View Full Version : New Cars and Tracks for NFS Shift possible!
acti0n
16 November 09, 17:59
The guys from Sim-Garage.co.uk Released a new Version of 3d SimEd with Need for Speed: Shift Import AND Export!
I want to see new Cars now! :D
Download, Infos and Demo here: http://www.sim-garage.co.uk
scca1981
16 November 09, 18:12
Nice will check it out. Will be interesting to see if the export actually works.
Teddie
16 November 09, 19:59
Oh, nice surprise! I wonder if anyone is rubbing their hands together at the prospects of getting the Ferrari's working.
Can't wait to see what folks do with this.
Ghanja
16 November 09, 20:17
Getting more tracks would make some sense but I am not too sure how much fun it would be to add cars into Shift.
It's hard to top the interior cockpit graphics that came with the game (just about the only reason why I play it) so why "import" a GTR2 Saleen or a Ferrari 550 into Shift? It does not look any better compared to GTR2 so you might as well stick with GTR2 (over there you don't have fight strange physics - just some thoughts ... 8-)
SETH Alpine
16 November 09, 20:28
Fun for me, Ghanja !great news !!!! :) :) a new Alpine concept in Shift soon! And Cobra concept, etc..!
http://www.zimagez.com/miniature/a410v3172.jpg (http://www.zimagez.com/zimage/a410v3172.php)
but where did you found the info?
there's nothing about it in his site...
and 3 weeks ago, he answered that it wasn't ready for the export..
EDIT/tutorial page 5 & 11,12, 57
read carefully all the answers, there had some changes during our learning process
new materials by example :http://www.nogripracing.com/forum/showthread.php?t=205810
http://www.zimagez.com/zimage/9c9ff244d8b04f6a279727c10a8dfe781354536f6170da6c93 b08acdf5319401php.php
Mod concepts version 2.2 july 2010
Alpine A410/A415/A510/A116
bonus A2110/COBRA/A115Miura/GTA LeMans
http://3ieoh8.1fichier.com/Mod%20WEHRUNG%20V2.2.zip
http://www.zimagez.com/miniature/alpinelemansa116.jpg (http://www.zimagez.com/zimage/alpinelemansa116.php) http://www.zimagez.com/miniature/alpinea116lemans.jpg (http://www.zimagez.com/zimage/alpinea116lemans.php)
acti0n
16 November 09, 20:30
http://www.sim-garage.co.uk/tools_version_history.htm ;)
Brainbug
16 November 09, 20:31
Getting more tracks would make some sense but I am not too sure how much fun it would be to add cars into Shift...
just can second that. we will need tracks in the future.
scca1981
16 November 09, 21:29
Tracks are definitely welcomed. Looking over things its going to be a pretty considerable amount of work to get a car fully working and we may need more tools(like the actual dev tools from sms) to accomplish this. "Export" is a loose word to define what 3dsimed can do :)
MaddmattH
16 November 09, 21:36
This is awesome news.
I'm sure it will be a while before we see cars and tracks that match the quality of the stuff that comes with the game, making high detailed stuff takes a lot of time and effort. But I'm sure some capable people will be working on some cool stuff :)
Maybe some modders will try porting their own work as a test, to see how well things work. I guess it wont match the quality of the games stuff but it's a good way to learn and see what's possible.
SETH Alpine
16 November 09, 22:56
I didn't know how GTR2 worked, when i've begun to make some modding.
i didn't know how to do, i didn't know the communauty, i've learned myself during many hours...I've found a method to use NURBS converted in MESH .
So if i can export/import, i can do it, i won't less difficult than for my beginning in GTR2!
About the quality? i guess, better than into GTR2 thanks to the shaders
Modeler still reduce the quality of their work to putt their car in a game, with Shift, i won't reduce it (...almost)
Ron123
16 November 09, 23:11
if you do convert the cars to gtr2 I wouldnt upload them here as they will take them down straight away...
scca1981
17 November 09, 01:12
Yes we are aware of the site rules ron :)
Anyhow, figured i'd mention one thing on this 3dsimed import.. It does not appear to import the lods and only gives you the A lod. So I recommend using zmodeler2 to properly get all the meshes then you can edit in 3dsimed after exporting to gmt.
acti0n
17 November 09, 01:33
I am to stupid or will all UV Mapping removed while Exporting to Shift? (tried this with unedited Audi R8 LMS Body)??
scca1981
17 November 09, 01:49
It was removed in the game?
huckpie
17 November 09, 02:32
Nice! As far as I know modding in previous NFS titles were only limited to cars, but new tracks? This is quite epic of them... :laugh:
zedex
17 November 09, 02:35
there would be 2 tracks I'd REALLY like seen in Shift... the TGTT (Top Gear Test Track), and the Volkswagen testing ground, with the SUPER long straights and banking turns *should be relatively easy to do... if you don't bother with the surrounding environments =b*
RMi Release Group
17 November 09, 05:37
Yes we are aware of the site rules ron :)
Anyhow, figured i'd mention one thing on this 3dsimed import.. It does not appear to import the lods and only gives you the A lod. So I recommend using zmodeler2 to properly get all the meshes then you can edit in 3dsimed after exporting to gmt.
if you choose "NFS Shift Objects" and not "NFS Shift Vehicles" , you can import all the LOD meshes
redi
17 November 09, 08:54
I think the number of cars in Shift is fine. Gimme more tracks! :)
huckpie
17 November 09, 10:30
I think the number of cars in Shift is fine. Gimme more tracks! :)
Does it actually allow for more tracks without any EXE hacks or anything?
redi
17 November 09, 11:19
Does it actually allow for more tracks without any EXE hacks or anything?
I don't know, but usually the tracks are not hard-coded in the .exe. It just scans the Tracks folder and everything that's in there and meets the requirements is shown.
RMi Release Group
17 November 09, 12:34
TopGear track may be converted from our EVO version if someone wishes to do it, serious persons/group only plz - send PM for request
acti0n
17 November 09, 12:35
Maybe first Replacements .. because we have no Access to the Menus (now) ...
SETH Alpine
17 November 09, 14:41
first attempt, very easy thanks to 3DsimeD !!! :)
http://www.nogripracing.com/gallery/data/2009/11/thumbs/7fd8b15e3f97f562bb7ec81be998eb1bca08cea4.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75131)
for the test, i've just changed the main body of a 240SX, and...it's working!! I'm very glad :)
acti0n
17 November 09, 15:07
Hehe looking very cool ..
But UV Mapping is deleted?!
SETH Alpine
17 November 09, 17:35
"UV Mapping is deleted?!"
I don't get the meaning of the question...sorry.
I 've changed the front bumper, it was good, but restricted number of materials, we can't create some new ones...and of course, you must make a template in order to replace the older.Not very good that...
BUT, after an add of parts, Shift has failed,ah...joice of modding, but i solve the problem.. :)
So not so easy after all :)
http://www.nogripracing.com/gallery/data/2009/11/thumbs/5724849c63aa38abb564bca00dcc969dd432c173.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75150)
acti0n
17 November 09, 18:00
I loaded the Loda Mesh Body from Audi R8 LMS and Saved unaltered as MEB - in Game the Template was destroyed ... Looks like no UVW
scca1981
17 November 09, 23:41
if you choose "NFS Shift Objects" and not "NFS Shift Vehicles" , you can import all the LOD meshes
Doh! Forgot :)
alless
18 November 09, 09:17
"UV Mapping is deleted?!"
I don't get the meaning of the question...sorry.
I 've changed the front bumper, it was good, but restricted number of materials, we can't create some new ones...and of course, you must make a template in order to replace the older.Not very good that...
BUT, after an add of parts, Shift has failed,ah...joice of modding, but i solve the problem.. :)
So not so easy after all :)
http://www.nogripracing.com/gallery/data/2009/11/thumbs/5724849c63aa38abb564bca00dcc969dd432c173.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75150)
Can you tell us more like for materials you used the ones from existing car and for meb files, did you repack the files or just put the new .meb into the folder whit vehicles and what more do i need to do?
SETH Alpine
18 November 09, 14:20
Hard to answer; first English isn't my mother language...so
You can't create new materials...
i'm using the materials of the original car
If you move the 3D of wheels, the tyre position mapping isn't good anymore.(?)
For this, so it's better to change the position of the wheel, in the behaviour file...If someone knows how to change the wheelbase, front and rear tracks (in GTR2 you can change it , in the HDC file, but Shift doesn't have this values in "his" )
the Nissan seems to be a 94's model (wheelbase increased up to 2m52) not a 93's one ( almost the same wheelbase than my concept with 2m47)
No need to repack, just simply "save" the modified file with 3DsimeD ( the new file size is truely bigger neverless...)
http://www.zimagez.com/miniature/modding2shift2009-11-1815-15-30-73.jpg (http://www.zimagez.com/zimage/modding2shift2009-11-1815-15-30-73.php)
As you can see, you can easily maintain different kind of kit as usual
In case of accident, i'm affraid that we can't avoid some white triangle problems, 3DsimeD doesn't help you to rules the mesh/the file for that (nissan_240sx_kit01_body_loda_damage)
i've put my own wheels instead of the original one, works well
don't forget that the first LodA, is used only under 15km/h, your modify mesh will only appear before this speed, you must modify the others mesh of course, for the other range of LOD
If your computer slowdown sometimes, when there are too much cars near ( around 20/30meters)of you...it's clearly due to this Lod, the difference between the numbers of poly of LodA and the LodB is too big!
acti0n
18 November 09, 18:14
What did you think when the first Car is Ready for everyone?
And what about the UV-Mapping?
alless
19 November 09, 09:14
thx SETH Alpine, ill try whit my sgt car how it works, maybe ill manage something
SETH Alpine
19 November 09, 18:01
What did you think when the first Car is Ready for everyone?
And what about the UV-Mapping?
I don't have the software to make a template of my car, and the Nurbs converted in meshs are quite difficult to handle to have a good result. (need help for that, perhaps from Azrim;-) , if you "hear" me)
http://www.nogripracing.com/gallery/data/2009/11/thumbs/b5b0b9edd44b3ab6f2076fca9b5d52f6a640b131.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75301)
Too early to give a release date.
It seems that 3Dsimed can't handle too many "add parts", when you save a body like this one: "scion_tc_kit00_bodywork_loda" into Shift with too many adding parts, instead of 30Ko/200Ko, you can have a file up to 2/6Mo! And Shift failed with more than 6Mo... (estimated value)
So don't add too much parts in the same time.. Perhaps , it's due to Mesh converted from NURBS...
Need to find how to set the wheelbase...(edit, almost found :) )
Need to find how to make a new slot for a new car (almost done...)
There is a problem with some materials, adding parts with "generic_windows" or "generic_carbon" working well on a car, but failed on an another.... :?::?:
(i guess still a problem of "file saved size")
SETH Alpine
20 November 09, 11:05
VHF file: rules the position and the space volume of each parts
Here the part number 8 wheel left front:
front half track: 0.753 meter, height of the wheel 0.31, half wheelbase 1.23 meter
It's a Xml file (written by the game?), so change this value doesn't effect the wheelbase in the game...
in fact, but i guess that this file is usefull to show how, outside of his volume, an object can't work..
<MATRIX id="8" Offset="0.753000 0.310000 -1.230000" Orientation="0.000000 0.000000 0.000000 1.000000" parent="0" />
<NODE type="LOD" Name="SCION_TC_WHEEL_LF_LOD0" MatrixNumber="8" subobjects="3">
<SPHERE Centre="0.000301 0.000000 0.000000 1.000000" Radius="0.253476" />
<NODE type="OBJECT" Name="SCION_TC_WHEEL_LF_LODA" MatrixNumber="8" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Scion_tC\SCION_TC_WHEEL_LF_LODA.meb" />
<SPHERE Centre="0.000301 0.000000 0.000000 1.000000" Radius="0.253476" />
</NODE>
<NODE type="OBJECT" Name="SCION_TC_WHEEL_LF_LODB" MatrixNumber="8" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Scion_tC\SCION_TC_WHEEL_LF_LODB.meb" />
<SPHERE Centre="0.000301 0.005077 -0.005109 1.000000" Radius="0.260843" />
</NODE>
<NODE type="OBJECT" Name="SCION_TC_WHEEL_LF_LODC" MatrixNumber="8" instances="1" userflags="320">
<RESOURCE Filename="vehicles\Scion_tC\SCION_TC_WHEEL_LF_LODC.meb" />
<SPHERE Centre="0.000000 0.000000 -0.000000 1.000000" Radius="0.342646" />
</NODE>
<CONTROL Distances="0 0 0 " />
</NODE>
http://www.zimagez.com/miniature/moddingalpinea415shift.jpg (http://www.zimagez.com/zimage/moddingalpinea415shift.php)
EDIT
to set wheelbase/tracks
Go to your directory C:\NFS\vehicles\physics\vehicles and modify the VDF file of your car, first part give you a name "Vec3f" (i guess for the showroom)
<prop name="Wheel FL Offset" type="Vec3f" />
<prop name="Wheel FL Dimensions" type="Vec2f" />
<prop name="Wheel FR Offset" type="Vec3f" />
<prop name="Wheel FR Dimensions" type="Vec2f" />
<prop name="Wheel RL Offset" type="Vec3f" />
<prop name="Wheel RL Dimensions" type="Vec2f" />
<prop name="Wheel RR Offset" type="Vec3f" />
<prop name="Wheel RR Dimensions" type="Vec2f" />
But the second part, affect really (by example the wheelbase) the game
<prop name="Wheel FL Offset" data="0.753;0.31;-1.35" />
<prop name="Wheel FL Dimensions" data="0.227;0.62" />
<prop name="Wheel FR Offset" data="-0.753;0.31;-1.35" />
<prop name="Wheel FR Dimensions" data="0.227;0.62" />
<prop name="Wheel RL Offset" data="0.753;0.31;1.18" />
<prop name="Wheel RL Dimensions" data="0.227;0.62" />
<prop name="Wheel RR Offset" data="-0.753;0.31;1.18" />
<prop name="Wheel RR Dimensions" data="0.227;0.62" />
numbers unity is meters; for me i've centered the body mesh on the Fl wheel, keep the the half wheelbase at -1.35 meters and set the rear to 1.18 to have a 2m53 wheelbase
http://www.zimagez.com/miniature/needforspeedoshift2009-11-21.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-11-21.php)
alless
20 November 09, 17:21
nice progress there, i still didnt find time, i guess ill do when you figure all out hehe
popololo
20 November 09, 17:32
official news cars : http://shift.needforspeed.com/dlcBox?omniPage=HOME&prop10=Home&prop15=General%20Info&TB_iframe=true&height=597&width=772&modal=true
Dyno247365
21 November 09, 09:20
It's off to a very good start. For one, the guy doesn't look decapitated anymore and that's always a good thing!
SETH Alpine
21 November 09, 13:14
Extracted from UI guide of 3DSimeD
"Saves model data to NFS Shift .MEB format. MEB files are the component files for cars and tracks defining the visible geometry. Note that 3DSimED cannot create new materials for NFS Shift so when you save the .MEB you should ensure that the geometry only uses materials names that match those in the game. There is also no method of determining the different texture channels used by different materials and because of that it is quite possible that a saved unedited .MEB will not render exactly as it did before."
Big problem for me, i need some double sided mesh, but we can't edit the materials...even slightly modify it...
A415
http://www.nogripracing.com/gallery/data/2009/11/thumbs/f60e08bdd43166dcb0faa274422b2c53c6c52a9c.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75531) http://www.nogripracing.com/gallery/data/2009/11/thumbs/f2bb1fa92c11b2058d4ba6bd667e92deafe038fa.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75530)
A410
http://www.nogripracing.com/gallery/data/2009/11/thumbs/eb3577e010d346a18097c698726e82cf74bca3b3.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=75725)
http://www.zimagez.com/miniature/needforspeedoshiftalpinea410.jpg (http://www.zimagez.com/zimage/needforspeedoshiftalpinea410.php)
Reilsss
28 November 09, 18:59
Hi everyone and specialy hi to Seth Alpine,
this maybe a very funny post but please take it serious.
Andrew the community manager of Need for Speed Shift, wants to write some article about Seth Alpine first user made addon car for NFS Shift.
For that did he and Sinister (Admin of NFSCars.net (a popular nfs page on the web some may know), tryed to contact with Seth but as far I got told he seem not to responces to PM's.
It would be great if Seth could get in contact with Sinister (he registered on this forum under the name SinisterNFSCars). I do not know what Andrew like to know or talk with Seth but I think sinces a NFS developer team recently take care for the community, it would be nice if that wished communication could happen.
