:39, 387 days ago)

Jaziba

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#2   2012-09-15 11:00          
SLR scale has always been off and doesnt represent real life, so the next best thing is scaling to a rim that will look right.

I like what you are doing but i suggest you make it work with 221MWM as that is what 90% of the people use.

Other then that a wonderful job, it seems like you have been doing this for way longer, have you? and if yes can you show some of the stuff you made?
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#3   2012-09-15 11:58          
looks good even tho a bit big :) dont try to scale it up to the real car simply look at what rims real car has and scale your one to that.. and even then sometimes its worth making it a bit smaller/bigger :) if the car is too big or small people simply will have no choice of rims for it.. my gt500 is a bit smaller than it should be for e.g. :)
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RedCarDriver

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#4   2012-09-15 15:45          
@ Jaziba: Thanks! This is the second mod I have started by myself. My first mod was the 1993 ("Foxbody") Mustang. I have also done a number of tweaks to various cars by other people, including a pack of new parts for the Ford Sierra.

Also, as far as why I'm using 2.3.0LE, it's because that game version isn't as picky about having everything work at the same time. LE loads all of the packages when they're needed, unlike MWM, which loads everything when the game starts - this means LE is a bit more crash-proof, even if it does mean it's harder to hunt down bugs. These pics were taken from my "test installation", where I keep mods while I'm working on them. I have another "main" LE installation, and then an LE2MWM installation that's made to be basically the same as the main LE installation except that it's based on MWM.

@ Grudas: Thanks for the advice. I think I will scale it so that the 19" wheels fill the arches a little bit better, but not so much that the car is really under-scaled. My original intention was to get the car to look the same on 19" wheels as in that photograph, which also shows the car on 19" wheels. But for practical reasons, I will scale the car down.

radu_cainamisir

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#5   2012-09-15 17:25          
nice work...i see the car in game and it is looking very very good

This question is for persons who know: Harrison15 is makeing a car in SLRR 2.3.0 ( i think )so...is it possible the car be not compatible with what version of game are ew playing (2.2.1 mwm) ?

RedCarDriver

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#6   2012-09-15 22:48          
I do not understand your question entirely, but the finished car will be compatible with 2.2.1MWM.

radu_cainamisir

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#7   2012-09-16 01:14          
this i wanna know, if will be compatible. I know the car for 2.2.1 not work on 2.3.0 but 2.3.0 for 2.2.1 i don't know

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#8   2012-09-16 02:06          
Harrison15, Really nice work on the cars! Not my kind of car, but its nice!
I don't know if its just because its 2.3.0LE, but im not sure if i like the reflection xD

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RedCarDriver

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#9   2012-09-16 02:33          
Progress Update: Rescaling the car now. I will probably post pics of the rescaled car within the next week, if not tonight.

@ Daniel: Thanks! About the reflections - they are weird because of LE. The rendering scripts (or whatever controls the graphics) are less advanced or something than in MWM. The materials match the "standard" SLRR materials specified in 3DS Max (which, I think, are the same material settings used by Robban).

@ radu_cainamisir: You can make any car from 2.2.1 compatible with 2.3.0LE, and vice versa. The problem is mostly with the catalog, but I make sure to use SuperIDs (catalog categories) that are compatible with both MWM and LE, never any that are LE- or MWM-specific.

Added 2 hours 2 minutes later:

Hey... does anyone know how to change the color of the light glow orb things? I'm talking about the lens flare, not the actual projected glow on the ground or the glow texture displayed on the ground. I tried editing the "lf_glow_color" line and it doesn't seem to do anything.

This post was edited by Harrison15 (2012-09-16 04:44, ago)

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#10   2012-09-16 04:54          
Great work ,Harrison15!
This car is just AWESOME!
Ehm...mmm I like Forza! (and BeamNG)

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#11   2012-09-16 13:18          
# Harrison15 :

Hey... does anyone know how to change the color of the light glow orb things? I'm talking about the lens flare, not the actual projected glow on the ground or the glow texture displayed on the ground. I tried editing the "lf_glow_color" line and it doesn't seem to do anything.

render		0x00030008	0.027 0.011 -0.034	0.000 0.000 0.000	; CITY
flags		4
colors		1 0xFFff3d3d

add this to your light cfg - everything after 0xFF will be the RGB code of the color.. :) - obviously place it in the same position as your glow orb
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RedCarDriver

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#12   2012-09-16 16:24          
Thank you! I'll try that and post the results when I get a chance.

