Grand Touring mod thread.. [Archive] - Racerplanet Network Forums

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chris
04-28-2003, 03:18 AM
We have a new mod for F12002. Grand Touring. Road-legal sports and super-sportscars are what it features, and, this thread, will have screenshots of them, as they appear, in game.

Now screenshots, of the Murciélago. I've been working on environment maps, now:

http://gtmod.m4driving.sm/files/screenshots/f12002/mur1.jpg
http://gtmod.m4driving.sm/files/screenshots/f12002/mur2.jpg
http://gtmod.m4driving.sm/files/screenshots/f12002/mur3.jpg
http://gtmod.m4driving.sm/files/screenshots/f12002/mur5.jpg

The environment map for the window is what I've been working on, now, and, also, a very shiny e-map for these particular Lamborghini 18" alloy wheels. Feedback/suggestions are appreciated.

On the to-do list for this car:
- Working glowing brake discs (working via temperature)
- Different interior colours, to the default, at the moment (possibly a two-coloured interior).
- Put a normal civilian driver in place of the race driver
- Bring in the dash view (already modelled).

[XR]Chef
04-28-2003, 07:53 AM
Super nice chris!
I think the car loks absolutely amazing!

One question.
Are you still workin on the Highway Track?
and
When it is done perhaps we could get an ingame racing preview with the murcilago and the Track?

chris
04-28-2003, 08:04 AM
The autobahn is put aside at the moment, but, not abandoned, however..

I'll work on cars first, and quickly get something released, that works fairly well, and, extra stuff can be downloaded later, to add-on to that, when they become available.

I think that is better for you people, the end users. You don't have so long to wait. And, it is better, for the web-servers, when the release time arrives (not set, at the moment).

Back to the Murciélago seen above, I have modified the environment map for the windows, to be a bit less yellowish. I desaturated the environment map a little bit, and, also decided to add a bit of a dark blue shade of colour, to a few small parts of it. You can hardly notice the blue colour, but, it gives the right effect.

I'm now trying, to bring the dash/interior view into F12002. But, Z-Modeller is misbehaving and being very naughty.. It won't import the FCE file, that the original mesh is in. :irate:

I work it out, though.. :)

[XR]Chef
04-28-2003, 09:17 AM
Sounds good chris, looks like you've had some time to think about this. :)

Hope the good work keeps comming through!

Some1 should sticky this thread...

CookeMJ
04-29-2003, 03:18 AM
Excellent work Chris - and while I'm here the production car mod is exactly what I'd like to see. May I enquire what other vehicles are you intending to incorporate in the mod?

The Murciélago is an excellent choice - and looks superb. I fully support your move to civillian drivers, glowing brakes, and working, detailed interiors. I assume where GTR2002 had different drivers in each team, you will be offering different colours in each model via a simillar selection process? The bright yellow with a metallic/opalescent/pearlescent purple hue Murciélago at the Adelaide Motor Show looked spectacular. And detailed interiors will allow for roadster/spyder versions too???

I would love to provide more constructive advice or feedback, but I'm still somewhat in awe. And as such, I can only offer my utmost support and congratulatory encouragement. I can't wait to see more.

chris
04-29-2003, 10:12 PM
Ah, yes, the Murciélago has that effect on people. WHen you see it, in real life, it's just well, like, words don't describe it. It's just incredible.

The thing screams brutality. Every inch of the car screams raw aggression, right down to the audaciously designed back. Who else would dare to give something such brutal proportions, and style.

That sort of characterises the brute-force sort of character that Lamborghinis have. Big engine, crushing acceleration, and without making a fuss about it. They never feel that fast, because the engine never sounds like it is working hard, and, the things just feel planted on the road.

Might have some in-car videos of the virtual Murciélago, later on, this evening, perhaps.

Also, see our homepage, http://gtmod.m4driving.sm/ for what else could appear in this one.

Also, see our hosts site, http://www.m4driving.sm/ for news, as well. See the F12002 section, Occasionally, you will see more news, listed their, as well as news on other F12002 mods, by other groups.

Vince Klortho
04-29-2003, 10:43 PM
There is no color selection process available in F1 2002 that even remotely resembles the one in NFS.