Now why I do this, my friend RickFx (co admin of NFScars.net) asked me for help, sinces he know I visit this page more often then any of the above mentoned people. And he hopes I may can help to bring that communication together. And sinces I like to help friends where I can, I wrote that.
Now I hope Seth may reads this and can get into communication with Sinster or Andrew himself.
For this first addoncar itself to get back on topic. I like to say that I'm more then impressed sinces this is kinda ingame way befor Sligthly Mad Studios can publish a frist download content (the frist dlc will be for free for those that did not know, and as far I know it will be avlaible on 1st december (kinda soon but not as soon or quick as Seth here is!)
I hope you can keep up the great work Seth, I think there a lot more people out there checking your Alpine concept then he migth think. Sinces the news of his user made car started to spread around the NFS Community.
best regards everyone and have a nice weekend!
P.s. no my english is not my homelanguage and I know I do a lot spelling misstakes saddly :/
acti0n
28 November 09, 19:18
This sounds very great, SETH Please contact them .. maybe you can reach that we get official modding tools andrew is working for ea and interested ... really great ... ea want's support modding?? Omg that so unbelievable :D
SinisterNFSCars
28 November 09, 19:43
Thanks Reilsss for showing me this thread as well,
I will however have to correct a partial of your statement.
Andrew has yet to contact Seth, which is where I come in. When I was telling him about the first user-made Shift car, He was excited and wants to make an article on the official site about it. I will keep everything very public about this with the communities, after a few minor details are cleared up privately first.
If you're interested Seth, I'm available here or NFSCars (if you'd like to look into me for validity sake)
SETH Alpine
30 November 09, 09:25
No internet during few days
i'll answers this afternoon, no time there;-)
a very quick ( and old now ) video
http://www.dailymotion.com/video/xbbf5g_projet-shift0001xvid_auto
I wanted to contact Andrew myself, but i wanted to show a car which would be almost 99% done before.
With his own gear & engine, with his evolution kit: one for a roadster, and one for the GT version of the coupé
And his own wheels
Perfect meshs for the body, and an specific interior (quite hard to do, need time to do the settings)
acti0n
30 November 09, 13:09
http://sommergemuese.klee.in/2009/11/erstes-modding-auto-fur-shift-in-arbeit/
:) (In German)
SETH Alpine
6 December 09, 12:21
still in work exterior 95% finished
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0417-43-39-76.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0417-43-39-76.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0419-46-10-34.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0419-46-10-34.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0511-10-15-70.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0511-10-15-70.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0511-13-51-67.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0511-13-51-67.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0520-54-15-50.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0520-54-15-50.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0520-54-27-81.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0520-54-27-81.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0520-54-37-18.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0520-54-37-18.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0520-55-13-84.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0520-55-13-84.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0520-55-19-67.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0520-55-19-67.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0612-32-46-39.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0612-32-46-39.php)
acti0n
6 December 09, 12:31
Just wow :)
Can you create a nice Ferrari Mod after this Alpine? :)
KingAntikrist
6 December 09, 19:12
Is this a real car? lol... never heard of it :s..
can u make a Jaguar XFR/XKR :D ?
RMi Release Group
6 December 09, 20:25
great work seth
SETH Alpine
9 December 09, 17:36
Just wow :)
Can you create a nice Ferrari Mod after this Alpine? :)
Thanks for your comments
About Ferrari, Jaguar, etc...
No interest for me to work during 4 hours/day/ 3 weeks for making a regular car:?: it takes too much time to make a car ...So my concept, first.
No interest for illegal conversion without authorisation of the brand :thumbdown:
No interest for Ferrari (except for THE 288GTO )
even for my own concepts, which will rebranded before an official release at the end of december.;-) if possible, (still a big problem of display in case of damage on the car)
no sadly , Antikrist, is just a concept...but if someday..i'll have enough money to build it, it could be real
17" wheels, chrome paint
http://www.zimagez.com/miniature/shift17pouces.jpg (http://www.zimagez.com/zimage/shift17pouces.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0820-54-31-48.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0820-54-31-48.php)
vert nacrée 19" gold wheels
http://www.zimagez.com/miniature/a410v.jpg (http://www.zimagez.com/zimage/a410v.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-0711-52-16-07.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0711-52-16-07.php) http://www.zimagez.com/miniature/needforspeedoshift2009-12-0711-55-03-85.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-0711-55-03-85.php)
SETH Alpine
12 December 09, 18:00
Kit number 2: the convertible
http://www.zimagez.com/miniature/needforspeedoshift2009-12-1217-56-00-32.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-1217-56-00-32.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-1218-07-03-89.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-1218-07-03-89.php)
http://www.zimagez.com/miniature/needforspeedoshift2009-12-1218-01-40-21.jpg (http://www.zimagez.com/zimage/needforspeedoshift2009-12-1218-01-40-21.php)
scca1981
12 December 09, 18:06
:thumbup:
acti0n
12 December 09, 20:49
Great how is the progress with Cockpit?
SETH Alpine
13 December 09, 01:50
it takes times to do, but to keep a lower poly account, i'm using some parts from the game to make my own cockpit.The 3d interior is almost done anyway, and i'll use it for the A415, and A510 too, with just few modifications.
i must to reduce this account for the exterior too, the car has 30 000 poly but( later) i'll able to save a lot with a few hours of work on it, (without quality losses)
http://www.zimagez.com/miniature/interiorshift2009-12-1216-22-58-14.jpg (http://www.zimagez.com/zimage/interiorshift2009-12-1216-22-58-14.php)
sadly i cant create new materials...all my attempts failed, to make original wheels, it's not very good, i've only the original materials..and the shaders doesn't fit
sometimes this shader is using by all the brand Chevrolet, i can use the Chevrolet cobalt's materials/shaders/texture , but i don't want to modify the Chevrolet's common textures/shaders to respect the integrity of the Corvette
for a real new slot, almost the same, time missing to make some experiences for all...
the damage ability is the most important problem to solve
(may be with the help of Electronic Arts...later)
to set the the position of the steering wheel and gauges, understand how to do...isn't simple. The files overwritting procedure is quite strange, i've just begun (or began?ach so...my poor english :lol: ) to understand how it's working...
SinisterNFSCars
13 December 09, 03:06
have you been conversing with Andrew since our last discussion Seth?
SETH Alpine
13 December 09, 10:09
Just a little, i've just recovering the net now
KingAntikrist
15 December 09, 09:58
wish i'd knew how to 3d model !! ffs.... i know 3ds max but i'm just a beginner :<
anyway good job, i hope there's some1 that's going to model some new cars :<
jupaisgt
15 December 09, 22:19
Great work
SETH Alpine
16 December 09, 17:45
thanks, we're all beginners at...the beginning :)
the release date depends on many factors, i'm waiting for a response from Renault to "use" the name..
first it will a highpoly mod i guess (in cockpit view almost the same poly account than the others, exterior around twice), without damage ability, and it will a replacement car ( Chevrolet Cobalt) between Christmass and the (happy, i hope) New year
remember that it's a first step...and without help
acti0n
16 December 09, 18:45
Cant wait! :)
SETH Alpine
19 December 09, 09:13
new video available here http://www.youtube.com/watch?v=bJ0SamQw27k
still in wip, as you can see, big damage cause problem in cockpit mod
SETH Alpine
19 December 09, 10:59
upload of a better quality (but short) video Download SHIFT 2009-12-17 21-20-31-32.avi for free on uploading.com (http://uploading.com/files/e7m7eed6/SHIFT%2B2009-12-17%2B21-20-31-32.avi/)
tINKER
20 December 09, 03:10
thanks, we're all beginners at...the beginning :)
the release date depends on many factors, i'm waiting for a response from Renault to "use" the name..
first it will a highpoly mod i guess (in cockpit view almost the same poly account than the others, exterior around twice), without damage ability, and it will a replacement car ( Chevrolet Cobalt) between Christmass and the (happy, i hope) New year
remember that it's a first step...and without help
Why bother with the name, Since I gather this is an original design car. If it is just call it what ever you want. Such as Alpean MK1...:-D
Realy like the cabrio version...:thumbup:
SETH Alpine
20 December 09, 11:42
remember Citroen GT Concept on GranTurismo 5 ;-)Born virtual...:-P
it is born "Alpine" and it deserve this name, i'm very keen on this brand so it's quite normal.
I'll release it under my own name, i guess: WEHRUNG W410
but for the moment there are new problems to solve with the patch 1.02
quite strange, i wanted to add a part with a material which is available in the "body_loda", normal before it worked, but it doesn't work anymore now, must move the part in an another object ( i've loosen many hours ...on this stuff)
KingAntikrist
20 December 09, 14:26
thanks, we're all beginners at...the beginning :)
the release date depends on many factors, i'm waiting for a response from Renault to "use" the name..
first it will a highpoly mod i guess (in cockpit view almost the same poly account than the others, exterior around twice), without damage ability, and it will a replacement car ( Chevrolet Cobalt) between Christmass and the (happy, i hope) New year
remember that it's a first step...and without help
man.. u dont need any response from anyone... because you ARE NOT commercializing it... you're not asking money for your car model... therefore you can make it without any Yes/No from anyone... as far as i can tell you can wait 3 months for that answer, no1's gonna answer it i think ... i once requested the right to use a song from a band a few months ago... never got a response... but i posted my vid on youtube anyway...
eyrarco
21 December 09, 02:25
I agree with "redi" the number of tracks is so poor that the game will became boring
in short! any news about new tracks?
MaddmattH
21 December 09, 04:06
No modders have said anything about tracks as far as I know. Has anyone made any progress on getting a track into the game?
I'm sure we'll get some as DLC though.
SETH Alpine
21 December 09, 09:16
man.. u dont need any response from anyone... because you ARE NOT commercializing it... you're not asking money for your car model... therefore you can make it without any Yes/No from anyone...
yes of course...But, lawyers doesn't agree with you.
it's not a simple video...2 500 000 copies of Shift, how many on PC? 250 000
If you release something which doesn't appear anywhere...It's good.
But if someone of Renault see the name's use without authorisation...
Anyway, the car is still not finished, still a replacement one, no damage mod, no steering wheel, owns original wheels...
Anyway release is scheduled before the end of the year with the my name or an another
i've begun to study the track, it's a bigger task to do, it takes times and who can take so many times to make that alone...:ohmy:? With a regular life and job:crying: ?**
and it can't be only a replacement's one...So there are some difficulty.
**How much are you ready to pay for a new track ? 1€? 250 000x1€ mmmh quite interesting :mrgreen: and if you pay for it, you'll want a perfect job, no...So , it's reall a job to make something without the tools (editor track soft)
KingAntikrist
21 December 09, 11:21
Usually a 3d modeled car costs something like 50$ u can scope it up on google... there are people who sell 3d models for a living
SETH Alpine
21 December 09, 11:34
Yes i know, the 3D doesn't cost a lot, original one much more, but license to use it (commercial or free)...cost a lot!(ask to ferrari by example) or at me for the mine :D
i've tried this morning to make some replacement in a track, it's possible to make his own track, but still the same problem than with a car, it needs his own slot (i've tried to make it ..without succes...) and the positionning of parts in .XML files, that we cannot modify.
Aiw , almost the same than in GTR2, but the positionning....
KingAntikrist
21 December 09, 11:43
u should know that u can't actually "create" a new car, but replace an already existing car with the data of the modified car ^^ ... same shit you'd do in nfs mw
Kazumi
21 December 09, 18:02
i dont really mind replacing the nord short tracks, ovals or the drift tracks if that's the problem. It's not the ideal of course.
@SETH Alpine: Looks great so far :thumbup: by the way as you are doing a convertable is there a way to modify the helmet :?:
SETH Alpine
21 December 09, 21:03
i don't know about the others NFS, but in Shift:
I can replace an already existing car by the mine withMY data :)
the A410 is rear propelled, 6speed gear box, own engine, and chassis instead of the data of the Chevrolet's donor (Cobalt)
But, it's true that we must respect some stuff, we cannot access to certains files, i guess, usefull in case of modding.
Same thing for the track.
The AIW which maintain the car on the road appears like almost identical to GTR2's AIW, appears...YES!!!! but not :( . First try, it failed and without that it's true that if i can change a little oval in something more interesting, there's no interest if you're not able to drive through...even alone.
the Helmet ...i didn't think about it, i guess , it's a common part of the game, same story again, we need to create a new character or modify an older one, and without new materials ...for the hair is quite impossible.
I can change the meshes of the head, but i don't have an U.V.mapper to change a helmet skin in a face+hair skin. I don't have (and i don't want ) 3DSmax
SETH Alpine
24 December 09, 13:14
Theses last days, i've tried to modified a track.
Yes, it's possible, but it's harder than for a car
Make his own track into Shift, is almost possible, a AIW too, but the interaction with all the animated/common parts (crowd) doesn't allow me to make what i want. Many files are not available to be modified (or decrypted)
I must to understand how it works before.
So no track for Shift, i guess...
acti0n
24 December 09, 13:18
Shame on SMS they could Publish Modding Tools .. but no word :(
KingAntikrist
24 December 09, 16:06
Yes i know, the 3D doesn't cost a lot, original one much more, but license to use it (commercial or free)...cost a lot!(ask to ferrari by example) or at me for the mine :D
i've tried this morning to make some replacement in a track, it's possible to make his own track, but still the same problem than with a car, it needs his own slot (i've tried to make it ..without succes...) and the positionning of parts in .XML files, that we cannot modify.
Aiw , almost the same than in GTR2, but the positionning....
Yes, but you're not commercializing it so u don't need a license, you're not gaining any profit from this... u can freely model any car you'd like.
Btw...how do u make the sound of a car? =D
senormen
24 December 09, 17:13
Theses last days, i've tried to modified a track.
Yes, it's possible, but it's harder than for a car
Make his own track into Shift, is almost possible, a AIW too, but the interaction with all the animated/common parts (crowd) doesn't allow me to make what i want. Many files are not available to be modified (or decrypted)
I must to understand how it works before.
So no track for Shift, i guess...
yep not so good about adding new tracks SETH :crying:
you are doing great with your car though - keep it up :thumbup:
i have managed to get reverse versions of some tracks "sort" of working, alpental, ambush canyon and willow springs gp so far
what i mean is it is not without problems
i can't see how or where the sector timing is controlled for one thing and so the lap timing / counting is a bit off - what happens is that when you start a race you have to do 3 laps before it counts 1 and from there on you do 2 laps to count as another 1 lap so a 3 lap race becomes a 7 lap race :?:
also i cannot see where or how to get the gprs map working
will keep puddling away though
merry xmas all :thumbup:
SETH Alpine
24 December 09, 17:37
@Action:SMS didn't make a modding platform, so you can't blame them.
@KingAntiKrist:Even if you don't ask money for it, if you want to diffuse/release( even for free! ) something, you must to ask the right to do it. Believe me, i've already talk about this to ALPINE Renault's License responsable for GTR2 (french law).
i'm using the sound of the original car, not usefull to search something else
For the track, i don't succeed to find a file which manage the different element "Hazyview_Oval.sgx"
cause you have 2 kind of 3D parts, circuit's owns and common's one (tents, tv, crownd, etc...), 3DSimed doesn't manage the common parts (just open it), it's a written file whick make the job.
A little obstacle, near the aim...
@Senormen:in the AIW file, you've got :
[Waypoint]
trackstate=465
times=(340282346638528860000000000000000000000.000 0,340282346638528860000000000000000000000.0000)
number_waypoints=98
lap_length=423.776367
sector_1_length=140.408005
sector_2_length=320.711792
i think it define the different part lenght used by an another file
too dark video...
http://www.youtube.com/watch?v=C36VrhmBlFA
SETH Alpine
27 December 09, 18:46
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45017794/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45017927/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45015797/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45016395/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45017635/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45016541/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45016660/image
SETH Alpine
29 December 09, 23:59
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45200307/image http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45200189/image http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45199787/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45199588/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45178971/image
http://www.needforspeed.com/SpeedAPI/ws/game/1.0/nfsps2-pc/photomode/45178912/image
last week before the release of 0.9 version
SETH Alpine
1 January 10, 10:26
http://www.nogripracing.com/gallery/data/2010/01/thumbs/06070c48dfec48cc7ad12c2a2e4f3ff6233db39f.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=79207)
Happy new year :)
happy new year
nice screenshots:twisted:
JumpStart
1 January 10, 13:28
i agree with "redi" the number of tracks is so poor that the game will became boring
in short! Any news about new tracks?
