1981 Chevrolet Silverado [Archive] - Racerplanet Network Forums

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Justin Martin
08-10-2005, 04:58 PM
http://pitstop.totalnfs.net/cars/chevysilverado/21t.jpg (http://pitstop.totalnfs.net/cars/chevysilverado/21.jpg)
http://pitstop.totalnfs.net/cars/chevysilverado/22t.jpg (http://pitstop.totalnfs.net/cars/chevysilverado/22.jpg)
http://pitstop.totalnfs.net/cars/chevysilverado/23t.jpg (http://pitstop.totalnfs.net/cars/chevysilverado/23.jpg)
http://pitstop.totalnfs.net/cars/chevysilverado/24t.jpg (http://pitstop.totalnfs.net/cars/chevysilverado/24.jpg)
http://pitstop.totalnfs.net/cars/chevysilverado/25t.jpg (http://pitstop.totalnfs.net/cars/chevysilverado/25.jpg)
(click to enlarge)

Here's something i've been working on for a while, i'm modeling the truck that I own in real life, a '81 Chevy Silverado. Some of you may remember that I modeled this truck for NFSHS about six years ago. This model will be released for Racer when it is done.

Still alot of work to be done, there are several areas where the normals are rough, plus I need to model the mirrors, some more trim pieces, the wheels, and a dashboard.

Right now, it has about 5800 polygons, not counting wheels. I'm expecting it'll end up close to 10,000 polys when finished. I'll make LOD bodies too, so the poly count shouldn't be a problem. The wheels in the in-game screenshots are temporary, they are from my Mazda 787B. They do look pretty good on it, though. :cool:

bogs
08-13-2005, 05:03 AM
Very smooth -^

VQ
08-13-2005, 05:42 AM
Excelent work, looking really nice and detailed, but the poly count is low...

Frank N. O.
08-13-2005, 05:45 AM
... the poly count is low...
Say what? Compared to what?

Smooth work Justin :) Any ideas about making the Celica as well?

Frank

VQ
08-13-2005, 06:31 AM
Compared to any of my cars it's low for that much detail Frank, the grill looks awsome!

I should post up pics of my Golf and GTR-X and the Calais again.

Frank N. O.
08-13-2005, 06:36 AM
Compared to any of my cars it's low for that much detail Frank, the grill looks awsome!

I should post up pics of my Golf and GTR-X and the Calais again.D'oh right, sorry I just woke up, you're right, all that modelled detail with the bed and the grill etc. (and perfect normals!) then 10 grand is not bad.

And if you still model then post away.

Frank

Justin Martin
08-13-2005, 10:50 AM
Any ideas about making the Celica as well?
That'll be the next project, i'll probably start it sometime next year when i'm finishing up this project. After that, i'd like to do a '65-'73 Porsche 911.

I've also been redoing the body on my 914; I removed the modeled doorlines and smoothed the body out alot. It's much nicer now. I just need to finish a few things, then create new textures for it.

I also have a Lotus Super Seven that I started about two and a half years ago, but never finished. Now that i'm done with the 787B, i'll probably finish it. It's about 90% done.


10,000 polys is high for an ideal game model, but it'll have LOD bodies, and besides, this isn't really the type of vehicle where you're going to have a race with a grid of 20 opponents. So I didn't mind going a little wild.

Cheyenne
08-13-2005, 05:30 PM
That truck is amazing. You do truly beautiful work.
That'll be [Celica] the next project, i'll probably start it sometime next year when i'm finishing up this project. After that, i'd like to do a '65-'73 Porsche 911.I look forward to seeing the celica and the porsche. They're quite a contrast.I've also been redoing the body on my 914; I removed the modeled doorlines and smoothed the body out alot. It's much nicer now. I just need to finish a few things, then create new textures for it.That was really impressive to start with. You are making these for "Racer"?I also have a Lotus Super Seven that I started about two and a half years ago, but never finished. Now that i'm done with the 787B, i'll probably finish it. It's about 90% done."KAR120C"? :D10,000 polys is high for an ideal game model, but it'll have LOD bodies, and besides, this isn't really the type of vehicle where you're going to have a race with a grid of 20 opponents. So I didn't mind going a little wild. It's not? I don't know, sounds like it might make for some interesting racing with a field of like vehicles. Think of the oversteer and the shunting ^_^

Justin Martin
08-15-2005, 04:51 PM
I look forward to seeing the celica and the porsche. They're quite a contrast.
The really big contrast was going from the Mazda 787B to this truck. :D About half the time when i'm driving the truck, i'll only remember about mid-corner that, no, this truck does not have 2k pounds of downforce and 2+ g's of grip. ^_^


That was really impressive to start with. You are making these for "Racer"?
Yeah, my original 914 was a good starting point. It had a few minor accuracy issues, but mainly, it just needed some smoothing and better door/hood lines.