Added 6 days later:

Aaaaand the rescaling is done, along with most of the light glows and some more of the HSV parts.




Pics of the HSV rear bumper / lights / spoiler during the day.


G8 spoiler.


Light-glows on G8. Front bumper / quarter panel glows not done yet.



EDIT - some notes: These pics were taken in MWM (technically LE2MWM) this time around. Also, I forgot to take a pic that clearly shows the side of the car, but the scale has been reduced by 2%. The 19" wheels now fit a little bit better.

This post was edited by Harrison15 (2012-09-23 06:33, ago)

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#13   2012-09-23 10:17          
Awsome job harrison!! :)) The glows looks really good :)
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#14   2012-09-23 10:54          
Looking great!

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#15   2012-09-23 15:50          
looks good man! don't think the 2% did much tho ;D
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RedCarDriver

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#16   2012-09-23 15:52          
@ JC: It would have been more obvious if I took a side-view pic. I'll make sure to do that the next time I take a set of screenshots. The car now looks "properly big" and fits 19" wheels comfortably, versus it being too big and 19" wheels looking tiny.

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#17   2012-09-23 17:08          
# Harrison15 : Thank you! I'll try that and post the results when I get a chance.

Added 6 days later:

Aaaaand the rescaling is done, along with most of the light glows and some more of the HSV parts.




Pics of the HSV rear bumper / lights / spoiler during the day.


G8 spoiler.


Light-glows on G8. Front bumper / quarter panel glows not done yet.



EDIT - some notes: These pics were taken in MWM (technically LE2MWM) this time around. Also, I forgot to take a pic that clearly shows the side of the car, but the scale has been reduced by 2%. The 19" wheels now fit a little bit better.

great glows!

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#18   2012-09-23 17:29          
nice car :X

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#19   2012-09-23 19:22          
nice work...and car is awesome :D

RedCarDriver

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#20   2012-09-26 20:27          
Random question for an experienced modder: Is there any way to create a "shift light" (a light that lights up when the engine RPMs exceed a certain value)? I thought of creating a glow mesh that uses the cockpit_RPM thing in the CFG and then setting it to rotate 180 degrees once it passes the desired rev limit, but that does not allow for multiple RPM needles (I still want the standard one) or for attaching it to a part other than the chassis.

Also, is there any way to read the time of day and whether or not the car is "on" (lights are on, engine is started) from within a part's java? I think I might be able to create pop-up headlights that open by themselves when the car turns on.

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#21   2012-09-27 16:51          
all two things should be possible via java, but im not sure how..

for the pop up lights, you should be able to use the aero spoiler script from Franco's 3000gt and rewrite just some parts to make it work as you need.

for the shift light, i think you have to wait someone that knows javas better than me
With so much drama in the V-S-T, it's kinda hard being Bigg B-O-double-S-ninetythree B)




RedCarDriver

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#22   2012-09-27 19:08          
Thanks for the response, Bigg Boss! For the pop-up headlights, Franco's 3000GT wing was actually what I was thinking of using as the basis. What I need to figure out is how to read the time of day from within the java for the part. I'll have to go code-diving into the sources for the rest of the game, I guess.

As far as the needle, I remember reading that someone was unable find a way to access the current engine RPM reading (they were working on variable cam timing), but if I could figure it out, I would probably use the same method.

Neither of those things pertains directly to the Commodore; they're just for random other SLRR things.

Added 14 days later:

Got another scripting question. (I also posted this to GOM.)

I am having a problem getting a tuning menu to read the values from the menu into the part's variables. I have created tuning menus before, but I can never get multiple-choice menus (like the standard fuel type menu) to work. Additionally, even though I have gotten slider-based menus to work, I cannot get this one in particular to work; it seems very stubborn.