+1
SETH Alpine
1 January 10, 15:42
Unhappily, as new slot for cars, is almost impossible to make a new track without dev tools.
i've taken one week to study the case of the track, even modify one is very hard, because a lot of objects can't be moved, so redraw a track around these objects, isn't not very good...
but i'll try again :;
The A410 release is scheduled in 5 days
this is the "read me" of the car
READ THIS CAREFULLY BEFORE USE THIS MOD
ce "read me" est à lire impérativement avant
For unpacked game/Pour le jeu décompressé
The behaviour was approved for the car and for his first engine/mechanical upgrade, after it's a quite different car, i guess...in fact, no tested by me
kit01 few esthetical modification, rear lights original version
kit02 slighter skirt, carbone bumper
kit03 roadster
Le comportement de la voiture me convient jusqu'au premier kit moteur, après la voiture se révèlera très différente, vous vous en doutez, je n'ai pas tout testé. La version de base étant sans doute la plus homogène
kit 01 petites modifications esthetiques, feux arrières en version originale
kit 02 bas de caisses plus petits, et spoiler différents
Kit 03 le coupé cabriolet
this is NOT a stand alone mode, IT replaces the Chevrolet Cobalt, online, it's better/quicker/lighter a car than his class
Ce n'est pas un mode en soit, il remplace la Chevrolet Cobalt, en ligne, la voiture est plus légère/plus rapide et donc la meilleure dans sa classe, j'essayerai de corriger son positionnement plus tard dans la hiérarchie
you're not allowed to use , redistribute this file on your site, or any parts of this concept, only link up to original host is allowed
vous n'êtes pas autorisé à utiliser, ou redristibuer ce fichier tel quel sur aucun site, ainsi qu'aucune partie de ce concept, seuls le lien vers l'hébergement originel est autorisé.
i thanks EA
je remercie EA
Renault is the owner of the brand Alpine, The WEHRUNG A410 is only a concept of a future "Alpine"
Renault est le propriétaire de la marque Alpine, le modèle WEHRUNG A410 n'est qu'une évocation d'un futur possible d'Alpine, et n'engage en rien les marques Renault et Alpine
Without dev tools, it's impossible to add a parts, only replace existing ones, in the game.
-very hard to add a .MEB file in the .xml file
-impossible to create a new material for it. The render depends on the materials available for each donor car.
even simply modify the position and the number of the fire exhaust was quite hard for me
i haven't access on the files who rules certains things so,
-no lights
-no templates
-no steering wheel centered
-wheelbase ins't good in the showroom, performance indication are wrong (rear wheels proppelled)
-in case of big accident, the poly may hide you the road (except in one view)
the number of material are limited, and are from the donor's car, so it play on the final render
-the normal wheels of the Chevrolet are replaced by my own creation, cause i can't create my own material, i don't have an unwrapper tool too, so i've choosen the material which is the paint(or the skin) of the car, sometimes it's working sometimes no
it's high poly , prefer extra wheels if you've low configuration
Sans les outils de développement, il est impossibel d'ajouter des pièces autres que celles déjà présentes.
il est à ce jour impossible de créer des matériaux nouveaux pour celles-ci et on doit faire avec ceux de la voiture donneuse.
Certains fichiers ne veulent pas être modifiés, en tout cas dans la version décompressée.
Les lumières devraient marcher denouveau dans une prochaine version
Ne me demandez pas de faire le "template" de la voiture, je n'ai pas l'outil pour, et de plus je compte encore modifier la carrosserie de celle-ci dans les temps à venir.
Les indications, l'empattement dans le showroom sont fausses, il s'agit bien d'une propulsion
a part dans la vue du sol, en cas d'accident , les polygones partent en vrille, et peuvent complêtement vous obstruer la vue. Sans les outils de dévelloppement, ce ne sera sans doute pas possible de réduire le phénomène.
Les roues normales de la chevrolet sont remplacées par ma création, malheureusement faute de matériaux, et de pouvoir "unwrapper" la surface des nouvelles jantes, je n'ai pas utilisé de "skin". J'ai utilisé comme matériau, celui de la peinture, ce qui donne un résultat aléatoire;
Elles sont 2 fois plus lourdes en termes de poly que les jantes d'origines, et même nettement plus en "LOD B" vu qu'elles restent en 3D. Preferez les jantes additionnelles, si vous avez une petite configuration.
Built under Rhinoceros 3D in NURBS converted in meshes after, so it requires more poly to render well
Construite sous Rhinoceros 3D en "NURBS" converties en "meshes" après, j'utilise plus de poly qu'avec une 3D produite directement sous 3DSmaX, et la plupart du temps , je retouche à la main le résultat de la conversion, une bonne partie des triangles...
-this car is a highpoly car, it works alone on my old ATHLONX2 3800 Ati4850 in 1920x1200, and better now on my PhenomX4 955.
-better meshes and less poly (in lodA and LodB ) are expected in V1.0
-la voiture est très gourmande en polygone, mais elle a été testée sur le processeur le plus petit recommandé pour ce jeu, et marchait assez bien pour peu qu'il n'y ait pas trop de voiture en concurrentes.
-moins de polygones dans la prochaine version
WARNING if you the Cobalt suddenly appears in the menu, don't launch the game!
sometimes when the games load the opponents, if it's the same vehicule, no problem, but if you select opponents from same categorie, the game can select the Chevrolet Cobalt from packed files! Just before launching the race, it'll appears, go back, and simply change the selection.
The possibility to drive the Cobalt instead of my concept, increasing with the numbers of opponents!
Repack version shouldn't have this problem, i guess
You can play online with, it'll the cobalt of course.. BUT you'll quicker than the original car!
No way to change that, it's the price of the modding, use a another copy of shift to play online.
ATTENTION si la cobalt apparait soudain à l'écran de selection, ne pas lancer la partie
Je suppose que lorsque le jeu veut charger les opposants, il peut y avoir un conflit avec les fichiers compressés contenant la Cobalt originale, il suffit de revenir en arrière, et de changer quelque peu la sélection. La probabilité de voir apparaitre la cobalt en lieu et place de mon concept doit augmenter en fonction du nombre d'opposants choisi.
En ligne, ce sera la Cobalt qui apparaitra, mais elle sera plus rapide que les concurrents. c'est le prix du modding, je vous conseille d'utiliser une autre version de shift pour jouer en ligne.
BRAKES upgrade isn't usefull until engine is under 350Hp/Ch.
Cause It's not possible to add my own disc/caliper or modify their position, if you select upgrade brakes original willwood with my A410's wheels (you can) but the caliper and disc position aren't good
DRIVER POSITION it can be lower than my set, it depend of the other car which use the same driver, if you're near from them.
FREINS les kits d'améliorations ne sont pas utiles, au moins jusqu'au niveau 3 de préparation moteur
Si vous utilisez ces kits (willwood) avec les jantes créées pour l'A410, la osition des étriers ne sera pas bonnes. Le jeu ne voulant pas qu'on remplace les Willwood par les miens.
POSITION DU CONDUCTEUR il peut être plus bas que le réglage que j'ai défini, ça dépend de la présence et de la proximité d'une voiture utilisant le même pilote
SETH Alpine
7 January 10, 09:54
http://www.youtube.com/watch?v=RYkKmu4oAkk
Hezemans
7 January 10, 10:35
http://www.youtube.com/watch?v=RYkKmu4oAkk
Wow:thumbup::thumbup:
SETH Alpine
7 January 10, 15:41
Thanks
upload a new full hd video here http://uploading.com/files/2m686e8d/projet%2BA410%2Brelease%2Bv0.9.wmv/
when will u release it:twisted:
SETH Alpine
7 January 10, 17:39
very very soon
a lot of work during the next weeks, so i have to release it
anyway too imany problems aren't possible to solve, so it doesn't means nothing to wait anymore :)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/2fd32faabcbee390bb52e6d848f1635328247ec4.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=79980)
SETH Alpine
11 January 10, 20:33
http://www.nogripracing.com/gallery/data/2010/01/thumbs/7af6d0e4772aa2d900cb036e2cbc9007e5859e87.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=80619) http://www.nogripracing.com/gallery/data/2010/01/thumbs/6dcc505a57246dce59a2bd92eedc5cf9fdf78f8e.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=80758)
3 cars in the same slot ! :) the first , the A2110 (wip)
Kredo
19 January 10, 15:50
Hey,
I've downloaded the apline 0.9 mod and replaced the orginal files and of cobalt with the alpine, but! If I am correct all of the alpine files should go into vehicles folder, right? Should I remove something from cobalt folder?
I'm asking, because when I tune the car the seats are mixed - in front form the alpine and right behind it from the cobalt (i guess). Also I can't go into a race cos the game crashes.
I readed the "read me" txt but coulden't find anything. Plz help =)
EDIT: ok, I've replaced again the cobalt files with alpine and it looks better, but now - should the car (his textures) react like that after a lil hit at a tier wall/another car?
http://i47.tinypic.com/2u58eqf.jpg
SETH Alpine
19 January 10, 19:14
unzip the file, and You have these 3 files to put in your C:SHIFT/vehicles directory
or
check by openning the 3 files and copy their contain in each directory
C:SHIFT/vehicles/chevrolet_cobalt
C:SHIFT/vehicles/physics
C:SHIFT/vehicles/textures
http://www.zimagez.com/miniature/re57.jpg (http://www.zimagez.com/zimage/re57.php)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/0db499a6f562e88ee9cb4cfa24f1808b53ac25b9.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=81592)
Kredo
19 January 10, 20:00
Done that and still after a small hit at something I get these black pixels around the area of impact =/
What could be the reason of it - my graphic card/gfx drivers/...bad luck?
SETH Alpine
20 January 10, 20:58
it´ s due to 3d engine which manage the damage effect.All parts has coordinate system which rule the damage effect.without dev tools .it.s quite impossible to edit correctly or simply erase this stuff*.only if you put the damage on off(but its not an option available in the game)
For the Alpine GTA LeMans, the effect are less important because the coordinates are almost the same between the donor (toyota ae86) and my car.
Without help.This game has some impossible stuff to modify.Be sure that I would already make a track without this kind of problems :)
*the soluce is perhaps, to erase fully the file with parts coordinnates...i will try this tomorow.
Kredo
20 January 10, 23:00
Oh, I understand now. It's a shame that it's all only in Shift community hands to fight through this all stuff.
Well I think, bah! I'm even sure that not only I will keep my fingers crossed till your answer ;) Can only wish good luck and hope that maybe a great mind, or finally staff from SMS will rescue us from the misery that we are in right now if it goes for the modding in Shift.
seth can you edit 3d files of lamborgini gallardo car and cut/delete the top part of car chassis
to make it like this:twisted:
http://images.autobytel.com/2006/Lamborghini/Gallardo_Roadster/400/06_Lamborghini_7_Gallardo-Spyder.jpg
http://i45.tinypic.com/k38vaf.jpg
SETH Alpine
21 January 10, 16:40
I've a problem with my left eye, so i'm trying to avoid my LCD screen today :D
but later i 'll release an early tutorial about this kind of modification with picture
neverless some very important stuff to know, are already written here...: (use Google translate) http://www.racingfr.com/forum/index.php?showtopic=21796&st=200
i didn't want for the first mod to make something like that, too much easy:mrgreen:. I've prefered to make a real new car instead of just a slight modification. In order to give a better image to the modding:angel:. It's done, now we can make a little of tuning :banana:
and yes i can cut the roof ( not today), and perhaps edit one of the kit to have the roadster in the Gallardo coupé slot (but the interior will the coupé's one, it depends of how the entire gallardo file is done)
Kredo
21 January 10, 21:07
To be honest we can do roadsters for most of the cars (after getting to know with the 3d modding) - it's a nice change :D
Also SETH is it possible to make a cockpit roadster view without trashing the 3d cage model? I'm asking because while driving the Alpine roadster the view didn't change from the cockpit - roof is still on.
i've tried your tutorial when i export to 3ds it losses quality
this is my first try
http://i50.tinypic.com/zkqwc6.jpg
seth when i convert textures are not loading
http://i45.tinypic.com/20ab1hk.jpg
its fun driving around nordshefile with sun on cockpit:thumbup:
outlaw22
21 January 10, 23:11
Wow... Shift on acid...lol
SETH Alpine
22 January 10, 00:27
i've tried your tutorial when i export to 3ds it losses quality
this is my first try
export .3DS in the game..?:?: export/save only in .Meb file
for the roof is not obvoiusly to explain...(english isn't my mother language)
you have erased the roof, but it's more interesting to keep it in fact
1: you have only one kit for the Gallardo + the main
instead of replacing coupé and this kit by the roadster, it's better to replace only the ugly kit by the roadster
But it's really more hard to do...
In the Alpine A410, you've 3 different files for the interior, but not used by the game in this version 0.9 of my mod. Why?
2: so come back to the gallardo, you have
lambo_gal_kit00_interior_cpit
lambo_gal_kit01_interior_cpit
3: erase the roof in the "lambo_gal_kit01_interior_cpit" save as .meb (don't forget to purge;)
4. you think...that the roof will dissapear on the kit01...but not..:?::-D
5. have you erase the roof in "lambo_gal_kit01_interior_loda" ..? yes, fine...
6. but the game doesn't really use the cockpit number 01 in fact..:mrgreen: putain de jeu de merde!!!not usefull to translate this last (very bad) words:mrgreen: (i'm laughing now...because i know, but during my test, not truly)
7; see the picture below, you can modify the parts used by the different kit (here exterior file) but not...doesn't work due to an another file (the right one)
you can only modify the position of exhaust (that's works, but you need to know something else, i'll write about this later)
8. So you need to cheat in order to make an roadster
9. the cheat is....to modify the part which is really used by the both car; coupé& cabriolet, and to put the roof in an another parts which is really specific to your kit , the bumper by example....
Don't worry , i've almost finished, i will do the rear hood in 3D tomorow and release after
http://www.zimagez.com/miniature/modificationpartspieces.jpg (http://www.zimagez.com/zimage/modificationpartspieces.php)
export .3DS in the game..?:?: export/save only in .Meb file
it is difficult process to delete those faces in 3dsimed i've to right click each face to delete them so i export it to 3ds and delete faces in 3ds max and export it back to meb files
is there anyother way :crying:
for cockpit i've edited these files
lambo_gal_kit00_interior_cpit.meb
lambo_gal_earlyz_cpit.meb
lambo_gal_kit00_chassis_paint_cpit.meb
lambo_gal_kit00_windscreen_cpit.meb
in kit01 is upgrade i think there will be white pipes(when you upgrade the cockpit) around the cockpit
seth is it possible to remove helmet also:-D
helmet doesn't look good on a roadster:thumbdown:
like in nfs hot pursiut 2 ferrari car (very old game)
Kredo
22 January 10, 07:56
IMO it looks good :D
Anyway, it's impossible because the head/helmet textures are "merged", so by removing the helmet texture you will get a background of it, just in deep dark color - you will be still notice the helmet tho. If it's possible (I think not), you can try to make your own head model.
SETH Alpine
22 January 10, 11:07
it is difficult process to delete those faces in 3dsimed i've to right click each face to delete them so i export it to 3ds and delete faces in 3ds max and export it back to meb files
is there anyother way :crying:
for cockpit i've edited these files
lambo_gal_kit00_interior_cpit.meb
lambo_gal_earlyz_cpit.meb
lambo_gal_kit00_chassis_paint_cpit.meb
lambo_gal_kit00_windscreen_cpit.meb
in kit01 is upgrade i think there will be white pipes(when you upgrade the cockpit) around the cockpit
For the helmet: you can´t create new materials!!!
So you need to use the original one.
Make an enough good lowpoly model for a head.Unwrapp the model and apply this new skin on the older helmet material
I don´t have 3dsmax or an unwrapper software to make the new skin.
So not for me
And i guess.that´ s quite difficult to have a good result for a lowpoly model with only one materials
Obviously it will change all the head in the game..
http://www.zimagez.com/miniature/shift2010-01-2211-51-33-98.jpg (http://www.zimagez.com/zimage/shift2010-01-2211-51-33-98.php)
SETH Alpine
22 January 10, 11:31
you don´t need to click all the meshes one by one..Use ctrl+click to select the meshes you want by area
When you bring back your 3d from rhino3d or from 3dsmax to 3DSimeD.The 3D has lost his materials.This is why,in game you have multicolor material.You must re-assign materials to your imported meshes.
And added to this the 3d isn´t smooth anymore, so you must to smooth it in 3DSimeD (edit menu) but the result is often less good than the original.