And yes, i'm still doing cars for Racer.


"KAR120C"? :D
If I didn't create a "The Prisoner" paint scheme, I think alot people would be very disappointed. ;)


It's not? I don't know, sounds like it might make for some interesting racing with a field of like vehicles. Think of the oversteer and the shunting ^_^
Hehe, true, i've been having alot of fun thrashing it around the Nurburgring.

Frank N. O.
08-15-2005, 05:03 PM
The Prisoner? Let me guestimate, a cult tv-show/movie with a specific car in the spotlight right? Like Eleanor, Son of Trigger (Smokey and the Bandit), General Lee etc.?

Justin, what version of Racer are you using? I tried to look again recently since I haven't had much luck with recreating passenger-car physics in F1C but I've lost track of subversions and now there are old-school sim-drivers like AlfaNut (which to my knowledge really has real club driving experience) complaining about a total change in handling and I've tried resetting some cars, like a FD3S with real-life steering-data (32/36 degrees) and checked for any non-linear steering settings and I have to turn a lot on the wheel to take a corner even at crawl-speed where in real life in the 206 with lower ratio steering I need considerably less turns on the wheel. Has Ruud implemented new hidden steering non-linearity settings or what? I know the ISI engines can't have linear steering but Racer used to.

Looking forward to the new cars when you have time to make them, especially since I know you got great knowledge in real car suspensions :cool:

Frank

Justin Martin
08-15-2005, 08:10 PM
Make sure you have steer.linearity defined in the car.ini. Linearity was changed from a global setting to a per car setting back around 0.5.2 beta 5. I think if you don't have it set in the car.ini, the car defaults to full non-linear.

My Mazda 787B car.ini probably has all of the necessary values for v0.5.2 beta 9, so i'd recommend basing your car.ini on it.

Also, a RX7 should have a bit more lock than that. Use this formula: 360 x lock-to-lock / steering ratio

I can't find the values for a 3rd gen RX7, but a 2nd gen has a 15.2:1 ratio with 2.7 turns lock-to-lock. Thus, 360 x 2.7 / 15.2 = 64 degrees of wheel lock. I'd expect a 3rd gen to be similar...



Right now, Racer is kind of a mess. 0.5.2 beta 9 was fairly stable, and IMHO Ruud should have fixed the couple of bugs that it had and released it as 0.5.2 final. That way, people who are new to Racer would have a up to date, stable, non-beta version to play with. But instead, he added some new features and things are back to being buggy again. I'm using 0.5.3 beta 1.6...

Which brings up another possibility on the steering issue, with 0.5.3 beta 1, Ruud completely redid the controller setup system.

Go here: http://forum.rscnet.org/showthread.php?t=214336 and go down to post #30, someone posted a setup file for a DFP for 0.5.3 beta 1.x

VQ
08-16-2005, 12:12 AM
MBWR handles up to 50,000 polys on a car, maybe not a full feild, but still.

DFS_Hummerboy21
08-22-2005, 08:24 PM
If only we could of had this type of quality back in the NFSHS days :). Good work man.

bogs
08-22-2005, 09:15 PM
If only we could of had this type of quality back in the NFSHS days erm , There are a few guys that did release this kind of quality for NFSHS , quality as in ' looks ' as opposed to ' polygon count ' . Chris certainly comes to mind , there were a few others as well .

The main problems you encounter in upping the poly counts to these levels , though , is that HS simply couldn't have handled it . At the 5k + count Justin has just on the body there , your just about maxed for HS ( at least , in its unmodified form , I believe patches/hacks were created breaking this barrier ) . If you then add in the additional polies for the dash / interior / wheels + tires etc at THAT detail level , your easily blowing away even the hack I remember which allowed 16k poly cars.

This type of model is almost ( without the LOD models he is planning ) certainly only going to be useable in a game such as MBWR or Racer or a similar title that can handle and display the counts without killing the engine . Come to think of it , for MBWR , this would actually be a ' low poly ' car , something to think about heh.