-to amend this- one option is to have individual cars in the various color choices you desire that you can select from. In GTR02 you are able to pick one of 36 cars to drive and the racing grid is typically 36 cars (35 opponents ;) ).

chris
04-29-2003, 10:44 PM
There are ways to fix things like that.. Colours not able to be selected, but, cars can, though..

Vette Boss
04-30-2003, 01:24 AM
Maybe there is some way you can rig the driver selection to let you pick different colors. I know nothing about editing F1 2002, but my suggestion would be nice if it would work.

CookeMJ
04-30-2003, 02:51 AM
Is that not exactly what I said people?

Currently you choose a team, then select one of the available drivers (with simillar, but often different paint schemes - a good example is the Ferrari 360 Modenas).

Thus, you would choose a model from the scrolling list - in this case the Lamborghini Murciélago. Then in place of drivers, you select from various colour combinations (exactly the same principal, executed in exactly the same way - except the different texture files contain different factory-available interior/exterior colour combinations - instead of different livery).

The only restriction I can see here, is that each driver or colour scheme may reffer back to the one performance file - thus you couldn't select from the Murciélago's equivelants to Diablo's SV, VT, Roadster, etc. - with different specs; but rather just the one model, the one set of performance data; but in a range of colour schemes.

So a team represents a single model, and the drivers represent colours. Simple as that. As is naming them - the model name can replace the team name (listing the various vehicles raced in the lap time sheet after each session); and the colour names can replace the drivers', because nobody knows which car is which anyway - unless it reads "Mexican Fire", "Kashmir", "Sparkling Burgandy", etc., making it an even more understandable game - for anyone not fully educated on the GTR season.

chris
04-30-2003, 05:29 AM
And I'm getting the dash/interior view ready, now, to go in game. I must however work out how to do the mirrors, though..

chris
05-03-2003, 08:10 AM
And here are some more stuff for you to see (and listen to):

http://gtmod.m4driving.sm/files/screenshots/f12002/mur7.jpg
http://gtmod.m4driving.sm/files/screenshots/f12002/mur8.jpg

I must still do the mirror for the interior, and the side mirrors, as well as the audio-system, and, the Lamborghini badge for the interior.

And, here you can hear the Murciélago, driving, from inside the cabin:

http://gtmod.m4driving.sm/files/demo/murci.rm

I'm not going fast, just driving along easily. It's a very pleasant sound to listen to; the typical low pitched hum of a large capacity 12 cylinder engine running at not much more than idle revs. I do go a little bit faster at some points, where you can hear the calm starting to be shattered, and the noise building up, louder.. What does it sound like, at high revs? Well, you'll discover that, sometime later.. :D

That sound will be best, if heard on a higher quality speaker system, preferably with subwoofer.

VQ
05-03-2003, 08:01 PM
I can't wait to have this car in F1 2002!! it looks so good but is it low poly enough? Cos if it isn't people might have problems using it compared to the GTR mod for instance but can't wait for this to be relesed cos I'll be downloading it 4 sure!!!

chris
05-04-2003, 03:26 AM
Soon to arrive, is Lamborghini Diablo VT. I will work on that, next. Interior is already completed for it, as is everything else. :D Naturally, you see the screenshots, here.

VQ: Of course it is low polygon.. I'll post screenshots of the wireframe, from different views, and let you count the polygons..

chris
05-05-2003, 09:17 AM
Here is a view of the Diablo:

http://www.totalnfs.net/temp/vt60se1.jpg

D_Man
05-05-2003, 02:06 PM
Now that sure is nice :) I am not a fan of the Mucielago but I love the Diablo :D

Dave

chris
05-05-2003, 10:57 PM
Interior for the Diablo (see attachment please).

chris
05-14-2003, 10:52 AM
Here is a demonstration of the bump mapping. See if you can notice what it is for...

http://www.sbdt.co.uk/forums/uploads/post-38-1052934604.jpg

VQ
05-15-2003, 12:46 AM
Very nice but could u explain bump mapping to those that aren't sure? Cos I can't see the pic as I have dial up and some of this stuff takes forever.
Edit: see the pics I'm guessing for the gaps isn't it? tho I don't think the Lambo's ahve that big gaps in the body if there built as well as u say Chris LOL

And I only said about the poly's cos it looks so high poly regardless of whether it is or not.

chris
05-15-2003, 07:02 AM
The gaps are indeed more narrow.