This is why, try to keep the smooth original meshes and add only the meshes which you´ve really modified
Kit00 is the main car.
Kitt01 is the improved car that you can buy
Interior upgrade is an additional option to the different car,it´ s not the same thing.
when you select it you don't have the roof of the coupé, you've a motec instead of normals gauges, but if you want to keep them (kit00 interior) without roof, you must erase the roof of the coupé
http://www.zimagez.com/miniature/modificationcockpit.jpg (http://www.zimagez.com/zimage/modificationcockpit.php)
Read one more time my explanation about the kit..understand that you don´t have the right tools to modify the file. Each car has his own logical construction. Mainly, even if you think the opposite by over writting/or simply by reading the file, the cockpit which is used is often the 00
HERE AS YOU CAN SEE: stage 3 used motec and body_kit 1
but where is the stage which used normal gauges and body_kit 1 ...?
now release it soon:mrgreen:
SETH Alpine
22 January 10, 15:10
yes, need to make the plastic parts for the windscreen, and behind the seats, some test and it could be release
I prefer to keep the window above the engine instead of original hood with hole.
i think that the mod should be like that
the regular coupé, normal gauges
the kit is becoming the roadster, with normal gauges, you have the roof in the interior view
if you select upgrade interior, no roof with motec
BUT you can't have the coupé with the motec anymore....
ARGHH....headache!!!!i'm trying to find a soluce to keep it anyway
And new wheels (in option) i don't like the original.
http://www.zimagez.com/miniature/shift2010-01-2216-26-45-48.jpg (http://www.zimagez.com/zimage/shift2010-01-2216-26-45-48.php)
less dramatical than in my concept, but as you can see the damage is widely changed even with minor modification......Bad news for the modding
Advice: it's better to have 2 versions of Shift , one for the mod, one for online playing.
i've converted this but what should i do to make its textures load they are not loading:crying:
http://i45.tinypic.com/2iux2r6.jpg
http://img714.imageshack.us/img714/3697/op5lc1.jpg (http://img714.imageshack.us/i/op5lc1.jpg/)
SETH Alpine
22 January 10, 18:14
http://www.zimagez.com/miniature/shift2010-01-2218-54-29-37.jpg (http://www.zimagez.com/zimage/shift2010-01-2218-54-29-37.php)
I've solve the problem of the roof (by cheating:joined with the front hood now)
So you can have the coupé and the roadster during the same track
@ Cric: the soluce is here.
BUT sorry I will not help anyone for any import of 3D from another game (personnal use is often released after..) except if you've own or made the 3D.
white00gt
22 January 10, 21:25
Great work Seth,
A few questions:
1. do you know if there is a way to make a bonus car a career car for example I would like to have the Falken Mustang GT as a normal career car that you can make changes to like all the other career cars (change wheels etc.)
2. is there a way to add parts to the cars?
3. Is there now a program that lets you extract meshes from game and put them back?
SETH Alpine
23 January 10, 08:33
1.I don´t have this car but i gess that the minimum has been done
So almost sure; you can´t add nothing more to the original file..
This thread is about add car or parts to the game thanks to 3DSimeD software..have you read it :D ?
http://www.nogripracing.com/gallery/data/2010/01/thumbs/6c052bd14cc04a2cc097a20a623d98dd421b224a.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=81976)
finally textures are loading now:-D
http://img138.imageshack.us/img138/5917/shift2010012320244751.jpg (http://img138.imageshack.us/i/shift2010012320244751.jpg/)
http://img34.imageshack.us/img34/4378/shift2010012320303257.th.jpg (http://img34.imageshack.us/i/shift2010012320303257.jpg/)
white00gt
23 January 10, 15:48
1.I don´t have this car but i gess that the minimum has been done
So almost sure; you can´t add nothing more to the original file..
This thread is about add car or parts to the game thanks to 3DSimeD software..have you read it :D ?
http://www.nogripracing.com/gallery/data/2010/01/thumbs/6c052bd14cc04a2cc097a20a623d98dd421b224a.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=81976)
Didnt realise about the software question, googled my question and it brought me right to this page.....Not sure if I understand answer about making a bonus car a career car, Do you think re-naming the files and switching it with another car would work?
seth how to make wheels spin in cockpit view
i ve added tyres in cockpit.vhf file but they are not spinning in cockpit view (f1car)
SETH Alpine
23 January 10, 20:05
i ve added tyres in cockpit.vhf file but they are not spinning in cockpit view (f1car)
1. you've added the tyres in .VHF file....And in the game, in cockpit view, does it appears or not? have you create their own "userflags" or "instances" or have you simply paste the textfile like that...? have you modify the account of instances at the beginning of the file?
the wheels are in Body.VHF file usually
<MATRIX id="23" Offset="-0.816500 0.330000 -1.280000" Orientation="0.000000 1.000000 0.000000 0.000000" parent="0" />
<NODE type="LOD" Name="LAMBO_GAL_WHEEL_RF_LOD0" MatrixNumber="23" subobjects="3">
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODA" MatrixNumber="23" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODA.meb" />
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
</NODE>
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODB" MatrixNumber="23" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODB.meb" />
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
</NODE>
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODC" MatrixNumber="23" instances="1" userflags="320">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODC.meb" />
<SPHERE Centre="-0.004721 0.000643 -0.000051 1.000000" Radius="0.353857" />
</NODE>
<CONTROL Distances="0 0 0 " />
</NODE>
i affraid that the 3D motor engine isn't scheduled to make this...
http://www.nogripracing.com/gallery/data/2010/01/thumbs/c9856da784ffd78fcf5662604f690d7274a13375.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82097)
SETH Alpine
24 January 10, 11:10
http://www.nogripracing.com/gallery/data/2010/01/thumbs/02011ad4a6cd3a71810f781c91fa27082bc47bfa.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82185)
is it really interesting to release that...?
we need the ability to switch off the damage, but it's not obvious to do...
http://www.nogripracing.com/gallery/data/2010/01/thumbs/34767817572514354511a61813913d97683cb7e0.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82186)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/02011ad4a6cd3a71810f781c91fa27082bc47bfa.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82185)
is it really interesting to release that...?
we need the ability to switch off the damage, but it's not obvious to do...
http://www.nogripracing.com/gallery/data/2010/01/thumbs/34767817572514354511a61813913d97683cb7e0.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82186)
ok i've edited the damage file and crashed like hell :twisted: with other cars
this time there are no damage effects no wierd black thingy for Alpine cars
<?xml version="1.0" encoding="utf-8" ?>
<DAMAGECONTROL>
<BRUSHES>
<BRUSH left="0.000" top="0.000" width="0.0" height="0.0" smoothness="0.0" widthLimit="0.0" heightLimit="0.0" dirtspray="true" />
<BRUSH left="0.000" top="0" width="0" height="0.0" smoothness="0.0" widthLimit="0" heightLimit="0.0" dirtscrape="true" />
<BRUSH left="0.000" top="0.0" width="0.000" height="0.0" smoothness="0.0" widthLimit="0.0" heightLimit="0.0" scratch="true" />
<BRUSH left="0.0" top="0.000" width="0.0" height="0.0" smoothness="0.0" widthLimit="0" heightLimit="0" impact="true" />
<BRUSH left="0.000" top="0.350" width="0.220" height="0.240" smoothness="1.0" widthLimit="1.0" heightLimit="1.0" crack="true" />
<BRUSH left="0.0" top="0.0" width="0.000" height="0.000" smoothness="0.0" widthLimit="0.0" heightLimit="0.0" debug="true"/>
</BRUSHES>
<CONTROLS> <!--- PLAYER --->
<DIRTNSCRATCH scratchDepth="0.0" damageMultiplier="0.0" dirtMultiplier="0.0" />
<CRACKCONTROLS crackLowerLimit="0.0" crackUpperLimit="1.00" crackFinalScale="0.00" crackDamageScale="0.14" crackUseBrush="true"/>
<DAMAGELIMITS minimumSpeed="0.0" minimumNormalForce="0000.0" />
<DAMAGETYPES impactMaximumAngleFromNormal="45.0" impactMinimumNormalToFrictionRatio="0" />
<IMPACTVALUES scaleFactor="0.000000" powerCurve="0" powerScale="0.0" maxRadius="0" dynamicObjectScale="0" />
<SCRAPEVALUES scaleFactor="0.000000" powerCurve="0" powerScale="0.0" maxRadius="0" dynamicObjectScale="0" />
</CONTROLS>
<CONTROLS> <!--- OTHERS --->
<DIRTNSCRATCH scratchDepth="0.0" damageMultiplier="0" dirtMultiplier="0" />
<CRACKCONTROLS crackLowerLimit="0" crackUpperLimit="0" crackFinalScale="0" crackDamageScale="0" crackUseBrush="true"/>
<DAMAGELIMITS minimumSpeed="0" minimumNormalForce="0" />
<DAMAGETYPES impactMaximumAngleFromNormal="45.0" impactMinimumNormalToFrictionRatio="0" />
<IMPACTVALUES scaleFactor="0" powerCurve="0" powerScale="0" maxRadius="0" dynamicObjectScale="0" />
<SCRAPEVALUES scaleFactor="0.000000" powerCurve="0" powerScale="0" maxRadius="0" dynamicObjectScale="0" />
</CONTROLS>
</DAMAGECONTROL>
http://img641.imageshack.us/img641/4928/shift2010012419480038.jpg
SETH Alpine
24 January 10, 16:14
EXCELLENT WORK CRICK! :)
of course it'll better if you can make this only for the modding car, but it's already a great improvement !!
I'll upload a new version of the Alpine A410 with your file, and a real open interior for the roadster version very soon
Early i 'll release the gallardo with it
in case of importing a brand new 3D, the meshes are pink, if you import a .3DS from the game, it can keep the materials , but warning it's only in appearance , the material is in fact incomplete
so this is the procedure to obtain the material for your .3DS object
NOTE: if you want to modify a track from GTR2, change the name of the texture of the road in your 3Dsofware, before import it in 3DSimeD , the game doesn't like the mesh which have the same name in GTR2/3DSMax/rhino than used in Shift. It's the case for the road's one
http://www.zimagez.com/miniature/18858e7e0d172b7183573eb84fb32e8de.jpg (http://www.zimagez.com/zimage/18858e7e0d172b7183573eb84fb32e8de.php)
http://www.zimagez.com/miniature/267e065b00b2ed330329689ba8e69e8ec.jpg (http://www.zimagez.com/zimage/267e065b00b2ed330329689ba8e69e8ec.php)
http://www.zimagez.com/miniature/3a9007a30c03b85054927834585cb063c.jpg (http://www.zimagez.com/zimage/3a9007a30c03b85054927834585cb063c.php)
http://www.zimagez.com/miniature/419d3ffc01f951bb31f8fd43f29193512.jpg (http://www.zimagez.com/zimage/419d3ffc01f951bb31f8fd43f29193512.php)
1. you've added the tyres in .VHF file....And in the game, in cockpit view, does it appears or not? have you create their own "userflags" or "instances" or have you simply paste the textfile like that...? have you modify the account of instances at the beginning of the file?
the wheels are in Body.VHF file usually
<MATRIX id="23" Offset="-0.816500 0.330000 -1.280000" Orientation="0.000000 1.000000 0.000000 0.000000" parent="0" />
<NODE type="LOD" Name="LAMBO_GAL_WHEEL_RF_LOD0" MatrixNumber="23" subobjects="3">
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODA" MatrixNumber="23" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODA.meb" />
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
</NODE>
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODB" MatrixNumber="23" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODB.meb" />
<SPHERE Centre="0.001903 0.000150 -0.000000 1.000000" Radius="0.292385" />
</NODE>
<NODE type="OBJECT" Name="LAMBO_GAL_WHEEL_RF_LODC" MatrixNumber="23" instances="1" userflags="320">
<RESOURCE Filename="vehicles\Lamborghini_Gallardo_LP560-4\LAMBO_GAL_WHEEL_RF_LODC.meb" />
<SPHERE Centre="-0.004721 0.000643 -0.000051 1.000000" Radius="0.353857" />
</NODE>
<CONTROL Distances="0 0 0 " />
</NODE>
i affraid that the 3D motor engine isn't scheduled to make this...
http://www.nogripracing.com/gallery/data/2010/01/thumbs/c9856da784ffd78fcf5662604f690d7274a13375.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82097)
i ve added left front tire .meb file in cockpit.vhf file but how to make it spin in cockpit view:?:
http://img132.imageshack.us/img132/4875/shift2010012504465941.jpg (http://img132.imageshack.us/i/shift2010012504465941.jpg/)
http://img94.imageshack.us/img94/4893/shift2010012505201009.th.jpg (http://img94.imageshack.us/i/shift2010012505201009.jpg/)
SETH Alpine
25 January 10, 08:45
Sorry,i don´t know how to do that.Is it possible or not..The animation of this instance should be in an another file.
Your skin is perfect placed, you´ re still using the original material? (zonda, i guess)
Sorry,i don´t know how to do that.Is it possible or not..The animation of this instance should be in an another file.
Your skin is perfect placed, you´ re still using the original material? (zonda, i guess)
:crying:
yes its same material name pagani_zonda_r_paint
and that is pagani_zonda_r_livery01
got working cockpit wheels now:thumbup:
need to change physics
poor quality video though got like ten times upload error while uploading:angry:
http://www.youtube.com/watch?v=2KFFhAloQnU
http://i50.tinypic.com/jhr62s.jpg
http://i49.tinypic.com/14sgx7c.jpg
http://i48.tinypic.com/2h5p6o5.jpg
http://i45.tinypic.com/29ehjs.jpg
http://i47.tinypic.com/2ed9ncj.jpg
Kredo
26 January 10, 08:36
I gatta say 1 thing - you circ and SETH are the Man(s)! Awesome jobs with the modding :thumbup:
If the community will find a way to make a stand alone car it will be great.
Keep up the great work guys! :drive:
RMi Release Group
26 January 10, 08:38
crazy nice vid - woo F1 in SHiFT
SETH Alpine
26 January 10, 11:10
http://www.nogripracing.com/details.php?filenr=25156
very interesting progress Cric, if you've succeed to import functionnal parts, may be i can try to add a steeringwheel with perfect centering now:thumbup:
THE GALLARDO SPIDER MOD is released
http://www.nogripracing.com/details.php?filenr=25156
http://www.nogripracing.com/images/screenshots/67328.jpg
http://www.nogripracing.com/images/screenshots/67329.jpg
http://www.nogripracing.com/images/screenshots/67330.jpg
gilus140
26 January 10, 13:14
i ve added left front tire .meb file in cockpit.vhf file but how to make it spin in cockpit view:?:
http://img132.imageshack.us/img132/4875/shift2010012504465941.jpg (http://img132.imageshack.us/i/shift2010012504465941.jpg/)
http://img94.imageshack.us/img94/4893/shift2010012505201009.th.jpg (http://img94.imageshack.us/i/shift2010012505201009.jpg/)
Very nice. I love f1. This is my progres for Shift:
http://img35.imageshack.us/img35/1420/csld.png
http://img35.imageshack.us/img35/4125/cls3s.png
http://img40.imageshack.us/img40/5116/scl2.png
acti0n
26 January 10, 21:38
Nice one
gilus140
27 January 10, 14:39
How add vinyls in game? because when put vinyl on the car i no see it.
itachi95
27 January 10, 15:01
I'm looking to someone who can do a Ferrari (Maybe the 458 Italia).
SETH Alpine
27 January 10, 15:05
TOO DANGEROUS to make a Ferrari:mrgreen: license...License...
The concept A415 in wip
http://www.nogripracing.com/gallery/data/2010/01/thumbs/cc868e8bffda67b3e1be49ff4c7361bef81a4536.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82533)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/ab789ba2921363fb12da7904a86e30a0d851d00c.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82532)
How add vinyls in game? because when put vinyl on the car i no see it.
exploding objects in 3dsimed might be the reason
download f1 mod
http://www.nogripracing.com/details.php?filenr=25210
need help with chassis physics file:-)
bikerjimuk
28 January 10, 15:53
Not sure if you know this already but I have managed to add an extra car file
http://www.nogripracing.com/forum/showpost.php?p=980691&postcount=138
SETH Alpine
28 January 10, 19:45
Seems interesting
i'll try this later, if i have well understand, not sure that you can make a real new slot with this cheat, like a "your name/your model" but you can make a ford/mustang_your name
"vehicles\Scion_tC\@Scion_tC.crd" by example become "vehicles\Scion_tC\@Scion_tC_conceptALPINE_A415.crd"
we'll be able to use better donor's car material like that..
edit: TUTORIAL page 11
http://www.zimagez.com/miniature/ss194055.jpg (http://www.zimagez.com/zimage/ss194055.php)
http://www.zimagez.com/miniature/ss194729.jpg (http://www.zimagez.com/zimage/ss194729.php)
A415 remesh in progress
TOO DANGEROUS to make a Ferrari:mrgreen: license...License...