Justin , I certainly hope you know none of what I said above is meant as an insult or a denegration , and if I got any of it wrong , please feel free to correct it ;) As I said way up there , the truck is certainly lookin great , wish I had the patience to do that kind of detail myself -^

Justin Martin
08-22-2005, 09:55 PM
Hi DFS, haven't seen you in a while. :D


Hmm, i'm fairly sure HS could do around 8k-10k polys without a hack, then yeah, about 16k or so with the hack. But this truck definitely would've been very high poly by HS standards, and I wouldn't have modeled this high for HS since it couldn't take advantage of that kind of polycount.

But 6k-14k is about the sweet spot in Racer, depending on the car. From what i've seen, that would be low poly by MBWR standards.

Comparing to HS is tough, since with HS you are limited to one 256x256 texture. (okay, two if you count dash) Yes, you can use higher rez textures, but HS resizes them automatically, so that doesn't help any. That severely limits texture detail. The rendering engine didn't give much control over reflections, either.

So no, it wasn't possible to have a car look this good HS, or at least as good as this will look when it is textured. There were people who could have made cars this good for HS, of course. I think that's what dfs meant.

This is about the best car that I remember for HS, a very well modeled car that used many tricks to pack as much detail as possible into its small texture: http://www.nfscars.net/file.php?do=viewscreen&section=nfs4&fileid=1489

Compare that to this picture from Racer: http://www.racer-xtreme.com/img/pow/2005-30.jpg

Even if you were to put the Bugatti in Racer, it would look better, but it doesn't have the detail to compete with the best in any modern game.

DFS_Hummerboy21
08-23-2005, 01:05 AM
There was a lot of talent back then but today they just have the abilities to make better things. Everyones aquired more skills in modeling and put it to use in these newer titles. Back when I was here I always though the best vehicles were coming from 5Speed, SAMMAN and ProChevelle but that might have been because those were the only sites I really went to. Now everyone has better skills then they did and they are just putting the pedal to the medal with their designs. I hope this place still grows on.


Havn't seen you in a while either IH8COPS :P. I still remember your name, Remkos, Mikes, and Accadacca for some reason :P. Everyone else is pretty much a blur. Hell, even my old racing team is a blur in my head right now but its always nice to see you guys.

VQ
08-23-2005, 01:29 AM
I reckon Venom's and Martin Lawrence's skills in NFSHS has pushed the game.

Remko
08-23-2005, 11:27 AM
I reckon Venom's and Martin Lawrence's skills in NFSHS has pushed the game.
http://us.movies1.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/twentieth_century_fox/black_knight/martin_lawrence/knight5.jpg

well, Martin Lawrence's skills are not to be underestimated... ;)
I know, I know :youwin: forgive me, I had to say it. :Peace:


Hi to DFS_Hummerboy, that has indeed been a long time. :wave:

Good to see the Silverado back, although I must admit I've sort of lost track of Racer. :o

There have been plenty of cars for NFS4 that broke the 10k barrier, but as bogs points out, at that number it begins to obstruct the actual functioning of the game - racing more than 3 of those quickly results in a desktop crash from the game running out of memory. I still think the overall record in NFS HS is held by PRO's 19.500 poly 1932 hot rod...
I can always appreciate it when editors manage to make goodlooking cars for NFSHS with a really low polycount (Yuriy Antipin's work comes to mind). :) Recently, Christian Xaver has been releasing a string of cars that he's been trying to keep as lowpoly as possible, and he still manages to get some impressive results: http://www.nfscars.net/images/nfs4/car/1124443122.jpg (2715 faces for the car pictured); some of his cars have made a pretty decent transistion into MBWR too (well, if you're forgiving, like me. ;))

Sorry if this is going a bit off-topic, it's been too long since I discussed this kind of stuff here. ^_^

Nappe1
08-24-2005, 01:48 AM
What a heck??
Editing forum waking up?

hmmh... Should I make another beta of Green Valley Peaks? ;) Anyone interested an NFS track?