The mapping must be fine tuned.. :(

chris
05-16-2003, 12:56 AM
Another view of the Lamborghini Murciélago, but, this time, a top view.

I've managed to sort out the main problem I was having (it was in the *.GEN file, that was reffering to a mesh that didn't exist).

Please see the screenshot attached. I believe I'm getting the thing looking more realistic. I'm trying to make the reflections look less super shiny game like reflections, and more like what would actually be seen.

If you have suggestions on how I can better improve that effect, please reply.

Without any futher delay, I give you the screenshot:

chris
05-23-2003, 05:04 AM
Stay tuned, I have an update coming fairly soon.

The Murciélago is looking awesome now. I've updated and changed a lot of things.

chris
05-24-2003, 01:03 AM
More Murciélago:

http://www.totalnfs.net/temp/cpd/mur11.jpg
http://www.totalnfs.net/temp/cpd/mur12.jpg
http://www.totalnfs.net/temp/cpd/mur13.jpg
http://www.totalnfs.net/temp/cpd/mur14.jpg

I sorted the problems with this car, and it is worked as I want, properly. I made a lot of improvements, to the texture mapping, to the headlights, to many things.

Just have to take it for a really quick run, and give the brakes a bit of a work out, and take some screenshots.. :D I leave you to guess what that means..

The track shown is not in the Grand Touring, I just selected it because it is easy to take screenshots on without crashing into anything, with the long straights.

chris
06-02-2003, 07:39 AM
Another 2 screenshots, this time of a Diablo VT.

http://www.totalnfs.net/temp/vt60se3.jpg
http://www.totalnfs.net/temp/vt60se4.jpg

It is modelled after 1 of 3 Diablo VT 6.0 SE's in special colours, destined for the UK market. 1 of these 3 special ones was in Black.

Also, the following car might be arriving soon:

http://www.totalnfs.net/temp/soon3.jpg

chris
06-07-2003, 12:52 AM
And this is what happens when you spin into a wall..

Limited damage in F12002, but, not too bad..

http://simbin.com/forums/uploads/post-38-1054971977.jpg

It looks a bit like a GTR now..

D_Man
06-07-2003, 01:57 AM
Looking very very nice Chris -^

Dave

chris
06-07-2003, 02:19 AM
Thanks for the comments.

Here are some more shots of the Diablo, looking more polished this time, thankfully. ;)

http://www.totalnfs.net/temp/vt60se5.jpg
http://www.totalnfs.net/temp/vt60se6.jpg
http://www.totalnfs.net/temp/vt60se7.jpg

Looks fine in black. But, without bump mapping, it would look awful otherwise.

DJC-Grafix
06-07-2003, 02:45 AM
w00t, an Diablo on LeMans up there (correct me if im wrong) .. :D what speeds does the car reach on the straights??

both the Diablo and Murc look very finely done -^ -^

DJC
:Peace:

chris
06-07-2003, 02:53 AM
Yeah, it's Le Mans. It gets about 330km/hr on the straights (on the old Le Mans track). On the newer one about 285km/hr.

Doesn't get too tricky under acceleration, either.. four-wheel-drive. :) But you can provoke it.

chris
06-08-2003, 03:49 AM
See next reply.

chris
06-10-2003, 05:39 AM
Finally I'm finished with tuning the normals on this car. I remodelled many things, especially the back of the car, and I've re-textured some things too. I think I might re-model the front air-intakes completely, with the polygons I've saved.

This picture shows the difference between the parts with the new textures and the parts with the old textures. The old lower resolution textures look fuzzy and awful, the new ones look sharp, and fine:

http://simbin.com/forums/uploads/post-38-1055248488.jpg

Front 3/4 view:

http://simbin.com/forums/uploads/post-38-1055248562.jpg

Rear 3/4 view:

http://simbin.com/forums/uploads/post-38-1055248599.jpg

[XR]Momo
06-10-2003, 01:43 PM
:eek::eek::eek::eek::eek::eek::eek::eek::eek::eek: :eek::eek:

My god that is beautiful

[XR]Chef
06-13-2003, 06:23 PM
Godly... simply .... godly

chris
06-21-2003, 05:50 AM
http://www.totalnfs.net/temp/progress_f1.jpg

I've finished the remodelling of this car. I don't need to make any more changes to this, but, I do need to model a dash for this one, however. ;)

I've managed also to save some polygons too, even despite adding some extra detail.