Here is the code in question. (I am omitting part of the java source because not all of it is relevant, and it is a rather lengthy class file. This IS for the animated headlights I was describing before.)

	float rads, degs, fullcloserads, fullopenrads;
	float old_rads;
	
	float old_open_mode;
	
	public int isTuneable()
	{
		return true;
	}
	
	public void buildTuningMenu( Menu m )
	{

		demonstrate_sleeper = 1;
		
		old_rads = rads;
		degs = rad2deg(rads);

		old_open_mode = open_mode;
		
		String[]	headlightmodeText = new String[4];
		headlightmodeText[0] = "Standard (Full Open/Close)";
		headlightmodeText[1] = "Full Close, Custom Angle When Open";
		headlightmodeText[2] = "Custom Angle When Closed, Full Open";
		headlightmodeText[3] = "Custom Angle Full-Time";

		m.addItem( "Headlight Mode: ", 2, open_mode, headlightmodeText, null );

		m.addItem( "Custom Headlight Angle", 1, degs, (rad2deg(fullcloserads)), (rad2deg(fullopenrads)), 1.1, null ).printValue("   %1.1f degrees");
	
		m.addItem( "Reset to factory defaults",			0);	//this should always be with cmd=0
		

	}

	public void endTuningSession( int cancelled )
	{
		if( cancelled )
		{
			rads = old_rads;
			open_mode = old_open_mode;
		}
		else
		{
			if (rads != old_rads)
				GameLogic.spendTime(5*60);
			if (open_mode != old_open_mode)
				GameLogic.spendTime(5*60);
			getCar_LocalVersion();
			if (the_car)
				the_car.forceUpdate();
		}
		demonstrate_sleeper = 0;
		animate_progress = 0.5; // forces animation to reset
	}

	public void handleMessage( Event m )
	{
		if( m.cmd == 0 )
		{
			rads = fullopenrads;
			m.gadget.osd.findGadget( this, 1 ).setValue( 0 );
			m.gadget.osd.findGadget( this, 2 ).setValue( rad2deg(fullopenrads) );

			setSlotPos( 7, null, new Ypr(0.000,rads,0.000) );
			
			open_mode = 0;
		}
		else
		if( m.cmd == 1 )
		{
			rads = deg2rad(((Slider)m.gadget).value);
			degs = ((Slider)m.gadget).value;
			((Slider)m.gadget).changeVLabelText( Float.toString(degs, "   %1.1f degrees"));
			setSlotPos( 7, null, new Ypr(0.000,rads,0.000) );
		}
		else
		if( m.cmd == 2 )
		{
			open_mode = ((MultiChoice)m.gadget).value;
		}
	}
	
	public float rad2deg( float rad )
	{
		return(rad * 180 / 3.141);
	}
	public float deg2rad( float deg )
	{
		return(deg * 3.141 / 180);
	}

This post was edited by Harrison15 (2012-10-12 06:31, ago)

radu_cainamisir

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#23   2012-10-15 14:10          
this is really difficult :)) I think this is C++ or smth like that because i'm using a same at school

RedCarDriver

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#24   2012-10-15 17:44          
It is actually Java. SLRR was built using Java, and all of the cars use Java as their basis.

I'd really appreciate it if someone would help me figure out what the problem is here. There is nothing glaringly wrong, but yet it doesn't work! So frustrating.

radu_cainamisir

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#25   2012-10-17 17:03          
do you need help at the RPM indicator and speed indicator?

RedCarDriver

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#26   2012-10-23 00:02          
W00t! I think I may have found the problem, thanks to Bigg Boss93 and Franco's posts on GOM. I am probably missing the following line in the buildTuningMenu method:
GameLogic.player.car.wakeUp();

I'll add this and see if it works. I do not have access to my SLRR installation right now, but I'll do it later. (This is mostly a note to myself more than to anyone else, but should also help anyone who has similar problems in the future.)

@ Radu: Thanks for offering, but I have already done the RPM and speed gauges in the Commodore and I know how to do those in general.

Added 7 hours 20 minutes later:

Aargh! I found out that the code I had written is correct, but the animation code prevents the tuning menu from altering the variables! It has something to do with thread execution; I'm not knowledgeable enough about Java to have any idea how to fix this. I tried a couple of things that caught my eye on the Java database, including setting the "rads" and "degs" variables to volatile, but that didn't help.

Miran? Wichur? RAXAT? Anyone? :/

Added 18 days later:

More Commodore stuff!

FYI: dG.Cyanide @ GOM has offered to help me with the Commodore.

HSV GTS E3 front bumper and rear wing, converted from FM4 by Joealex. Rear bumper coming soon. Also shows carbon fiber hood, interchangeable badges, and hood addon bits that are interchangeable. Also note that the wheels here are the W427 wheels. GTS wheels will be here too eventually.