The concept A415 in wip
http://www.nogripracing.com/gallery/data/2010/01/thumbs/cc868e8bffda67b3e1be49ff4c7361bef81a4536.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82533)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/ab789ba2921363fb12da7904a86e30a0d851d00c.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82532)
there are ferrari mods in other games like rfactor why not shift:-P
djotefsoup
29 January 10, 00:50
Seems like absolutely everything other than the model, sounds and external skins are still in shift for all those Ferraris too.
PS great work seth and cric! I had no idea you guys would be this far along this soon. Well done.
SETH Alpine
29 January 10, 08:32
Rfactor creators don´t have the rights for using the brand Ferrari.The modders has taken the risk for them..
Wait a little.It will happen..
If someone who has the 3D (his own, of course, not stolen from an another game)is interested.He will do it.
I´ve my own car to do.And i prefer to create an original Lambo or Cobra than replicate an Ferrari
(Une marque qui a prit trop la grosse tête à mon goût pour m´intéresser.)
This brand is became too much for me to be interesting to my taste...
@bikerjimuk:Thanks for this good stuff :)
i didn't find the .crd file inside the vehicles file.
So you can make almost a new slot with this cheat
1. Copy the Cobalt folder, rename it to Chevrolet_Cobalt_conceptALPINE_A410,
2. inside this file, rename the crd folder to the same....the file into your unpacked Shift/vehicles/Chevrolet_cobalt_newname to modify, is the Managed Information Card, you must rename it: Chevrolet_cobalt_conceptALPINE_A410
3. Then open vehiclelist.lst in the notepad and add vehicles\chevrolet_cobalt_conceptALPINE_A410\@chev rolet_cobalt_conceptALPINE_A410.crd
you are now able to buy an another Chevrolet cobalt in the garage
we'll be able to use better donor's car material like that, centered steeringwheel
So it's working fine, but the exactly same file, works with a new engine sound and a new engine ...Quite interesting
you must to complete that, by copy and rename the Chevrolet_cobalt.VHF file in your C:\SHIFT\vehicles\physics\vehicles (message on the garage : missing strings) and many others i guess...
bikerjimuk
29 January 10, 11:26
I fixed the missing string by changing XLASTID in the crd file to be 1 more than the highest (the DLC cars - Toyota is 76), so I changed it to 77 and the strings all worked
I would think you could lose the Chevy stuff in the name but I haven't tried that yet, I did try a copy of the BMW M3 GT2 renamed to BMW M3 GT3 and that seemed ok except when I bought one of them I got both in my garage with some strange clitches in selecting them
Kazumi
29 January 10, 21:15
download f1 mod
http://www.nogripracing.com/details.php?filenr=25210
need help with chassis physics file:-)
thanks :thumbup:
you can alter the engine sound in .csd file
first value is resampling / pitch, second multiplier across rev. these doesn't seem that far off for the default zonda's engine, not quite sure about the pitch, but yeah :whistling:
<prop name="EngineFrequencyMultiplier" data="1.09" />
<prop name="EngineRevRangeMultiplier" data="2.252" />
tire file can be added in tyreshd.xml , if you don't add a new compound there Shift crashes.
^
thanks i forgot about sounds:-(
<prop name="EngineSoundName" data="mc12" />
<prop name="TransmissionSoundName" data="race1" />
<prop name="GearChangeSoundName" data="race" />
also change these values
NVIDIAGeek
31 January 10, 17:18
Awesome, you people are making the game even more terrific! Great work, cric and SETH! Super-awesome! Keep 'em comin'! You guys are great! Awesome job! :thumbup: Can't wait for more.
SETH Alpine
31 January 10, 19:50
Thanks :)
i've almost made a new slot for a track, but still not working (just one time)
http://www.zimagez.com/miniature/shift2010-01-3119-42-44-42.jpg (http://www.zimagez.com/zimage/shift2010-01-3119-42-44-42.php)
i must finished my concept A415 before anyway
http://www.zimagez.com/miniature/ss1511.jpg (http://www.zimagez.com/zimage/ss1511.php) http://www.zimagez.com/miniature/ss145955.jpg (http://www.zimagez.com/zimage/ss145955.php)
Kazumi
31 January 10, 22:01
tire file can be added in tyreshd.xml , if you don't add a new compound there Shift crashes.
ok, here it is more detailed for future modding reference :-)
C:\SHIFT\vehicles\physics\tyres
copy the file of tyre that you wish to duplicate, modify it, and rename it "tyres_yourname"
add into tyreshd.xml :
<Item label="tyres_yourname.hdt"></Item>
go to
C:\SHIFT\vehicles\physics\vehicles
edit the .vdf file of your car
<data class="CarPhysicsDetails" id="0x1404270">
<prop name="Name" data="Scion tC" />
<prop name="Vehicle Chassis" data="WEHRUNG_CONCEPT" />
<prop name="Vehicle Engine" data="Scion_tC" />
<prop name="Vehicle Gearbox" data="WEHRUNG_CONCEPT" />
<prop name="Vehicle Suspension" data="WEHRUNG_CONCEPT" />
<prop name="Vehicle Collision" data="Scion_tC" />
<prop name="Vehicle Tyres" data="tyres_yourname" />
(.vdf data above taken from one of Seth's mods and of course C:\Shift can be anywhere Shift directory is installed)
marneus_the_boss
31 January 10, 22:04
Hi all.
How can we move the driver body? I modify the point of view in .cpt but that doesn't move
Can you help me please?
SETH Alpine
31 January 10, 23:26
POSITION OF THE DRIVER in cockpit and in the exterior view:
this is "how to do" (in french, but easy to understand) :)
http://www.zimagez.com/miniature/positionconduitepedal.jpg (http://www.zimagez.com/zimage/positionconduitepedal.php)
Neverless the position may be not correct always (often at the start line), sometimes there are some conflict with the same kind of driver which is used by an another car too, too nearly from yours.
@kazumi: thanks to have add this note :)
as you can see , you can easily create your own gearbox/chassis/suspension too, just copy a file and rename it in the .VDF
note: For the engine, it doesn't work, there's no .XML to modify , probably a line somewhere else
found the way into pits:-P
http://img685.imageshack.us/img685/4360/shift2010020110134000.jpg
http://img196.imageshack.us/img196/4719/shift2010020110120507.jpg
http://img192.imageshack.us/img192/6679/aaaann.jpg
we can change names of drivers:twisted:
http://img695.imageshack.us/img695/2347/shift2010020112564666.jpg
simgames
1 February 10, 09:38
found the way into pits:-P
:ohmy:
Dear ... and how you got on pitleyn ?????????????????:thumbup:
SETH Alpine
1 February 10, 11:09
Excellent Cric! have you removed items of the tracks that prevented access to the pit, into 3DSimeD?
or did you decrypt files ?
acti0n
1 February 10, 13:58
Yeah this would be nice Open all Pits on Every Track!! (even without any function just do drive there)
Excellent Cric! have you removed items of the tracks that prevented access to the pit, into 3DSimeD?
or did you decrypt files ?
no its just a aiw tweak:thumbdown:
but i have tried to replace the walls with empty .meb files but no use
we cannot go inside there is still invisible collision object:angry:
http://img203.imageshack.us/img203/2380/shift2010020123144189.jpg
marneus_the_boss
1 February 10, 19:22
Thanks Seth,it works!
Wow Cric it's awesome to unlock the pits.
And one more help, i moved the new steering wheel but when i open the bugatti_veyron_cockpit.vhf, the new steering appear in totally not good position and with a bad pivot point.
How can i do to resolve this?
simgames
1 February 10, 20:00
..but have not tried with The sides of the official entry ..:?:
can this transparent wall only from the highway ... that would be the machine when the accident did not fly away in the pit ..:-D
ps. / / this should be like that .. just get out of the wall defines the boundary map (track)
It takes away dirt to change one line of config file ...
SETH Alpine
1 February 10, 20:10
http://www.youtube.com/watch?v=gfyomeIbMmU
preview of the WEHRUNG A415 concept Alpine
@cric: yes you're right, SMS has made all the track like that, if you erase a part of it, like in your case, the fences, there are always something else, like some people, camera tower or three...in the way, you can't access to these special events 3D with 3DSimeD
I guess that the better way it's to erase it in the events file...
But it'll more interesting, if we're able to create our own slot for track.
@marneus:
soit tu crées un nouveau volant comme Cric a créé des nouvelles roues pour la vue intérieure, soit tu essayes de modifier les coordonnées de l'actuel, pour ce que j'avais essayé, il ne prend pas ce genre de modifications, il vaut mieux en créer un nouveau (je n'ai pas testé ça encore)
ou alors tu pars d'une voiture qui a le volant un peu près à l'endroit que tu veux et tu construis ta 3D autour (plus tôt dans le sujet on indique comment créer un presque nouveau slot)
either you get a new wheel like Cric has created new wheels for the interior view, or you try to change the coordinates of the current, for what I tried, it doesn't accept such changes, it is better create a new one (I have not tested it yet)
or you use a car that has a steeringwheel at the right the place and you build around your 3D (earlier in the topic outlines how to create a almost new slot)
marneus_the_boss
2 February 10, 17:19
Donc j'ai besoin de modifier les vhf.
So i have to modify the Vhf.
Thanks Seth^^.
QuadCoremax
2 February 10, 18:38
Hi Seth,
First, GREAT JOB !!!
As a Crytek modder / 3d Designer, I have some troubles to achieve my goals.
I would like to convert my dae files to meb files, so I can see my custom cars in Shift. Furthermore, my real idea is to rebuild all Shift cars with some nice bodykits on top of the existing ones.
Can you help me ? I would be glad also to participate in your projects, since I have some 3 years knowledge, modeling/UV mapping/texturing/animating & having some time for testing/debugging/creating new mods :-)
I successfully modified Pagani Zonda R wheels + done some quick testing custom liveries...but I would do a lot more like replacing all NM + diffuse Maps with High Res ones, optimize/subdivide meshes, etc...
a quick question, which car has the smallest steering wheel in shift?
Kredo
3 February 10, 09:07
a quick question, which car has the smallest steering wheel in shift?
Lotus Elise/Audi r8 LMS?
marneus_the_boss
3 February 10, 11:47
When i modify the 2 vhf the game crash, i rename Bugatti_Veyron_steeringwheel_loda and _cpit by _LodB and _cpitb, and i rename the meb file but it doesn't work.
Lotus Elise/Audi r8 LMS?
thanks now it fits perfectly :thumbup:
http://img707.imageshack.us/img707/9053/shift2010020318381027.th.jpg (http://img707.imageshack.us/i/shift2010020318381027.jpg/)
Kredo
3 February 10, 13:44
np ;)
No I have a question - will these mod's be in near future stand alone cars, or as a replacement for another car?
white00gt
6 February 10, 03:22
Hey guys quick question is there any way to re-map the windows on a car in nfs shift?
I need to re-map the windows on the falken mustang to except my window banners
SETH Alpine
6 February 10, 10:06
Hey guys quick question is there any way to re-map the windows on a car in nfs shift?
I need to re-map the windows on the falken mustang to except my window banners
for the windows, Shift an unique material; generic_windows, no way to change it.
you can add an upper part to the original body/windscreen, but you can't add a new material, so you must to use one of the donor's car and modify his texture, but you'll lost the original mapping of the main texture in this case...
So you can't do that..just for a banner.;-)
@Marneus: malheureusement, là, on est dans la limite de ce qu'on sait faire, Cric a réussi a importer ses roues dans le cockpit, mais c'est une pièce qui existe déjà. la plupart de ces fichiers sont difficilement modifiables . Faut tester, plantage, tester, plantage...Jusqu'à trouver
It's quite difficult to add something in fact
@Kredo:for the moment , we're just able to add a copy of an existing car ( with the originals materials)
this means, by example, instead of a replacement car, that my next car will a Scion_WEHRUNG_A415, and you'll have always the original Scion in the game and the mine, but it will modify the original material of the Scion
But i'm able to make an concept directly with a good steeringwheel position, working gauges, by using the Lotus Exige's parts/materials (or Gallardo, Zonda, etc...) if i don't change the materials, the physics , wheelbase, wheels, etc... the Gallardo, the Exige and my concept will in the game
But for the moment , no more time for Shift.
white00gt
6 February 10, 10:59
[QUOTE=SETH Alpine;990261]for the windows, Shift an unique material; generic_windows, no way to change it.
you can add an upper part to the original body/windscreen, but you can't add a new material, so you must to use one of the donor's car and modify his texture, but you'll lost the original mapping of the main texture in this case...
So you can't do that..just for a banner.;-)
Thanks....
KingAntikrist
6 February 10, 13:19
TOO DANGEROUS to make a Ferrari:mrgreen: license...License...
The concept A415 in wip
http://www.nogripracing.com/gallery/data/2010/01/thumbs/cc868e8bffda67b3e1be49ff4c7361bef81a4536.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82533)
http://www.nogripracing.com/gallery/data/2010/01/thumbs/ab789ba2921363fb12da7904a86e30a0d851d00c.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=82532)
you don't need any license...wish i'd knew 3d modelling to make a Ferrari california to show u that a license is not required from them ...
acti0n
6 February 10, 14:06
Why? Ferraris coming California too ;)
QuadCoremax
6 February 10, 15:23
you don't need any license...wish i'd knew 3d modelling to make a Ferrari california to show u that a license is not required from them ...
Don't worry, I'll try to integrate some new cars, give me some time !
Anyways, good works guys ! ;-)
P.S.: I managed to modify cutscenes with custom ones (intro, careers videos..), same thing almost for car sounds modified in Cool Edit Pro / Audition + Fsbank for recompiling the fsb files !
Still wondering how the hell I'll open the corresponding fev files...
MacGear
6 February 10, 17:07
same thing almost for car sounds modified in Cool Edit Pro / Audition + Fsbank for recompiling the fsb files !
Does it mean that there is a chance that soon we can put our own music in fsb files?
Don't worry, I'll try to integrate some new cars, give me some time !
Anyways, good works guys ! ;-)
P.S.: I managed to modify cutscenes with custom ones (intro, careers videos..), same thing almost for car sounds modified in Cool Edit Pro / Audition + Fsbank for recompiling the fsb files !
Still wondering how the hell I'll open the corresponding fev files...
can we modify sounds? how?
p.s.
renault r29
http://www.nogripracing.com/gallery/data/2010/02/thumbs/2c016456983b1bb1cdd180775464c84f68dcfc76.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=83997)
acti0n
7 February 10, 11:50
Of course it's possible .. have a look into Forum on aluigi.org
Nice?? Wheels Fixed?
Of course it's possible .. have a look into Forum on aluigi.org
Nice?? Wheels Fixed?
but its only a extractor
yes wheels fixed and almost completed
need to change chassis physics, the car is bouncing and has oversteer
np ;)
No I have a question - will these mod's be in near future stand alone cars, or as a replacement for another car?
i think it is possible we can create a new slot for cars
need to mess more with it to understand it:-P
http://img36.imageshack.us/img36/2222/shift2010020718050090.jpg (http://img36.imageshack.us/i/shift2010020718050090.jpg/)
bikerjimuk
7 February 10, 12:45
change the <prop name="XLASTID" data="?" /> in the crd file to be a bigger number than the last one, and it fixes the missing string issue.
I have got several new cars by copying existing ones, a Mustang 2011 for eg
QuadCoremax
7 February 10, 15:10
i think it is possible we can create a new slot for cars
need to mess more with it to understand it:-P
Nice job Cric, you're the man, that's exactly what I imagined yesterday night !
acti0n
7 February 10, 15:12
New Slots?? Really great success open's doors for many new cars or even real race versions of shift cars (eg create VLN Version of BMW Z4 and insert as new car)
Jack92
7 February 10, 17:16
I have to say SETHalpine. Why did you choose to make this car rather than the other cars you know? Do you love the car so much you want it?