(And yes, I know the clock on the computer is the wrong time, I couldn't be bothered adjusting it after resetting the bios in my computer for the 1 millionth time..)

D_Man
06-21-2003, 04:58 PM
Top notch work Chris -^ You should really be proud of that work of art 8)~

Dave

chris
06-21-2003, 08:05 PM
And in case you are wondering what it might sound like, here is a sample of the real thing:

http://www.thhe.dk/biler/McLaren_F1.mp3

I think the person you hear talking in the sound is Ron Dennis, chief of Mclaren Cars Limited. He (or whoever it is) is demonstrating the effect of 6.1 litres and 630hp.. :yikes:

The F1 is way faster than probably what any sane person needs it to be. So fast that even some modern super sportscars still have not beaten it:

Chassis layout: Mid-engine rear drive
Chassis/Bodywork: Carbon fibre monocoque.
Weight: 1138kg
Gearbox: 6 speed manual
Electronics: Tag McLaren
Lubricant: Shell TMO Synthetic 5W40.
Engine type: BMW Motorsport S70/2 6,1L V12
48 valves, DOHC, with variable valve timing.
Exhaust: light weight titanium exhaust system
Max. power: 627 hp @ 7500
Peak torque: 652 Nm @ 5600
Rev limit (XP5 model): 8300rpm

0-100: 3,2sec.
0-160: 6,3sec.
0-200: 8,8sec.
0-250: 13,4sec.
0-300: 22,4sec.
0-320: 27,8sec.
0-400m: 11,045sec
0-1km: 19,548sec@277km/hr

Calculated speeds in gears (XP5 model):
XP5 model:
1st 116.8km/hr@8300rpm
2nd 172.3km/hr@8300rpm
3rd 220.7km/hr@8300rpm
4th 271.5km.hr@8300rpm
5th 325.3km/hr@8300rpm
6th 391.132km/hr@8005rpm (actual top speed)
6th 405.8km/hr@8300rpm (theoretical)

For a car that arrived in the very early 1990's, those numbers are fearsome.

On the XP5 model, the rev limit was made higher, by 800rpm, on request of test-driver Andy Wallace on the 391km/hr top speed test at Ehra Lessien. He didn't want the rev limiter cutting in and possibly causing the car to spin.

I am pretty certain that the top speed in 5th gear is correct, but, I can't be totally certain, since I can not find the information that said how quickly the standard production model went in 5th gear.

That was listed on the "McLaren F1 Resource" website, but, now, that is gone.. I wish that someone still has the information that website contained archived.

EDIT: I've changed the technical data listed above. The previous ones I listed could not be correct, after I did some calculations. These ones seem very accurate.

After doing the same calculations, with the same figures and a 7500rpm revlimit/cut-out I've concluded that they must be accurate, according to reviews written about the car.

[XR]Chef
06-22-2003, 12:47 PM
Looking forward to it my friend...

Espace F1
06-22-2003, 09:35 PM
I have Driving Ambition if you need ANY info on the McLaren F1 I'm sure I can find it in there.

chris
06-22-2003, 10:31 PM
Any information on the suspension (front and rear), that the F1 uses, such as diagrams, dimensions, etc, and also the steering (how many turns lock to lock).

Does it also have any information on the torque curve of the BMW S70/2 engine in the F1? I could use that information.

Does it also have detailed images/drawings of the interior? I've got to model that soon. It would be really useful have access to that sort of stuff.

D_Man
06-22-2003, 11:55 PM
Chris, have you seen these sites:

http://www.live2cruize.com/mclaren.htm

http://www.live2cruize.com/mclaren_lm.htm

http://www.bmwworld.com/models/mclaren.htm

http://www.fortunecity.com/silverstone/lancia/58/classic/mclaren.htm

http://www.supercarsite.net/f1.htm

I hope these help a bit.