It has been quite while I worked with it. lately I partially re-casted shadows it and if recal right, I got stuck with casting shadows to (blue) objects, because most of the blue polygon landscape was actually up side down. Usually this has not been a problem, because you can make objects in t3ed dual sided easily, BUT when casting a shadows, it really does matter. I started to code polygon flipper, but run out of free time on that. Another thing that I want to fix before full release is the trees. I need to make yet another tracer, that checks the placement of the trees and places them to the ground.

chris
08-24-2005, 04:39 AM
http://us.movies1.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/twentieth_century_fox/black_knight/martin_lawrence/knight5.jpg

well, Martin Lawrence's skills are not to be underestimated... ;)
I know, I know :youwin: forgive me, I had to say it. :Peace:


Hi to DFS_Hummerboy, that has indeed been a long time. :wave:

Good to see the Silverado back, although I must admit I've sort of lost track of Racer. :o

There have been plenty of cars for NFS4 that broke the 10k barrier, but as bogs points out, at that number it begins to obstruct the actual functioning of the game - racing more than 3 of those quickly results in a desktop crash from the game running out of memory. I still think the overall record in NFS HS is held by PRO's 19.500 poly 1932 hot rod...
I can always appreciate it when editors manage to make goodlooking cars for NFSHS with a really low polycount (Yuriy Antipin's work comes to mind). :) Recently, Christian Xaver has been releasing a string of cars that he's been trying to keep as lowpoly as possible, and he still manages to get some impressive results: http://www.nfscars.net/images/nfs4/car/1124443122.jpg (2715 faces for the car pictured); some of his cars have made a pretty decent transistion into MBWR too (well, if you're forgiving, like me. ;))

Sorry if this is going a bit off-topic, it's been too long since I discussed this kind of stuff here. ^_^

That Skoda looks impressive! :)

Justin: Nice work on the Chevrolet. Up to your usual high standards. -^

chris
08-24-2005, 04:42 AM
There was a lot of talent back then but today they just have the abilities to make better things. Everyones aquired more skills in modeling and put it to use in these newer titles. Back when I was here I always though the best vehicles were coming from 5Speed, SAMMAN and ProChevelle but that might have been because those were the only sites I really went to. Now everyone has better skills then they did and they are just putting the pedal to the medal with their designs. I hope this place still grows on.


Havn't seen you in a while either IH8COPS :P. I still remember your name, Remkos, Mikes, and Accadacca for some reason :P. Everyone else is pretty much a blur. Hell, even my old racing team is a blur in my head right now but its always nice to see you guys.

Cripes, I remember your name. Can't remember when you last visited here. &( Very nice to see all the old people returning. We might not all be playing NFS now, but good to see everyone still visiting here.

Things have changed so much that Racerplanet even has its own F1C mod these days.

Frank N. O.
08-24-2005, 04:55 AM
What a heck??
Editing forum waking up?

hmmh... Should I make another beta of Green Valley Peaks? ;) Anyone interested an NFS track?

It has been quite while I worked with it. lately I partially re-casted shadows it and if recal right, I got stuck with casting shadows to (blue) objects, because most of the blue polygon landscape was actually up side down. Usually this has not been a problem, because you can make objects in t3ed dual sided easily, BUT when casting a shadows, it really does matter. I started to code polygon flipper, but run out of free time on that. Another thing that I want to fix before full release is the trees. I need to make yet another tracer, that checks the placement of the trees and places them to the ground.I just got my first PC re-assembled and Windows 98 installed (it's a 350/100 MHz Pentium II system from year 1998) and it's also re-assembled to play NFS2II, NFS3 and NFS4. I got my brother Kingston USB stick to transfer files my current PC to the game-only set-up old computer (complete with the original AOpen case and PSU and 36x Pioneer slot-in cd-rom and floppy-drive, I just need a sound-card though since the old ones burned out but I'm not sure if Windows 98 and a PII can pull a SB 24-bit Live! card),

It is indeed nice to see some activity here again btw.

Btw Justin, I've tried to see how your car.ini and Dave's M3 ini works but without knowledge on the units it's really hard, plus the splitting up of front and rear wheels instead of just having all 4 wheels seperately is confusing since several values like Ackermann etc. needs to have different signs for left and right. Plus back in the day I experimented with such a system and it never read it right so I just keep it at wheel1-3, it's much easier for me to overlook.
Btw do you know if there's a way to make a car with 40/60 AWD with visco-slip on the center and rear diffs?

Btw the steeringlock for the FD was from center, I know see that steering lock and steering wheel turns are x360 and not x180 like it was earlier in Racer. It's 64/72 degrees, but from the ratios I've seen in a FD brochure the lock is too small but the above two figures were from an FD site with tons of modification data too.

I found a 93 Ford Mondeo test-drive and they said the overall ratio is 14.27 (variable ratio rack and pinion) but with the known 3.2 turns that gives 80.7 degrees lock and that seems a bit wild for a homokinetic link, since the Mondeo is fwd.