Again, rear bumper not done yet; neither are badges. Note the chrome trim on the trunk; this is a custom trunk.


V8 Supercars front bumper and grille. This has been done for a while, but I haven't gotten around to taking pics of it. Regular Commodore SS front bumper will be based off of this one. Rear bumper again not done yet. Note the wing in the background.

Chevrolet Lumina (Middle East) grille.

Chevy rear badge.


Other things that have gotten done but aren't in pictures yet: The interior has been re-done so that it is recolorable by exchanging textures; Holden, Chevy, and HSV steering wheels (the Pontiac one used to be the only one); and the G8 GXP wheels have been imported too.

This post was edited by Harrison15 (2012-11-11 04:54, ago)

radu_cainamisir

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#27   2012-11-11 12:31          
that's cool, i really like it

Did you try to put a little releflection at the lights texture?

Bigg Boss93

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#28   2012-11-11 13:52          
# radu_cainamisir : Did you try to put a little releflection at the lights texture?
if you use the transparency(alpha) the reflection doesnt shows up

Added 2 minutes later:

(at least, this is what happens to me)
With so much drama in the V-S-T, it's kinda hard being Bigg B-O-double-S-ninetythree B)




RedCarDriver

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#29   2012-11-11 16:33          
@ Bigg Boss: This is correct. From my experience, I think it is impossible to use both a reflection texture and a transparency texture on an SLRR part. (This is part of why the Mustang rear lights never worked!)

The reason the headlights and tail lights of the Commodore have reflections is because they use a plain glass material for the lenses (like the windows), not any kind of textured material.

Speaking of, Joealex told me that he thinks the glass is too light on the car. What do you guys think? If enough people agree, I'll think about changing all of the glass.

radu_cainamisir

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#30   2012-11-11 17:50          
i understand, but i mean at the texture "lights", or what name you have, to set the spectacular level and a little glossiness :D

Bigg Boss93

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#31   2012-11-11 18:40          
# Harrison15 : Speaking of, Joealex told me that he thinks the glass is too light on the car. What do you guys think? If enough people agree, I'll think about changing all of the glass.
imo needs less opacity, i leave here my setup

try my liana to see how it is
With so much drama in the V-S-T, it's kinda hard being Bigg B-O-double-S-ninetythree B)




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#32   2012-11-11 19:23          
I refer to the color, This is my setup:

JoeAlex : My mom always says, don't trust neither in your shadow.

Bigg Boss93

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#33   2012-11-11 19:45          
isnt that a bit too dark?
i use two sided glass and i have no problems while driving in cockpit view(you can see that there is a glass but it doesnt bother you to see the road)
With so much drama in the V-S-T, it's kinda hard being Bigg B-O-double-S-ninetythree B)




RedCarDriver

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#34   2012-11-12 01:03          
Thanks for the tips about the glass. I'll try some things out and see if I can get it to look any better. Though I won't be changing the red tail-light glass - that looks fine to me.

Added 2 hours 29 minutes later:

This is the result of adjusting the glass material. I think it looks way better.
(Decreased opacity from 50% to 30%, and darkened diffuse color from 150 to 90.)





This post was edited by Harrison15 (2012-11-12 03:36, ago)

radu_cainamisir

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#35   2012-11-13 15:29          
yes! it is :D

do you want to try to take pics outside? i want to see the care outside. PLZ

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#36   2012-11-14 16:50          
Nice work man B) >:) B)

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#37   2012-11-14 18:47          
I'm lovin it! :D

RedCarDriver

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#38   2012-11-30 23:07          
RHD chassis and re-texturable interior:



(Interior color can now be changed by swapping out texture files. Tan interior is also possible but not shown in these pics.)

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#39   2012-12-02 21:17          
nice ideea with the interior :)

RedCarDriver

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#40   2013-01-03 01:17          
Fun with scripting. Watch what happens when I hit the "skip 8 hours" button.


(Not 'shopped or otherwise edited. The lights do, in fact, go up when the time is between 7PM and 7AM.)

Also, the car that this is attached to.



Incidentally: Does anyone know what part of the core game scripts controls whether the lights are on or not? Or how you could tell whether or not the car is started? This would be a huge help.