Dave

chris
07-11-2003, 12:36 AM
Maybe I'm silly and haven't learnt a lesson, but, I decided to try again to get the Mclaren working properly in game, and now it is working.

Before, I'd not noticed, that the file for the suspension was not present. The MFSUSPA.MTS didn't exist, and I had not noticed it, for some reason. It does now, and it appears in game. The body of the car looks great, but some problems with the windows need fixing before I can show any screenshots.

chris
07-12-2003, 06:12 AM
And it looks like this now:

http://www.totalnfs.net/temp/cpd/f101.jpg
http://www.totalnfs.net/temp/cpd/f102.jpg
http://www.totalnfs.net/temp/cpd/f103.jpg
http://www.totalnfs.net/temp/cpd/f104.jpg

I just put it in game to see how it looks, before making any further changes. I've still got some work to do, but I thought it was good enough for use in screenshots. ;)

D_Man
07-12-2003, 06:23 AM
:eek:

That looks amazing Chris -^

I am glad that you are still working on it :)

Dave

Espace F1
07-14-2003, 11:14 AM
Well here are some helpful things, I hope from Driving Ambition's tech specs in the appendix:

Suspesion:
Front:
Double Wishbones, Ground Plane Shear mounting system, light alloy dampers/co-axial coil springs, anti-roll bar
Rear:
Double wishbones, inclined axis shear mounting system, light alloy dampers/co-axial coil springs, toe-in/out control links

Aero:
Cd: 0.32
Frontal Area: 1.79m^2

Tires:Goodyear F1/Michelin SX-MXX3
Front: 235/45 ZR17
Rear: 315/45 ZR17

Brakes:
F: 332x32mm
R: 305x26mm

90L Fuel tank

I'll look for more throughout the book, and get pictures uploaded as soon as I can.

chris
07-14-2003, 04:04 PM
Some of those things will be useful (drag co-efficient for instance).

Can't wait for the pictures! :)

Thanks for helping out.

chris
07-14-2003, 11:57 PM
More:

http://www.totalnfs.net/temp/cpd/f105.jpg
http://www.totalnfs.net/temp/cpd/f106.jpg
http://www.totalnfs.net/temp/cpd/f107.jpg

D_Man
07-15-2003, 12:11 AM
That is the best looking car for F1 2002 yet :D

Awesome work Chris -^

Dave

Espace F1
07-15-2003, 01:41 PM
Looking great!

I was just thinking if maybe you could work out a way to map the air brake to the brake lights in the .gen so that when you brake not only do the brake lights comeon but the air brake pops up...

Might look kinda silly since it would be more of a appear-disappear thing since it wouldn't acutally move...but a thought.

Also when messing with the settings....the F1 had different downforce settings, I think driver contollable, or automatic depending on speed. This implemented an underbody fan sort of thing. So this would have an effect with the downforce increase with speed, r just in the setup screen a high and low downforce setting.

Pictures of the interior and suspecsion will come within teh next couple of days...i sitll have to hook up my scanner and get it working on this computer.

chris
07-15-2003, 02:33 PM
Yes, they'd stuck a pair of fans under the car. (Gordon Murray has an obsession with those devices, ever since his Brabham BT46/B fan car was ousted from F1)

Fan assisted boundary control. I think it was all to do with trying to remove air from under the car, faster than more air could arrive under the car. And that apparently creates downforce.

Driver controllable high downforce mode as well. I already discovered that. It even has automatic computerised brake cooling systems.

Not so advanced in the department of immediate driver assistance like steering assistance, or power assistance for the brakes, or electronic nannies to stop the thing from spinning, but very advanced as far as other systems are concerned.

The steering wheel was easily removable too, I guess to make getting in and out of the drivers seat (only done from the left side of the car) easier.

Thanks for pictures too, in advance.

chris
07-15-2003, 09:00 PM
http://www.totalnfs.net/temp/_mainmenu.jpg

So, that's it. The main menu. A few things are hidden at the moment, where I'm still adjusting details.