Sorry if I'm going too off-topic, in that case I'll just open a more generic Racer car.ini discussion thread.

Frank

P.S. What does Undra have to do with Martin Lawrence?

Justin Martin
08-24-2005, 01:03 PM
Btw Justin, I've tried to see how your car.ini and Dave's M3 ini works but without knowledge on the units it's really hard, plus the splitting up of front and rear wheels instead of just having all 4 wheels seperately is confusing since several values like Ackermann etc. needs to have different signs for left and right. Plus back in the day I experimented with such a system and it never read it right so I just keep it at wheel1-3, it's much easier for me to overlook.
Okay, the attached file is a new car.ini that I made this summer for my 914. It's named car.ini.txt, you'll have to remove the .txt extension for it to work. (I can't attach .ini files :() I undid the split-up wheels and suspension, so it should be easier to see what does what.

It also has alot of comments in it that describe where I got the numbers that I used. I did that as a form of documenting, so that later on i'll know which numbers are accurate and which are guesses. That should help too.


Btw do you know if there's a way to make a car with 40/60 AWD with visco-slip on the center and rear diffs?
Hmm, I haven't really messed with that. It's possible, and Dave has been doing alot of that. Several of his recent car.ini's (like the one he did for Deyan's Murcielago) have AWD.


I found a 93 Ford Mondeo test-drive and they said the overall ratio is 14.27 (variable ratio rack and pinion) but with the known 3.2 turns that gives 80.7 degrees lock and that seems a bit wild for a homokinetic link, since the Mondeo is fwd.
That does seem quite high, but then it is a variable ratio steering rack. Since Racer doesn't simulate variable steering, i'd try to find out what the ratio is at high speed, and work off of that.


Sorry if I'm going too off-topic, in that case I'll just open a more generic Racer car.ini discussion thread.
No problem. -^ Oh, did you seen on RSC that I setup a Wiki for Racer? It's located here: http://pitstop.totalnfs.net/racerwiki

Not a whole lot of information yet, but i'm working on the car.ini documentation section, and some others are working on other areas. Hopefully, it'll be a good resource soon...

VQ
08-25-2005, 02:10 AM
Martin Lawrence, NFSjunky www.nfsjunky.com , now works for Synatic and has made a few of the WRII Cars, him and Undra both make really nice cars.

And yes, that Skoda is really good as well, for the poly level it is.

bogs
08-26-2005, 01:52 AM
Hi DFS, haven't seen you in a while. :D


Hmm, i'm fairly sure HS could do around 8k-10k polys without a hack, then yeah, about 16k or so with the hack. But this truck definitely would've been very high poly by HS standards, and I wouldn't have modeled this high for HS since it couldn't take advantage of that kind of polycount.


Heh , see ? Goes to show what I ( don't ) know . I ( barely ) remember the few models I did long past the end of NFS3 , quite a few of which began life at the 8k plus range ( before I posted them ) .

I remember HP throwing fits when I tried to run them , especially if there were any other cars around from the game , and assumed HS which I never made a model for was similarly limited . My bad :blush:

I forgot to mention ( as you brought up ) the texture limitations in the game , the game engines lighting limitations , etc etc . Heck , comparing a tree from the 3 or 4 vers of NFS to anything more modern shows some of the limits . Top down view of the tree would be similar to + ^_^

Nappes avatars was one of my fav models of the period , fantastically detailed for the period .

Ah well . Senility and a blurry memory tend to makes everything past more pleasant :wave:

Edit *Now I remember where I saw a similar vehicle , Econobrick's Suburban :slap: ( sorry , couldn't find a pic of it anymore )

I might add its probably worth the trouble to look up some of his other vehicles , noticeably his VW bug . IF I remember correctly , though , he was another latecomer to the modelling thing :(

chris
08-26-2005, 03:00 AM
Martin Lawrence, NFSjunky www.nfsjunky.com , now works for Synatic and has made a few of the WRII Cars, him and Undra both make really nice cars.

And yes, that Skoda is really good as well, for the poly level it is.

That's one of the problems of living here in Australia. Nobody here designs race-sim games - or if they do, it's so left of field and far from mainstream that a lot of people aren't interested.

It's fun making 3d models for games, but to be honest I don't think there is much money to be made in that.

VQ
08-26-2005, 05:39 AM
I know someone who works for a computer company as a programmer in Adelaide, and he's created a game, it's in very early stages, but I think it's going to be decent, he does it part time, the game's he makes for the company aren't that good and it's only because of the company, not the programmers.