You must love it alot :thumbup:
Fujisan
7 February 10, 17:16
about the F1-car-mod-thing - i suggest you to make a Tier 5 out of it, since they are uber-cars, IMO
besides that - awesome!
on a sidenote - i tried to convert my own E92 Frontbumper into NFS shift, but unfortunately i cant really find the import-tool in 3dsimed lol
well theres an import-tool, but i cannot import my bumper somehow :S
maybe i am just too dumb lol. would be cool if someone help me out with this
SETH Alpine
7 February 10, 20:04
I have to say SETHalpine. Why did you choose to make this car rather than the other cars you know? Do you love the car so much you want it?
You must love it alot :thumbup:
http://www.youtube.com/watch?v=gfyomeIbMmU
http://www.zimagez.com/miniature/shift2010-02-0616-58-38-76.jpg (http://www.zimagez.com/zimage/shift2010-02-0616-58-38-76.php)
Every creator love his baby, no?:-D
I don't have enough time to do every concept i want, in Shift or simply in 3D , and not enough money money to make it real, but of course that i prefer my car to an ugly F458 Italia:laugh:
http://www.zimagez.com/miniature/conceptalpinebysethalpinecouleur0.jpg (http://www.zimagez.com/zimage/conceptalpinebysethalpinecouleur0.php)
Others will do it, me i prefer to make a TVR Cerbera , a real Ford GT40 (wide body in wip for Shift), at each one, his own taste;-)
We all have a passion for something different, I always loved creating, and in the case of cars, everyone has his vision of the car of his dreams. The mine is just a little more specific than others , i guess...:)
Like many, I wish my dreams come true, and why not ... produce it in small series:mrgreen:
SETH Alpine
7 February 10, 20:26
i tried to convert my own E92 Frontbumper into NFS shift, but unfortunately i cant really find the import-tool in 3dsimed lol
well theres an import-tool
is it a .3DS files or not, what else if not?
have you read the tutorial in picture, on this thread, there is a "how to add a part in 3DSimed" ?
heymoa
7 February 10, 20:58
change the <prop name="XLASTID" data="?" /> in the crd file to be a bigger number than the last one, and it fixes the missing string issue.
I have got several new cars by copying existing ones, a Mustang 2011 for eg
hey biker
any chance of starting a thread with a 'how to' make copies of existing cars.
i have tried to follow your posts but they are here there and everywhere :)
nice work :P
QuadCoremax
7 February 10, 21:55
Nice work guys, I succeed in importing my 3 years old Maya custom-made wheels collection into Shift...Thx to you !
The slots thing works also for liveries, no more replacing ! There's 1 file (.rcf) to modify...
Jack92
8 February 10, 02:50
http://www.youtube.com/watch?v=gfyomeIbMmU
http://www.zimagez.com/miniature/shift2010-02-0616-58-38-76.jpg (http://www.zimagez.com/zimage/shift2010-02-0616-58-38-76.php)
Every creator love his baby, no?:-D
I don't have enough time to do every concept i want, in Shift or simply in 3D , and not enough money money to make it real, but of course that i prefer my car to an ugly F458 Italia:laugh:
http://www.zimagez.com/miniature/conceptalpinebysethalpinecouleur0.jpg (http://www.zimagez.com/zimage/conceptalpinebysethalpinecouleur0.php)
Others will do it, me i prefer to make a TVR Cerbera , a real Ford GT40 (wide body in wip for Shift), at each one, his own taste;-)
We all have a passion for something different, I always loved creating, and in the case of cars, everyone has his vision of the car of his dreams. The mine is just a little more specific than others , i guess...:)
Like many, I wish my dreams come true, and why not ... produce it in small series:mrgreen:
Does your car mod have radial blur? cause i notice in some videos, the car doesn't have.
need help with chassis physics file the stupid ai cars bounce :smash:
download
http://www.mediafire.com/download.php?y4dnnywj1ki
SETH Alpine
8 February 10, 14:55
Does your car mod have radial blur? cause i notice in some videos, the car doesn't have.
i had a mod witout blur or reduce blur before in theses videos but now
i'm using this mod (fps eater!)
Changes made by the mod:
HDR modified: limitations due to the consoles away (original program uses bspws. Only the TV dynamic range of 16-235)
LOD - is for most things practically totally reduced
Increased visibility
SSAO is working with twice the number of sample
Motionblur: changing mode set high (higher sample number and altered distribution)
A few features (envmapping and parralax effect) that were reactivated hidden in the shader programs
The generation of the shadow of something (additional changes in certain places)
SSAO is extended - for additional objects (which uses the game does not use a full screen SSAO)
Number of possible particle effects and the associated visibility increased.
Filtering options of the shader slightly adapted
http://sommergemuese.klee.in/2010/02/bessere-grafik-in-nfs-shift-dank-mod/
http://www.pcgameshardware.de/aid,701936/Need-for-Speed-Shift-Bessere-Grafik-dank-Mods-Update-mit-Shift-Mod-in-der-PCGH-Edition/Rennspiel-Sportspiel-Simulation/Test/
Kazumi
8 February 10, 17:50
well, the effects in LOD and particle isn't so high to me while driving so you can save some performance by not copying these and still get nicer visuals :-)
Don't worry, I'll try to integrate some new cars, give me some time !
Anyways, good works guys ! ;-)
P.S.: I managed to modify cutscenes with custom ones (intro, careers videos..), same thing almost for car sounds modified in Cool Edit Pro / Audition + Fsbank for recompiling the fsb files !
Still wondering how the hell I'll open the corresponding fev files...
FMOD event player plays .fev files. it's in FMOD designer afair ;-) http://www.fmod.org/
update
http://www.nogripracing.com/details.php?filenr=25450
http://www.youtube.com/watch?v=kM3640kxUow
SETH Alpine
9 February 10, 11:10
hey biker
any chance of starting a thread with a 'how to' make copies of existing cars.
i have tried to follow your posts but they are here there and everywhere :)
nice work :P
GOOD IDEA, but it's only a copie...
Even if i've created a specific FORD_GT_40MK7.VDFfile (located in C:\SHIFT\vehicles\physics\vehicles) with specific wheelbase on the basis of a FORD_GT.VDF
Both FORD_GT has the same wheelbase in the game...missed something:-(
http://www.zimagez.com/miniature/shift2010-02-0912-00-54-95.jpg (http://www.zimagez.com/zimage/shift2010-02-0912-00-54-95.php)
djotefsoup
9 February 10, 11:36
Have you looked into the car_body.vud file in the cars own data folder one level up? Also the .vhf looks like it might be worth a look too
<MATRIX id="26" Offset="-0.799500 0.340000 -1.355000" Orientation="0.000000 1.000000 0.000000 0.000000" parent="0" />
<NODE type="LOD" Name="FORD_GT_WHEEL_RF_LOD0" MatrixNumber="26" subobjects="3">
<SPHERE Centre="0.008444 0.006749 0.000009 1.000000" Radius="0.283139" />
<NODE type="OBJECT" Name="FORD_GT_WHEEL_RF_LODA" MatrixNumber="26" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Ford_GT\FORD_GT_WHEEL_RF_LODA.meb" />
<SPHERE Centre="0.008444 0.006749 0.000009 1.000000" Radius="0.283139" />
</NODE>
<NODE type="OBJECT" Name="FORD_GT_WHEEL_RF_LODB" MatrixNumber="26" instances="1" userflags="368">
<RESOURCE Filename="vehicles\Ford_GT\FORD_GT_WHEEL_RF_LODB.meb" />
<SPHERE Centre="0.008444 0.006446 0.000009 1.000000" Radius="0.282526" />
</NODE>
<NODE type="OBJECT" Name="FORD_GT_WHEEL_RF_LODC" MatrixNumber="26" instances="1" userflags="320">
<RESOURCE Filename="vehicles\Ford_GT\FORD_GT_WHEEL_RF_LODC.meb" />
<SPHERE Centre="-0.021545 0.000000 0.000000 1.000000" Radius="0.358736" />
</NODE>
<CONTROL Distances="0 0 0 " />
</NODE>
bikerjimuk
9 February 10, 11:47
It looks like you might have to change the path to point to your new folder?
QuadCoremax
9 February 10, 14:36
hey Seth,
I tried your mod yesterday & it looks quite amazing for a first try...
The + :
1) Car is basically behaving like it should
2) Nice smooth surfaces (how did u do it ? 3DS Max/Blender 3D export preparation techniques ? )
3) New files generated avoiding the replacement of existing ones
The - :
1) Physics proxy isn't right (black cubes appearing when car has crashed)
2) L/R Rear mirrors must be adjusted
3) UV mapping problems (textures aren't projected/placed on mesh like desired) => sides
4) Wrong alignment of wheel & tire (same mistake as SMS done for some models, I hope I'll fix it fully)
5) Some better surfaces alignment would be great, i.e. rear wing exposed to sun you'll see the problem !
6) Improved high res NM maps for cockpit & others camera zoomed regions when replaying
SETH Alpine
9 February 10, 16:42
@Quadcoremax:i've already answered in MP;-) to you
3) UV mapping problems (textures aren't projected/placed on mesh like desired) => sides
i'm using a NURBS modeller Rhino, to create my 3D and convert it into meshes. But maintain a good quality during the process of conversion,it is very hard and annoying.:angry:
And i don't have any tools to unwrapp the surfaces in order to make a good mapp
@djotefsoup: i've made a lot of test during this last months, now, i'm a little exhausted by this kind of experimentations... :thumbdown:
And i don't have the time as before...:thumbdown:Now, the others (often more gifted than me for 3D, games modding, etc..) can goes on :thumbup:
cric
10 February 10, 07:43
need help with chassis physics file the stupid ai cars bounce :smash:
download
http://www.mediafire.com/download.php?y4dnnywj1ki
no one?:-(
djotefsoup
10 February 10, 09:32
Sent a pm.
QuadCoremax
10 February 10, 12:43
...And I don't have any tools to unwrapp the surfaces in order to make a good mapp
Here's maybe your hapiness : RoadKill 1.1
Link : http://www.pullin-shapes.co.uk/page8.htm
It's a nice little tool allowing you to move UVs & generate some nice UV map for your mesh.
For generating high quality normal maps, you can use : CrazyBump Beta 8.91
Cheers !
SETH Alpine
10 February 10, 14:58
thanks QuadCoreMax,:) but Roadkill is a plug'in , it doesn't work with Rhinoceros3D.
The mapping is usefull for lowpoly cars and interiors almost. I prefer to use polygon to increase the level of details than mapping.
As i said to you before in MP, the conversion of Nurbs in Meshes, isn't an easy process..But i prefer to create my models in Nurbs instead of having 3DSmax to built it directly. (10 hours of "remeshing" to make clean the rear wing of my next concept... :( ) )
a little advice for you Quadcoremax, don't try to convert your whole Nurbs work, to save some poly, think to convert the main nurbs surfaces first, and create the details in meshes after (see this example with the door)
http://www.zimagez.com/miniature/nurbsmeshes.jpg (http://www.zimagez.com/zimage/nurbsmeshes.php)
acti0n
10 February 10, 15:20
I think it's a much easier to build cars Really low res, Apply Meshsmooth for Cleaning up the Mesh Flow and then work on the details :)
(Polygons with Max)
SETH Alpine
10 February 10, 19:51
QuadCoremax and myself are using a very different method of modelling in fact
We're using Nurbs: we draw, often, 4 curves which are the borders of the surface to build , there isn't really what you call high poly or lowpoly.
On the left side , you can see this mirror surface converted in meshes (yellow) but to reduce the number of poly, we must think "less complicated sur face".
in the example of the mirror, avoid a round edge
After that, you have always some correction work, triangle not align, and 3DSimeD which smooth the meshes on his way...
http://www.zimagez.com/miniature/nurbs.jpg (http://www.zimagez.com/zimage/nurbs.php)
stanley2011
10 February 10, 23:20
Hi Seth,
First, GREAT JOB !!!
As a Crytek modder / 3d Designer, I have some troubles to achieve my goals.
I would like to convert my dae files to meb files, so I can see my custom cars in Shift. Furthermore, my real idea is to rebuild all Shift cars with some nice bodykits on top of the existing ones.
Can you help me ? I would be glad also to participate in your projects, since I have some 3 years knowledge, modeling/UV mapping/texturing/animating & having some time for testing/debugging/creating new mods :-)
I successfully modified Pagani Zonda R wheels + done some quick testing custom liveries...but I would do a lot more like replacing all NM + diffuse Maps with High Res ones, optimize/subdivide meshes, etc...
a crytek modde O_O very cool. Have you made anything for warhead and/or crysis wars or is it just for original crysis
stanley2011
11 February 10, 03:14
http://www.youtube.com/watch?v=gfyomeIbMmU
http://www.zimagez.com/miniature/shift2010-02-0616-58-38-76.jpg (http://www.zimagez.com/zimage/shift2010-02-0616-58-38-76.php)
Every creator love his baby, no?:-D
I don't have enough time to do every concept i want, in Shift or simply in 3D , and not enough money money to make it real, but of course that i prefer my car to an ugly F458 Italia:laugh:
http://www.zimagez.com/miniature/conceptalpinebysethalpinecouleur0.jpg (http://www.zimagez.com/zimage/conceptalpinebysethalpinecouleur0.php)
Others will do it, me i prefer to make a TVR Cerbera , a real Ford GT40 (wide body in wip for Shift), at each one, his own taste;-)
We all have a passion for something different, I always loved creating, and in the case of cars, everyone has his vision of the car of his dreams. The mine is just a little more specific than others , i guess...:)
Like many, I wish my dreams come true, and why not ... produce it in small series:mrgreen:
SETH, i downloaded the earlier moded car that replaced the cobalt but now the game keeps crashing when i start a race with it. Is it because i updated the car? I forgot to back-up files so if there is no way to fix this, can some send me original files.
SETH Alpine
11 February 10, 08:54
there are few bugs to correct in this version 0.9.I´ve already begun to make a 1.0 version with some correction, but i prefer to wait a little.When we´ re able to create his own slot, not just a copy, having a second mustang is already possible. But not a second mustang with a different behavior or a different body.
I´ ll release it at this moment
Remember that in my Gallardo spider mod, you´ve a file for switch off the damage effect
Black big meshes appears in case of crash
@Cric: do you use this tip (your tip, in fact)in your F1 mod? Have you the same effect without?
Sorry but i didn´t play with it again, cause i´ve not finished my career :)
So the mod A410 works well, try to re-install it .. I can´t help you more.sorry..
bikerjimuk
11 February 10, 13:57
you can extract the original cobalt folder from the pakfile
QuadCoremax
11 February 10, 14:16
@acti0n
Yep, this could be a way of doing it !
Normally, you add mesh details in the NM (Normal Map) you generate from your 3D mesh (Zbrush / Mudbox, etc...). You could think NM as high detail cloth you wrap around your mesh in the NM slot, i.e. in Shift it would go to the bump map slot. Doing so, you give that illusion there's a lot of detail on the mesh + you adjust the shader params, i.e. enabling PARALLAX OCCLUSION which will give a more real apparence [CryTek Engine 2 = Worlwide Best 3D engine]! For all that stuff, you'll need for SURE a real nice UV map from your mesh (unfold/unwrap functions), where you can layout your amazing NM + all remaining maps (spec, env...)
Sadly, I haven't see NOTHING about shader params in 3DSimED.
@SETH Alpine
Thanks again, you're a cool guy. Yesterday, I spent some time in analyzing/generating/optimizing the mesh network of your mesh + my mesh + SMS mesh : hhmmm ! I mean my custom wheel won't be rendered as smooth as I expected originally ingame nor in 3DsimED !
Must find a solution, how to present to 3DsimED a clean ready 3-sided poly mesh, which I have tried, but my eyes don't like what they see. I got some skillz in NURBS (Non Uniform Rational B-Spline) modeling & my last 3D model (Ferrari Maranello 550) was build in 2 days (~156 rebuilded curves) after months of experiencing most known techniques. For sure, it's not the same purpose, that's the main big issue, my Ferrari was for rendering not for gaming !
@stanley2011
Thanks man, I made assets (building : TajMahal + character : dragon) for the community, + some heavy simulations (dynamics/physics) to observe reactions, i.e. wind activating dynamically windmill wings (WITHOUT SCRIPTS)...all compatible with Crysis/Crysis WarHead/Crysis Wars.
Was yesterday thinking, we should create a PHYSICS Mod, which will enable some forces (wind, tornadoes) & reacting with our cars, I hope I'll wake some spirits here, since this could be absolutely possible.
Another thing, is RAIN/SNOW which doesn't exist really in the game, that's sad too !!
Shouldn't be so hard, since we have access to almost all variables + all DDS.
=================================
If someone succeed in having a nice CUSTOM smoothed surface from 3DS Max in 3dSimEd/Shift, I would love to hear the technique apart from SETH !