That is indeed video on the left. The original game has it, so I thought why not make use of it too, especially since it can be compressed quite well.

chris
08-07-2003, 07:14 AM
I've been working on sounds for this Mclaren.. Nothing to show so far, but, I'm trying my best to make it sound good.

You are going to love listening to this thing idle. It has a really deep rumbling, typical of a large BMW V12.

If you've heard a BMW 850CSi idling, you'll recognise the sound (they shared somewhat related S70 series V12 engines, with the 850CSi using 5.6 litre 24 valve SOHC S70/B56, and F1 using 6.1 litre DOHC 48 valve S70/2, and S70/3).

You will notice it sounds rather more potent, in the F1, than it does in the much less powerful 850CSi. In the 850CSi, the engine purrs pleasantly. In the F1, it's angry side is revealed by the sound.

Edit: Hah! :) We've hit the big 50 on this thread with this post.. Time for celebrations, that this fledgling project has gotten so far! :beer:

CookeMJ
08-08-2003, 01:42 AM
But of course Chris - these cars, your skills, the element of realism apparant in all the screenies, and that of the game. Surely a lack of interest would be more surprising? Are you in need of a pep-talk? This project is VERY anxtiously awaited by many wide and far. Certainly the feedback provided in this particular arena (and surely any like it) hardly reflects the enthusiasm of the silent majority? Never underestimate the potential of such a good idea like this mod.

So V12 audio wise, not all that different to my 750iL? Absolutely exquisite - though obviously louder and more potent as you said. For anyone who's not heard a BMW V12, you'll find the wait for this mod well worthwhile...

chris
08-08-2003, 02:45 AM
Here it is, idling away:

http://www.totalnfs.net/temp/f1_idle.mp3 (79,647 bytes)

The sound of the engine starting is pretty much exactly the same as the 850CSi.

Except here when it starts, it stumbles a little, just momentarily, before settling down to the sonorous idle you heard above.

When it accelerates, it sounds much more angry.

One thing I am a little annoyed by is the fact that I can't find anyone else to help out, that I can just say, okay, this is what we have to do, and I'll leave you to it. I do need someone else who can model stuff reasonably well, but, more importantly, can work independantly without problems, and complete the cars at least, on their own.

I say this last bit, because I barely have enough time to work on stuff myself.

If you can do that, contact me via private message, and things can be arranged.. Prior knowledge of editing F12002 is not required, since I've been acquiring a great deal of information and putting it together, that will be very helpful.

VQ
08-08-2003, 02:51 AM
That looks awsome Chris!! I can't wait till you relese it, prolly worth the 4 hour download.

chris
08-08-2003, 03:08 AM
A release of this isn't too far away.. All that is needed are the following elements:

- Physics for all the cars
- Finish low polygon models
- Complete Mclaren F1 interior.
- Add missed details to the F1, such as rear brake ducts (see note below).
- Driver models for all cars.
- Fine tuning for sound effects

I'm hoping to release it with the Lamborghini Murciélago, Diablo VT 6,0 SE, Mclaren F1 initially, and with other models coming later on, as addons.

I don't mind if other people want to release add-ons either, provided they keep with the theme of the mod, and the models are done in a similar way (like using bump maps for instance).

Note: The F1 has a system for cooling the rear brakes where the small recesses on the left/right sides of where the automatic functioning rear spoiler is, that functions when the spoiler is raised.

Ducts run from the back of the rear brakes, up to the small recesses on the left/right sides of where the rear wing sits. When the rear wing is raised, air flowing quickly over the area has the effect of pulling cool air through the brakes, and up through the cooling ducts, and thus, cooling the brakes. The air is then dispersed over the rear wing.

Front brakes I believe have a fan-assisted cooling system. The entire brake cooling system is computerised.

Edit: Now, on the subject of the sounds for the F1 (see from my previous reply the link for the sound recording).. I have pretty much sorted out all the sound recordings, and they all loop correctly (without much clipping effects) and quite smoothly. Just to get them all working together as one.. That's the fun bit.. ;)

chris
08-08-2003, 09:03 AM
Argh crap.. :'(

What I thought would have been nice sounds, turned awful in the game..