Venom800tt
08-26-2005, 12:05 PM
Woah, Nice truck. I didn't even think you still modeld IH8COPS ^_^
Hmm, maybe I should post my projects here again... :D
I also had to give up NFS4 due to the low poly/texture limits of the game. Now must of my cars will either find their way into NFS5, RACER, or even MBWR. I need to learn RACER converting myself sometime...

Remko
08-28-2005, 04:12 PM
Martin Lawrence, NFSjunky www.nfsjunky.com , now works for Synatic and has made a few of the WRII Cars, him and Undra both make really nice cars.
The man's name is Martin Leps though, hence my posting of Mister Lawrence's picture. Again, sorry VQ, I don't mean to rub it in. :Pamper: just wanted to explain.

Justin Martin
08-28-2005, 04:56 PM
I didn't even think you still modeld IH8COPS ^_^

Not at the furious pace that I used to, so it's easy to forget that I still do. ^_^ Plus I haven't posted a car thread here in a couple of years. It's amazing how fast I used to produce cars, back in the HS days I was doing one every couple of months. Now i'm doing good to finish one per year. :(

This was my last project, a Mazda 787B: http://pitstop.totalnfs.net/cars/mazda787b/1.jpg

Venom800tt
08-28-2005, 06:02 PM
Not at the furious pace that I used to, so it's easy to forget that I still do. ^_^ Plus I haven't posted a car thread here in a couple of years. It's amazing how fast I used to produce cars, back in the HS days I was doing one every couple of months. Now i'm doing good to finish one per year. :(

This was my last project, a Mazda 787B: http://pitstop.totalnfs.net/cars/mazda787b/1.jpg
Hehe, I still can whip out a car or two every month :p
And sweet 787B. I even made one, although mine needs a few updates including some new wheels. I also did a different livery, since back when I made it I was too scared to do the Renown scheme lol ^_^
My 787B:
http://nd4spdworld.com/~venom/Projects/thumbnails/mazda_787b-00.jpg (http://nd4spdworld.com/~venom/Projects/mazda_787b-00.jpg) http://nd4spdworld.com/~venom/Projects/thumbnails/mazda_787b-01.jpg (http://nd4spdworld.com/~venom/Projects/mazda_787b-01.jpg) http://nd4spdworld.com/~venom/Projects/thumbnails/mazda_787b-02.jpg (http://nd4spdworld.com/~venom/Projects/mazda_787b-02.jpg)

Nappe1
08-29-2005, 12:22 AM
Nappes avatars was one of my fav models of the period , fantastically detailed for the period .


BeniC did a splendid good job with model, though later he said that it could be greatly improved by remodelling it. :) (but that is just normal to all great modelers. Even I have made 3 different versions from Alpine Roads (Supreme being the latest) track and I am still not 100% happy with it, so Alpine Roads Perfection will be coming some day. :) )

The Mini was good enough to get interest of british advertizing agency, that would have wanted to use it as part of New Italian Job ad campaign. I don't know if it was just planned to use as reference, or even part of the add, but both us were promised to be creditted about it. Still, There was a talk about making a new model for them, but then I lost contact to BeniC again and I don't know what happened. (and I don't know if it was ment to be my piece of being famous, because I didn't modelled the car. I delivered just lot's of pictures and helped BeniC to adjust detail as correct as possible. Plus the performance, but that's not for model, that's for NFS4) This all happened during the time when I was trying to reach BeniC in possible every way via differnet forums around the net.

If I recal right, someone has converted the Mini to NFS3 now as well. He didn't ask my permission, but Because we are creditted as "makers of this marvellous NFS4 car", it was more than fine with me. :)





Anyways, about my "never ending story" or "my San Fransisco track" (as Dan2k used several years to do it, but it never finished) which is Green Valley Peaks. Another beta ( latest one seems to be from the spring 2003. :D ) is possible, but it won't happen before close to end of this week. I graduated as B.S.c. in Software engineering (at last, school should have been 4 year school, but to me it took 7 years. :D ) and I moved from student flat to another apartment. Student flat had some of the furnitures included in rent, so now I am waiting to get my new bed, computer corner table and pair of chairs and yes, that means I don't have those right now and I am not going to use my computer on the floor! :lol:

Furnitures should be coming on thursday and my ADSL connection should be up and running before 8th of September. When I get the table, I can zip the track and upload it to site from work.