QuadCoremax
11 February 10, 19:59
I GOT IT____SMOOTH CUSTOM SURFACES/MESHES INTO SHIFT !!!!
After a few testing & analyzing the Shift rendering, I'm completely satisfied with the results ! So the problem was the triangulation, finally the solution is just to export as NURBS & then from 3DS Max which will do a great job of automatically converting it to a perfect 3-sided tessellated polymesh, re-export it to 3DsimED. From there, you do the final work (texturing, exploding, adjusting position...etc).
The real problem now : UV Mapping.
For what I learned, the professional technique is to group UVs, that's why you'll see in most diffuse textures many different car parts. All these textures won't be usable, if we model new cars, so new textures need to be created. It's a huge challenge, takes a lot of time & some additional software must be used to do it right !
SETH Alpine
11 February 10, 20:31
When you save your work in .3DS files with the Nurbs Modeler MOI (Moment of inspiration, made by the creator of Rhino) , it convert very well the nurbs, better than rhino, (BUT there are some problems of compatibility with the models created by Rhino)
MoI seems to be a very good modeler to begin in Nurbs modeling and integrate the result in game.
i didn't know that 3DSmax could open a Nurbs file, i 'll try with a trial version of it in order to compare. (but i really don't know this software)
Cause this afternoon , i've spent 5hours to rebuild the meshes of my rear wing. The wing are good now, but others default are born on the edge of the bumper!
And as said QuadCoremax:"I mean my custom wheel won't be rendered as smooth as I expected originally ingame nor in 3DsimED !" so i'm little exhauted too, i'm not a perfect modeller but my 3D nurbs deserve better render... i'm used to work too much to my taste to correct all the defaults during the export procedure...
http://www.zimagez.com/miniature/shift2010-02-1116-19-06-93.jpg (http://www.zimagez.com/zimage/shift2010-02-1116-19-06-93.php)
Deep paint 3D plug'in for Maya (but expensive) for U.V mapping
http://www.righthemisphere.com/products/dp3d/Deep3D_UV/index.html
stanley2011
11 February 10, 23:11
there are few bugs to correct in this version 0.9.I´ve already begun to make a 1.0 version with some correction, but i prefer to wait a little.When we´ re able to create his own slot, not just a copy, having a second mustang is already possible. But not a second mustang with a different behavior or a different body.
I´ ll release it at this moment
Remember that in my Gallardo spider mod, you´ve a file for switch off the damage effect
Black big meshes appears in case of crash
@Cric: do you use this tip (your tip, in fact)in your F1 mod? Have you the same effect without?
Sorry but i didn´t play with it again, cause i´ve not finished my career :)
So the mod A410 works well, try to re-install it .. I can´t help you more.sorry..
It seems like whenever there isnt another of the same car it works well especially when i race alone but when there is the same car in the same race, my game crashes to the desktop. Btw, is there a reason why my unpacked version gets such low frames, sometimes even dipping down to the 30's when my packed gets a lot more than 60. Is it because of all the mods?
stanley2011
11 February 10, 23:12
@acti0n
Yep, this could be a way of doing it !
Normally, you add mesh details in the NM (Normal Map) you generate from your 3D mesh (Zbrush / Mudbox, etc...). You could think NM as high detail cloth you wrap around your mesh in the NM slot, i.e. in Shift it would go to the bump map slot. Doing so, you give that illusion there's a lot of detail on the mesh + you adjust the shader params, i.e. enabling PARALLAX OCCLUSION which will give a more real apparence [CryTek Engine 2 = Worlwide Best 3D engine]! For all that stuff, you'll need for SURE a real nice UV map from your mesh (unfold/unwrap functions), where you can layout your amazing NM + all remaining maps (spec, env...)
Sadly, I haven't see NOTHING about shader params in 3DSimED.
@SETH Alpine
Thanks again, you're a cool guy. Yesterday, I spent some time in analyzing/generating/optimizing the mesh network of your mesh + my mesh + SMS mesh : hhmmm ! I mean my custom wheel won't be rendered as smooth as I expected originally ingame nor in 3DsimED !
Must find a solution, how to present to 3DsimED a clean ready 3-sided poly mesh, which I have tried, but my eyes don't like what they see. I got some skillz in NURBS (Non Uniform Rational B-Spline) modeling & my last 3D model (Ferrari Maranello 550) was build in 2 days (~156 rebuilded curves) after months of experiencing most known techniques. For sure, it's not the same purpose, that's the main big issue, my Ferrari was for rendering not for gaming !
@stanley2011
Thanks man, I made assets (building : TajMahal + character : dragon) for the community, + some heavy simulations (dynamics/physics) to observe reactions, i.e. wind activating dynamically windmill wings (WITHOUT SCRIPTS)...all compatible with Crysis/Crysis WarHead/Crysis Wars.
Was yesterday thinking, we should create a PHYSICS Mod, which will enable some forces (wind, tornadoes) & reacting with our cars, I hope I'll wake some spirits here, since this could be absolutely possible.
Another thing, is RAIN/SNOW which doesn't exist really in the game, that's sad too !!
Shouldn't be so hard, since we have access to almost all variables + all DDS.
=================================
If someone succeed in having a nice CUSTOM smoothed surface from 3DS Max in 3dSimEd/Shift, I would love to hear the technique apart from SETH !
I think a physics mod would be a great idea. I would love to see that happen. I just wish there were more graphics mods that are compatible with Warhead.
cric
12 February 10, 04:07
there are few bugs to correct in this version 0.9.I´ve already begun to make a 1.0 version with some correction, but i prefer to wait a little.When we´ re able to create his own slot, not just a copy, having a second mustang is already possible. But not a second mustang with a different behavior or a different body.
I´ ll release it at this moment
Remember that in my Gallardo spider mod, you´ve a file for switch off the damage effect
Black big meshes appears in case of crash
@Cric: do you use this tip (your tip, in fact)in your F1 mod? Have you the same effect without?
Sorry but i didn´t play with it again, cause i´ve not finished my career :)
So the mod A410 works well, try to re-install it .. I can´t help you more.sorry..
yes i use it or elseblack meshes appear
you can have different body you have to change it in .vhf file
ex:
<MATRIX id="8" Offset="0.840000 0.330000 -1.390599" Orientation="0.000000 0.000000 0.000000 1.000000" parent="0" />
<NODE type="LOD" Name="PAGANI_ZONDA_R_DISC_LF_LOD0" MatrixNumber="8" subobjects="1">
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
<NODE type="OBJECT" Name="PAGANI_ZONDA_R_DISC_LF_LODA" MatrixNumber="8" instances="1" userflags="256">
<RESOURCE Filename="vehicles\f1\PAGANI_ZONDA_R_DISC_LF_LODA.meb" />
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
</NODE>
<CONTROL Distances="0 " />
</NODE>
have to change resource file directory in .vhf file
SETH Alpine
12 February 10, 08:53
i "know" how it works, but i never try to change this coordinates..is it really just a center point and a radius for every part, to change..?it looks too easy...
add to this , take a look to the collision files which are C:\SHIFT\vehicles\physics\collision
I guess that it's more complicated...Thant it seems.
bikerjimuk
12 February 10, 08:57
Seth
I sent you a PM yesterday, could you have a look please?
SETH Alpine
12 February 10, 16:59
http://www.zimagez.com/miniature/alpinea415shift.jpg (http://www.zimagez.com/zimage/alpinea415shift.php)
Sorry for slow answers, i am bery busy by my regular job.
Yes, i could, thanks for your help, i've sent you the Concept Alpine A415 instead of the GT40Mk7 (not enough advanced)
cric
13 February 10, 11:35
f1mod in its own slot no replacement:-D tier4 car
http://www.nogripracing.com/details.php?filenr=25513
QuadCoremax
13 February 10, 14:19
@cric
Very cool cric, I'll try it out !! Thanks for making a nice discovery !
Can someone find a way to have custom slots for vinyls ? I've tried to add some slot & it works, but we haven't the GUI preview image of it !
@SETH
I forgot to tell you, your new steering wheel of the Alpine isn't aligned to the old/original PP (pivot point). Should be easy to fix.
Also, your wheels kind of moving strangely, maybe I'm wrong ! The same thing I guess, the PP wasn't aligned correctly to the original one.
@ALL
We still have a big worry, what about these famous _damage.meb files ? As you know, when opening/importing them, nothing will appear in the scene, so what's really inside them ?
I'm suspecting these files to contain vertex weights used for mesh deformation reacting to ingame forces (G-Force i.e.), that could explain why we see nothing.
Also looked deeply in scripts files, looks like quite complicated to mod it correctly. Hope someone knows a workaround, I love to play with FULL DAMAGE on, would like to see our new cars with it !
SETH Alpine
13 February 10, 14:21
@ Cric:Does it change the textures of the Pagani? Or have you made a special way to use the modify textures files? EDIT I'll consider your F1 and its mod files.
Great improvement Cric, :thumbup:perhaps you should write a special .LST file to avoid the to erase others new mods (or add a comment in the readme file)
You can add your own tyres files too, by adding it in the list in the .XML file ( here C:\SHIFT\vehicles\physics\tyres)
very smart to have add. BMT materials that you want added
Simple, but I hadn't thought about it :-P
The render of my concepts will be much better thanks to this discovery:thumbup:
@QuadCoremax: For me, it wasn't easy to change the Pivot point, it's not like in GTR2, i didn't succeed to modify the PP in the file...This is why, Cric has taken the Pagani for his mod, cause the steering wheel was already in a good position , unlike my modding Cobalt. But I didn't want to sacrifice one of the supercar.
The wheels are entirely in 3D, no .DDS mapping to give an impression of fast rotation like in the game. So when you made wheels only in 3D, it turn like that.
And you've right about the damage script files, for me without the dev tools...it's quite impossible to mod this.
cric
13 February 10, 15:04
@ Cric:Does it change the textures of the Pagani? Or have you made a special way to use the modify textures files? EDIT I'll consider your F1 and its mod files.
Great improvement Cric, perhaps you should write a special .LST file to avoid the to erase others new mods (or add a comment in the readme file)
You can add your own tyres files too, by adding it in the list in the .XML file ( here C:\SHIFT\vehicles\physics\tyres)
.
yes it changes steering wheel texture of zonda r :-(
other than that the textures are original like paint, carbon, glass, display etc
ok but how to make another .lst file
it uses slick_gt1 tyre file i dont know the physics of tyre to make original
rfactor tyre file gives oversteer:thumbdown:
cric
13 February 10, 15:09
@cric
Very cool cric, I'll try it out !! Thanks for making a nice discovery !
Can someone find a way to have custom slots for vinyls ? I've tried to add some slot & it works, but we haven't the GUI preview image of it !
custom slots? like adding liveries
SETH Alpine
13 February 10, 15:11
i'm trying to create this new .LST file in this moment.
Just copy the same that the DLC's one, rename it, put your data. Don't know if it's enough...i'm going to test that later
HOW TO CHANGE THE SIZE OF A TEXTURE UNDER 3DSimeD
http://www.zimagez.com/miniature/textur0.jpg (http://www.zimagez.com/zimage/textur0.php)
cric
15 February 10, 14:14
^nice it reduces size
the alpine steering wheel is not centered the coordinates must be 0,0,0 in 3d simed and have to adjust the offset in vhf file
QuadCoremax
15 February 10, 21:36
custom slots? like adding liveries
Liveries too, it's already done ! Just create your livery (DDS) & add it in 1 file which I don't remember, but you should find it quickly. Inside of it, you'll see all available liveries for the concerned car ! Add your livery in the xml like the existing ones + save it & enjoy it !
@Seth
The PP has to be set in 3D & snapped to the World origin/space to align correctly things ! I've done 2 days of testing, just for position/orientation of objects + UV maps + Sudivisions / Nurbs Export !
So YES, we can almost do anything : New Materials + Liveries / New cars & maybe soon Tracks too. :-)
QuadCoremax
16 February 10, 13:38
Hey guys,
Here's a link you should check :
http://www.nogripracing.com/forum/showthread.php?t=189371
I created this really quick front bumper in 1 hour (NURBS) & managed the damage file like it should. NO BLACK BOXES when crashing, but I still have issues > car color is going crazy___LOL > just made a copy & replaced my modded front bumper part with the damage one to avoid Black Boxes !
The meb file is really optimized this time, I had a 250 ko file before, now it's about 30 ko only !!!! Not even optimized, I mean I added even more Isoparms in the Nurbs surface (Rebuild Surface function)
http://xs.to/image-2880_4B7A0561.jpg (http://xs.to/image-2880_4B7A0561.jpg)
http://xs.to/image-310A_4B7A0561.jpg (http://xs.to/image-310A_4B7A0561.jpg)
Hope you like it, I'll come with some heavy stuff for Shift, be prepared !!!
=====================
Phenom X4 9950 BE OC 2900MHZ
OCZ Gold DDR2 4gb OC 1066MHZ
Gigabyte GA-MA78G-DS3h Rev2.0
ATI Radeon HD 4870 1024Mb DVI/HDMI
ATI Radeon HD 4670 1024Mb DVI/HDMI
Triple Screen 19" LCD 3x DVI (Soft Triple Head)
Desktop/Gaming > 3840x1024px ~ 4 MegaPixels
XP SP 3
G15
G25
=======================
More Info about My Custom Non-Standard Res :
http://www.kegetys.net/forum/index.php?PHPSESSID=a706fac8cafceb6699f8c824fb5d45 9a&topic=1673.0
cric
16 February 10, 15:29
any ferrari's on the list:-P
SETH Alpine
16 February 10, 17:06
@Cric and QaudCoremax: thanks about the info about the PP, i'll try to fix that.
with a nicer steering wheel
cause we don't need to use only the material of the donor car now
Adding materials from an another car
It's quite easy in fact :) (thanks Cric) just drop the material in your file
here , in this example, you've Renault,Chevrolet and Koenissegg 's material! It'll improve nicely the render :D!!
Someone has seen some butter/brown leather material in a car ? I'm searching for it, but no way to find it (and i don't want to modify an existing one)
http://www.zimagez.com/miniature/addingmaterials.jpg (http://www.zimagez.com/zimage/addingmaterials.php)
But WARNING: you can have some issue sometimes, ex: PAINT in interior cockpit, LiGHTS material should be only in the light.MEB file, it depend, so save your work often.
EDIT/ if you use the method for a stand alone car p11 of this thread, the material added must be in the donor file too, + in your new car file.
@ QuadCoremax:I hope that you'll make a tutorial about how to manage the damage file like it should
http://www.nogripracing.com/gallery/showphoto.php?photo=85054 :mrgreen:
http://www.zimagez.com/miniature/shift2010-02-1620-35-11-18.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-35-11-18.php) http://www.zimagez.com/miniature/shift2010-02-1620-39-32-53.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-39-32-53.php)
http://www.zimagez.com/miniature/shift2010-02-1620-34-31-42.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-34-31-42.php) http://www.zimagez.com/miniature/shift2010-02-1620-37-04-79.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-37-04-79.php)
http://www.zimagez.com/miniature/shift2010-02-1620-33-47-68.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-33-47-68.php) http://www.zimagez.com/miniature/shift2010-02-1620-35-35-25.jpg (http://www.zimagez.com/zimage/shift2010-02-1620-35-35-25.php)
f0xx
16 February 10, 20:20
Amazing work guys!
Juls sharper tyres and now this :D
Shift's future is garanteed :mrgreen:
acti0n
17 February 10, 00:42
Yes, IT IS!!!!
SETH Alpine
17 February 10, 15:00
any ferrari's on the list:-P
NO WAY:mrgreen:
As the 3D F355/348 that I had done for GTR2 is far from perfect (modeled in 2 weeks) and others of this style like the 288GTO is a LowPoly models, and not very faithful, bad wheelbase, windshield too flat, roof too, etc ... (although great job of the author:thumbup:, but I think that his blueprint was not very accurate ..) The interior is perfect build
But others will have better 3D, you can buy much better than those available in GTR2
I like the GTO, but this car require to redo the whole 3D to integrate it in Shift, and of course the authorization to use the mod files that they are perfect.
http://www.zimagez.com/miniature/288gto.jpg (http://www.zimagez.com/zimage/288gto.php)
is there someone who know how to change the class of a car, i've modified the number in the file, but it doesn't work...
matt2380
17 February 10, 23:38
Brilliant work happening here!
Hoping someone might know how to disable car damage entirely? (for testing purposes)
EDIT: Found it. Set "DAMAGELIMITS minimumSpeed" to a very high value in vehicles\damage.xml file.
acti0n
19 February 10, 16:12
What about the progress with Tracks??