It starts up nicely.. And it idles beautifully. But the rest doesn't sound so nice. =[ There was a little wind-noise in the recordings.. And in game, it turned all hissy.. =[

That sets things back quite a lot. :(

chris
10-31-2003, 11:48 PM
Now some previews of the 962 Le Mans:

http://forum.racesimcentral.com/attachment.php?attachmentid=125099

http://forum.racesimcentral.com/attachment.php?attachmentid=125100

http://forum.racesimcentral.com/attachment.php?attachmentid=125101

http://forum.racesimcentral.com/attachment.php?attachmentid=125101

http://forum.racesimcentral.com/attachment.php?attachmentid=125102

This one is looking very promising. I hope to show you more of this car, in the coming days.

chris
11-04-2003, 05:19 AM
http://www.totalnfs.net/f12002/murci_01.jpg
http://www.totalnfs.net/f12002/962_11.jpg

DJC-Grafix
11-07-2003, 03:07 PM
W:love:W

The 962 looks amazing :) as does the Murci -^

DJC
:racer:

chris
11-07-2003, 06:50 PM
Now the F1 Mclaren, as it appears now:

http://www.totalnfs.net/temp/f108.jpg
http://www.totalnfs.net/temp/f109.jpg
http://www.totalnfs.net/temp/f110.jpg

chris
11-08-2003, 10:38 PM
Finally, the 962 with major bugs on the wheels sorted out and gone: &(

http://www.totalnfs.net/temp/962_13.jpg
http://www.totalnfs.net/temp/962_14.jpg

It's the first time I've shown a side view I think with actual proper transparency set for various elements of the wheel and the brake discs. Although you don't see it in these screenshots, the wheels do have motion blur, as do the brake discs as well.

When they get very, very hot, the brakes glow, as well.

VQ
11-12-2003, 02:13 AM
:jawdrop: Holy Crap, where can i get these from? They looks so good!! I haven't seen the rear of a 962, didn't know they used the 944 rear tailights.....

chris
11-12-2003, 02:32 AM
VQ: Where would we be without you.. :)

So those are 944 tail-lights?? Can someone find me a high-resolution image of the 944 tail-lights, photographed looking straight at them??

I'd suspected Jochen Dauer's 962 might have used tail-lights from an older model Porsche, but I couldn't be sure.

At least now someone has confimed it. :)

Also, these cars aren't available -- yet..

I'm still finishing them off. I have to do lower polygon meshes to make it run better on slow computers, and also do some dashes for the 962, and the F1, while all cars need physics.

For that we are going to have to contact some car-owners. I know of someone who owns a couple of F1's, I just hope like hell that person will be interested in helping out for a little while.

VQ
11-12-2003, 02:57 AM
I belive if u open up the crp file from the 944 in PU that u will find they have the texture in there somewhere, I fiddled with it once but I deleted it.

U do have PU don't u?

DJC-Grafix
11-14-2003, 10:48 AM
I'd imagine this one is too dark..
http://www.redtoyz.com/images/944/944-rear.jpg

Found this one too..
http://jimweb.free.fr/rear.jpg

DJC
:racer:

VQ
11-15-2003, 01:35 AM
I guess I'll pull up the stuff form PU as theya re damn accurate and require no work for it.

chris
11-15-2003, 04:47 PM
Thanks VQ and DJC. :)

I'm working on one more Diablo, the second of the two VT 6.0 SE's that will exist. With this one, I'm not making any promises on if I will be successful, but I'm going to try and recreate the Oro Elios colour, the brilliant near gold colour that is almost a trademark of the VT 6.0 SE. Here is a screenshot from Z-Modeler, anyhow.

See the attachment.

chris
11-16-2003, 02:45 AM
The Oro Elios colour is a somewhat tricky one to achieve, but I've pretty much managed to get that colour the way I want.

Meanwhile, here is an attached screenshot showing how the Diablos look in game. A material name error made the second Diablo (background) appear black instead of Oro Elios. It's fixed now, and I'll go back and test it, and see how it looks.

When I'm doing the cars, I get one car set the way I want it, export the files, then, to do the second car, I just manually edit the material names and texture names in the *.mts file. It's the easiest way to do this.

http://www.totalnfs.net/temp/diablo04.jpg