VQ
08-29-2005, 01:32 AM
Yes, I knew it started with L, jsut blanked completly on the name....

bogs
09-29-2006, 05:01 PM
So whats up with the Chevy now, eh? At one a year, ( good for you ;) ) I was expecting it to be done LONG before now :p

Cmon now Justin, I want some DROOL MATERIAL, dang it all -^

Justin Martin
09-30-2006, 01:02 PM
http://pitstop.totalnfs.net/cars/chevysilverado/29.jpg
http://pitstop.totalnfs.net/cars/chevysilverado/30.jpg

Not a whole lot of updates, but i've slowly started texturing it. I actually have released a car this year - I did a fairly major reworking of my 914 model last fall/winter. I just haven't had much time to mess with the truck...

Frank N. O.
09-30-2006, 02:58 PM
Cool wheels, and what a redline :cool: ^_^ From the 787B right?

A shame for me rF isn't interesting for you, it could be fun to relieve part of The Cannonball Run with a dual-cab dually version of that with Justin-quality physics simulation :cool:

Very nice modeling, you sure haven't lost your touch one bit. Hope to see the finished Super Seven and the Celica some day if you ever get time for it from your studies. Btw I hope they're going well too :wave:

Frank

P.S. I just noticed that I'd forgotten to say thanks for the data from the last pm. Thank you very much :)

bogs
10-01-2006, 12:51 AM
That looks pretty good -^

Curious, you doing that Blazer as a spin off?

Justin Martin
11-06-2006, 04:05 PM
http://pitstop.totalnfs.net/cars/chevysilverado/31.jpg
http://pitstop.totalnfs.net/cars/chevysilverado/32.jpg

I finally got some time to work on this project again, so the textures are a little better now. I still need to add highlights (currently only has shadows) and the shadows might need a bit more contrast. But it's in the ballpark.

I changed the color of the 787B wheels that i'm using, look much nicer now. :D I'll definitely leave them in as an option when I release this beast.


Sorry I never got around to replying... Frank, i'd probably switch to rFactor if I got bored of Racer, but right now, learning the ins and outs of developing for another sim doesn't interest me. I might stick this in GTA:SA when this is finished. (or more likely, GTA4 since it'll probably take me that long)

Bogs, yeah, the Blazer version is one variation that i've modeled. I've also done a '83 and '85 grille, and a short bed. None of those are textured, however.

Frank N. O.
11-06-2006, 04:39 PM
That's ok Justin, I've figured by now that when people don't reply it's just because they either forgot and had some important things to do so no hard feelings. I can also understand the thing about needing some time and motivation to learn rFactor since it's quite complicated so dedication and a lot of research is needed, and sadly hard to find also it seems although suspension geometry wise you got a big advantage over me :cool:

That model looks fantastic, even though of course it's your own car (you still have it right?) then I'm still impressed with how clean and detailed/authentic the model looks :cool:

Speaking of variants then I remember the long-bed twin-wheel (called dually?) version that looked pretty close to the double cab pick-up used in the first The Cannonball Run movie, it was fun to race around in NFS4 with that :D

Speaking of the 787B then it's a shame I never got to test-drive it in the RPI mod, but maybe sometime in the future in rF, somehow Racer just didn't feel the same but that's due to Racer's physics and not your ini-work though.

Your Celica could be a fun car in rFactor with authentic physics though. That's what I sometimes miss too, a car that isn't just hit or miss with the grip but can be slided if a corner angle is wrong so I can save a mistake, or get a warning before it spins.

Greetings and best wishes for your life and studies :wave:
Frank

Frank N. O.
11-06-2006, 06:29 PM
Oh yeah, one more thing. One car me, and at least one more person would love to have in rFactor would be your 914/916 models :D
Maybe a std. 914 like Chey's first car and a 914-6 (916?) GT with the bulging wheel arches and the wide Fuchs-wheels and the Carrera RS 2.7 engine in it :D

Like this one: http://i75.photobucket.com/albums/i311/1500vw/DSC00176.jpg
Found in this thread http://www.volkszone.com/VZi/showthread.php?t=288633&page=3&pp=10

Frank

Justin Martin
11-06-2006, 07:39 PM
(you still have it right?)

Yup, still own it.

Speaking of variants then I remember the long-bed twin-wheel (called dually?) version that looked pretty close to the double cab pick-up used in the first The Cannonball Run movie, it was fun to race around in NFS4 with that :D

http://www.topspeed.com/cars/auto-parts-accessories/dvd/the-cannonball-run-ar1626/IMG/jpg/9/1980_GMC_Sierraw.jpg

The Cannonball one is a '73-'80 model, which is the same as the '81-'87 trucks except that they have a different front end and interior. I might do a '73-'80 version and a crew cab dually version this time too.