I think it would be very nice to convert Mid Ohio or Le Mans these two are the best looking Tracks for rF, GTR 2 & more :)
And they are nice to drive too :)
cric
19 February 10, 16:54
What about the progress with Tracks??
I think it would be very nice to convert Mid Ohio or Le Mans these two are the best looking Tracks for rF, GTR 2 & more :)
And they are nice to drive too :)
i h've converted silverstone from shift to rfactor:-P
created reverse aiw for silverstone and import reverse aiw to back in to shift
everything works fine in shift but timings do not work:-(
acti0n
19 February 10, 16:58
rFactor is Shit :P (If you drive with sharp Tyres, then I like Shift more)
But that's OT
Do you think it's possible to Convert gMotor 2 Tracks to Shift?
cric
19 February 10, 17:02
typo error that was shift not shit:laugh:
SETH Alpine
19 February 10, 17:48
What about the progress with Tracks??
I think it would be very nice to convert Mid Ohio or Le Mans these two are the best looking Tracks for rF, GTR 2 & more :)
the creators must give their authorisation first...
We managed to make a copy of the current tracks.
But for the moment none of the changes on the elements of the scenery is recorded in the . SGB track's file.
You have 2 identical tracks with a different name, and that's all But what you rename the files or not, 3D is still the same
if you erase your Mytrack.SGB file; you've have just the sky dome, you can't updated it, when you change a .NFS object of the track, the SGB file isn't updated too
Unless others have managed to do it...?
SETH Alpine
19 February 10, 19:28
you can have a different body in a copy of a car, you have to change it in .vhf file
ex:
<MATRIX id="8" Offset="0.840000 0.330000 -1.390599" Orientation="0.000000 0.000000 0.000000 1.000000" parent="0" />
<NODE type="LOD" Name="chevrolet_cobalt_DISC_LF_LOD0" MatrixNumber="8" subobjects="1">
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
<NODE type="OBJECT" Name="chevrolet_cobalt_DISC_LF_LODA" MatrixNumber="8" instances="1" userflags="256">
<RESOURCE Filename="vehicles\chevrolet_cobalt_ concept_A510\_R_DISC_LF_LODA.meb" />
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
</NODE>
<CONTROL Distances="0 " />
</NODE>
have to change resource file directory in .vhf file
For the track , we don't have access to this kind of file....
http://www.zimagez.com/miniature/ss212333.jpg (http://www.zimagez.com/zimage/ss212333.php) http://www.zimagez.com/miniature/ss212711.jpg (http://www.zimagez.com/zimage/ss212711.php)
On these 2 pic, it's not London circuit but a copy of it.
I guess, we have to write something like that, but unlike .VHF files for vehicles, the file (BML or SGB) for track is not readable...
<RESOURCE Filename="tracks\newtrackname\London_circuit_bridge.meb" />
QuadCoremax
20 February 10, 15:54
Nice work !
Now, you should really look into UV's to finish your work. As you know, we already have Ferrari's normal + dif/spec maps so it's quite easy to adapt.
Also, before export (easier way) your mesh should be checked after some flipped normals, as you can see in the pictures, some meshes are not rendered/visible.
A last thing, try to add thickness to the bumpers & hide all the parts we shouldn't see > behind wheels for example.
============
I've been looking these last days to fully customize the wheels > new Diff / NM / Spec map + new geometry > tire + wheel. The results are impressive & a lot better than Shift (custom NM > detail everywhere). Some issue with the maps, as I discovered, meshes sometimes shares same materials, this can lead to overlapped UV's...
Also, got some weird effects, the tire texture rotating in the opposite direction, but sits perfectly on it...(thx to my UV map). Had a lot of alignment problems too, also fixed. Next thing, the 2 remaining LOD levels which I'll integrate fully to my new custom rims, it definitely adds more realism !
f0xx
20 February 10, 16:18
Great job guys, amazing work!
SETH Alpine
20 February 10, 17:56
I've erased this 348Tb, i won't do any Ferrari cars, added to this, my 3D wasn't a fairly faithful reproduction, it required a little work, it was just a try (this is why some mesh wasn't visible ) i've already replaced it, by this GT21 from GTR2 based on the PAGANI ZONDA chassis : It will a full stand alone car! No texture replacement
Of course , it's a wip, need a little remeshing to improve the GTR2 model
http://www.nogripracing.com/gallery/data/2010/02/thumbs/05ebf9dce52abcfa4f8a9f887c46189c71246c56.jpg (http://www.nogripracing.com/gallery/showphoto.php?photo=85497)
There are not enough people interested by the modding to lose some precious time to make a perfect model ( 1200 download for the A410 concept...), i'm not a professionnal of the 3D universe,and there are some more important things to do in the life. :)
Now i want to make an original track for SHIFT, and finish my own concepts for myself (and for those of you interested in ) without worrying about reaching the level of perfectionism that requires the sale of a product.
I'll probably have to move on.
Do not worry, there will be other modders to make the car of your dreams, we will ask some questions about the origin , and the amount of work actually provided, but not for long. ..
@QuadCoremax: ces histoires d'UV map j'y pige que dalle :mrgreen:
QuadCoremax
22 February 10, 15:00
@SeTH
Je te comprends à 100% ! C'est pour notre propre plaisir avant tout...
Je ferais comme toi, sans faire de release dans le futur...
Contrairement à toi, je suis perfectionniste et quasi jamais satisfait, donc surement j'irais 1 peu + loin que toi, mais au prix fort, 1 voiture complète prends beaucoup de temps.
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I'm also working on tracks, honestly shouldn't be that hard ! > UVs will come again => road textures + almost everything.
It's gonna be a pleasure creating/generating custom complex terrains (already done it for CE2), using HM (heightmaps) for example, & projecting new Shift roads/tracks on top of it...I really must do a test if that works like I expect...Could change the whole Shift gaming experience !
Talking about tracks, I imagine some kind of DIRT2 mod, with nice long jumps & the road texture replaced with the sand texture...+ all planes trees go in the trash & replace them by the palms trees to give that real looking, that depth looking, no ILLUSION EFFECTS in my mods !
f0xx
22 February 10, 15:10
Damn now thats being ambicious, vous êtes vraiment un perfectionniste xD
Rlem66
22 February 10, 16:08
un BIG UP pour les modeleurs !!!!
a few questions :
Is the pilot fully modeled ?
Is an open-wheeler possible ? (i dream of an Ariel Atom in NFS)
http://www.zurloan.com/wp-content/uploads/2009/09/06-ariel-atom.jpg
SETH Alpine
22 February 10, 18:21
I know how to create a duplicate track
unfortunately. the files BML. and SGB are not updated after an modication of a .MEB file, I tried some software for it ... No results
In short you can now make a copy of car, and a stand alone on the basis of a Pagani, for example.
I explained that: if your car is based on a "pagani", it works if you rename it like that:Pagani_zonda_R_conceptAlpine .
You don't have the liberty to rename it.
a name like: Concept_Alpine_A410 can works (8h to test ...) but you won't have the 3D of your concept, only the Pagani, except if you modify the file of the original Pagani (but it's not the aim, of course)
Create a new brand is very difficult because some files VHF (VHF.BML not the other) for cars and Raceline.BML and SGB for tracks, can't be updated
I sent an email to Dave Noonan to see if he can achieve that, almost for the track
We need that of . SGB really updated
without that, no possibility of new track. Only replacement one (and even..not obvious,many "event" block it), You can only change an existing one for the moment.
Unlike the car, a track called London_new track, can't be modified at all, you've only twice the same...for the cars , you have a available writable .VHF (cockpit and body), but not for the track.
A Pagani_zonda_R_WEHRUNG GT21 on a copy of London Track...
http://www.zimagez.com/miniature/ss182630.jpg (http://www.zimagez.com/zimage/ss182630.php)
http://www.zimagez.com/miniature/ss20422.jpg (http://www.zimagez.com/zimage/ss20422.php)
here it's not my concept A410, but a new one fully stand alone car, Concept_Alpine_A510...:crying:with the good name in the selection menu, with his own engine , physics, etc...but the 3D of the donor ....
how to rename the file for a new car :edit:SEE PAGE 11 for a complete method
http://www.zimagez.com/miniature/nameofthefiles.jpg (http://www.zimagez.com/zimage/nameofthefiles.php)
"Real" stand alone car isn't not for today. edit: TUTORIAL page 11
http://www.zimagez.com/miniature/ss21248.jpg (http://www.zimagez.com/zimage/ss21248.php) http://www.zimagez.com/miniature/ss212751.jpg (http://www.zimagez.com/zimage/ss212751.php)
@Rlem66: yes an open wheeler is possible:
1. as replacement car (much more simple) physics, engine,sound, as you wish.
2. as a semi-replacement car (file renamed as Lotus_exige_ariel by example), but you can't modify (almost but not ) all the parameters without changing the Exige stuff too...
3. as fully stand alone: not possible (but perhaps in March...)
cric
23 February 10, 09:58
seth are you able to import custom tyres
SETH Alpine
23 February 10, 10:47
<MATRIX id="8" Offset="0.840000 0.330000 -1.390599" Orientation="0.000000 0.000000 0.000000 1.000000" parent="0" />
<NODE type="LOD" Name="chevrolet_cobalt_DISC_LF_LOD0" MatrixNumber="8" subobjects="1">
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
<NODE type="OBJECT" Name="chevrolet_cobalt_DISC_LF_LODA" MatrixNumber="8" instances="1" userflags="256">
<RESOURCE Filename="vehicles\chevrolet_cobalt_ concept_A510\_R_DISC_LF_LODA.meb" />
<SPHERE Centre="0.026000 -0.000000 0.000000 1.000000" Radius="0.177529" />
</NODE>
<CONTROL Distances="0 " />
</NODE>
have to change resource file directory in .vhf file
i've edited my last message to show you how to edit correctly the name of the file to create a new working 3D car
don't forget to modify the name of the ressource file on your VHF file.
@Cric: i guess...yes, what do you want exactly, bigger size?
edit the C:\SHIFT\vehicles\physics\vehicles\chevrolet_cobal t_concept_A510.VDF
<prop name="Wheel FL Dimensions" data="0.225;0.656" />
<prop name="Wheel FR Offset" data="-0.85;0.301;-1.180" />
<prop name="Wheel FR Dimensions" data="0.225;0.656" />
<prop name="Wheel RL Offset" data="0.86;0.281;1.35" />
<prop name="Wheel RL Dimensions" data="0.255;0.72" />
<prop name="Wheel RR Offset" data="-0.86;0.281;1.35" />
<prop name="Wheel RR Dimensions" data="0.255;0.72" /> wide/diameter
or new 3D (slick or sculpted)?
By hazard,i'm just working on the wheel now, because the A510 has bigger wheel in the rear, than in the front.
http://www.zimagez.com/miniature/shift2010-02-2311-21-58-43.jpg (http://www.zimagez.com/zimage/shift2010-02-2311-21-58-43.php) http://www.zimagez.com/miniature/shift2010-02-2310-39-08-37.jpg (http://www.zimagez.com/zimage/shift2010-02-2310-39-08-37.php)
cric
23 February 10, 15:35
yeah but that effects physics only not visuals, im talking about new 3d tyres they do not render ingame
walter36
23 February 10, 20:12
Hi guys
Would it be possible to remove the bumps that are placed at Autopolis GP Track before 2curves,these bumps where obviously placed to entertain the arcade crowd,they do however,render the track useless for bigger faster cars,eg the gt40 they cause so much
slowdown and agro that the track is no fun to race on with faster cars!:crying:
Cheers
Walt
SETH Alpine
23 February 10, 20:25
Exact: "Wheel RL Offset" is visual , "dimensions" not EDIT : dimensions aren't not only visual
I will try tomorow to make bigger tyre in 3D, i guess there will no problem to make it, and import it
@Walter36: picture of this "bumps" please...
shinsou
23 February 10, 20:37
Hi guys
Would it be possible to remove the bumps that are placed at Autopolis GP Track before 2curves,these bumps where obviously placed to entertain the arcade crowd,they do however,render the track useless for bigger faster cars,eg the gt40 they cause so much
slowdown and agro that the track is no fun to race on with faster cars!:crying:
Cheers
Walt
Heh, unfortunately many tracks become useless the further you advance in the tier levels. In my opinion there's just a handful of tracks which are playable with the faster cars. :angry:
walter36
23 February 10, 21:57
@Walter36: picture of this "bumps" please...[/QUOTE]
Hi
I attached a jpg to show you the Bump locations on Autopolis :crying:
Cheers
Walt
SETH Alpine
24 February 10, 10:07
http://www.zimagez.com/miniature/jantessize.jpg (http://www.zimagez.com/zimage/jantessize.php) http://www.zimagez.com/miniature/shift2010-02-2410-20-10-20.jpg (http://www.zimagez.com/zimage/shift2010-02-2410-20-10-20.php)
I didn't remember, i had already tested that few months ago.
You can resize the wheel, no problem
you can't resize the tyre without losing the mapping, even if you rescale the UV mapping in 3DSimeD (looks the capture , rear wheel)
same thing if you want to change the texture of the brake disc...
Change the texture of the tyre by one of yours (leather, metal, etc..), doesn't work too
Replace the 3D tyre by an another brand (pagani by example), doesn't work
@Walter: there's nothing strange to me ...Try to explain better, i'm french you know...what do you mean by "bumps"? show me a real capture of the scene, please...the road level is too high at one point or the corner is too slow...?
Anyway, we can only modify the original track, and not all in the track...
@QuadCoremax: as you can see, the colored parts are Nurbs converted in meshes save as .directX ( during the import need to be rotated neverless), it seems slightly better (less smooth) than saved in Rhino in .3DS, when you import it, in 3DSimeD :)
The brake disc were mesh originally, it's more obvious too
http://www.zimagez.com/miniature/directx0.jpg (http://www.zimagez.com/zimage/directx0.php)
walter36
24 February 10, 20:47
@Walter: there's nothing strange to me
There is a negative bump that throws the cars in the air and consequently flayers them straight off,try it with gt 40 at racing speed,then you will understand.
It renders the track useless for big car racing.
Cheers
Walt
shinsou
24 February 10, 21:11
I know of those tricky bumps you're talking about, but unfortunately I cannot help you with that. :( Maybe you're just driving too fast there or you're hitting them on the wrong spot. Try to leave the gas pedal alone for s split second or shift down on these spots if necessary before accelerating again.
walter36
24 February 10, 22:55
The problem is I run medium to hard suspension setting to make good handling car
these bumps then really amplifie and make you airborne.
Cheers
Walt
SETH Alpine
25 February 10, 17:21
Dimensions aren't not only visual
VDF FILE in C:\SHIFT\vehicles\physics\vehicles
<prop name="Wheel RR Offset" data="-0.86;0.340;1.35" />
<prop name="Wheel RR Dimensions" data="0.255;0.68" />
it means (centimeter units) :
- Offset: 1/2 width path;height in the middle of the wheel; 1/2 wheelbase
- Dimensions: width of the tyre; diameter of the wheel
but you must find the good height value offset with the good diameter of the wheel
Compare your file's value to the others car's file
if the wheel is always too high/too low for the diameter choosen, you can manage it , by moving its coordinates in the other .VHF file ( in C:\SHIFT\vehicles\your car) containing all the position of the parts: don't forget to change the position of the tyre+wheel
<MATRIX id="36" Offset="-0.738000 0.320000 1.315000" Orientation="0.000000 1.000000 0.000000 -0.000000" parent="0" />
<NODE type="LOD" Name="CHVY_COBALT_WHEEL_RR_LOD0" MatrixNumber="36" subobjects="3">
<SPHERE Centre="0.001957 0.000000 0.000000 1.000000" Radius="0.273140" />
<NODE type="OBJECT" Name="CHVY_COBALT_WHEEL_RR_LODA" MatrixNumber="36" instances="1" userflags="368">
<RESOURCE Filename="vehicles\CHEVROLET_COBALT_concept_A116\CHVY_COBALT _WHEEL_RR_LODA.meb" />
<SPHERE Centre="0.001957 0.000000 0.000000 1.000000" Radius="0.273140" />
</NODE>
http://www.nogripracing.com/gallery/dispimage.php?cat=521&medium=86093
the A510 front hood updated (better mesh) with 18" front wheels (Diablo style) and bigger rear wheel 19" (A410 style)
Of course each side will have the same kind of wheel.
f0xx
25 February 10, 18:43
i like this one better nice job
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