Your Celica could be a fun car in rFactor with authentic physics though. That's what I sometimes miss too, a car that isn't just hit or miss with the grip but can be slided if a corner angle is wrong so I can save a mistake, or get a warning before it spins.

Yeah, the Celica would be a change from the g-monsters that most people model. Of course, so was the 914. ;) Speaking of which, if you want to convert it to rFactor, NFSPU or whatever, i'll give you an unlocked copy...

bogs
11-07-2006, 02:11 AM
MAN Justin, that looks fantastic (specially all the metal bits and pieces :shock: ) and was definitely worth the wait on updating -^

Frank N. O.
11-07-2006, 12:16 PM
That sounds very interesting Justin. A 914 Cup, maybe with a std. 2.0 and then a wideboy GT could be very fun indeed. I've got some brochures, one also showing the torque curve of one of the smaller models, do you have any other data for the 914 series? I actually had a homepage that listed the alignment for a 914, and a 911 Carrera RS but it doesn't look like I saved it and I can't find it again, darn!

Of course for rFactor a new suspension geometry still needs to be made but at least I don't the 914's suspension is that complicated, and iirc it uses same size tires f/r so only one tiremodel is needed (physics wise).

Frank

Justin Martin
11-07-2006, 01:14 PM
...do you have any other data for the 914 series? I actually had a homepage that listed the alignment for a 914, and a 911 Carrera RS but it doesn't look like I saved it and I can't find it again, darn!

I have most of the information that you'd need for physics. Almost every crucial value in the car.ini is either a measurement or a fairly good guess/estimate.

The 914 front suspension is a fairly typical strut setup, so i'd just grab the strut model out of an existing rFactor car and verify that the camber curve is close to correct. (I have crude estimates of a 914 front & rear camber curves) Rear suspension is semi-trailing arms, which are very simple if rFactor supports them.

Frank N. O.
11-08-2006, 11:08 AM
That sounds great :cool: I did some checking up and the 914/6 is said to use both engine, transmission and some suspension/steering/brake parts directly from the 911T model. It also said it wasn't exported to USA officially so I figured I wouldn't have to sort between US and euro-specs but I still found two different weight and power values, 940/996 kg and 110/125 hp. I also found out the 914/6 GT is a racing version and there were two 916 versions, one with a 2.4 engine and another with the 210hp 2.7 Carrera engine. I think the best/most fun cars to use for a 914 Mod would be a street 914/6 and the 210hp 916, what do you think? And btw do you still have the multiple wheel variants you made when you were finishing the first 914 for Racer? I believe my beta folder has at least two different rim files in it, the Fuchs and then some other ones.

It did seem pretty consistant that the u-turn was 10.0 meters, the steering had 3.0 turns lock to lock (useful for the interior wheel model and the maximum steeringlock, but that's one value I plan on having adjustable for those with short-range wheels) and it has around 50/50 weight distribution (at least the 898kg 1.7 is listed at 50/50) and a 0.45 cd value.

Speaking of steeringwheels then the last rFactor update changed the 3D model turn range from a fixed number to a index number in relation to the controller value set manually in the ini which I think is a really bad idea for realism but they said that they were thinking of changing it back again. They also replied that they had set it in one of the F1 games that when you recuded the maximum steeringlock that the steeringwheel model's turn range also was reduced but people couldn't understand it so they made it like it was the ratio that was changed and not limiting the lock. I for one as a simmer would like to have that system since it would be the best feedback to see the difference between the sim wheel and the controller wheel, and most people say they switch off the 3D wheel when they use a wheel anyway so having it behave like the real thing would be the best use imho. Remember the trouble in Racer with people complaining about incureable understeer because they couldn't understand their gamewheels effectively had 4-5x the real cars ratio so they ripped the wheels out too fast.

About the 914 data then when you get the time drop me a pm and I can give you my email where you can send it if you want.

Greetings
Frank

P.S. I just missed a look at my first ever Murcielago today, it was getting dark and I suddently saw a black pancake float by between the other cars in the other direction, a quick look in the mirror and the stoplights lit up and there was no doubt what it was since I could see the setting sun in front of it and could see how low and wide it was, and no lights at all made it harder to ID as well.