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Old 2 July 12, 06:41   #1501
Chenuka
 
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Right downloaded the F12 berlinetta mod. Any one got an idea on how to get at and convert the models??? Unfortunately.....I didn't get permission from the creator but what I am going to do is buy the model myself.....however I thought I'd learn how to get the TDU2 model into s2U first....

Also guys my first question was ignored And I'd really appreciate if someone could answer it for me??

Quote:
So I exported the TVR sagaris as a OBJ with forza studio imported the lod 1 file into Zmodeller and saved it. I then extracted and added the textures of the car into Zmodeller. Apparently now I'm supposed to "apply textures to materials" however I know how to do this....but how Do I identify which texture goes on which material???
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Old 2 July 12, 16:33   #1502
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Originally Posted by JDougNY View Post
Forza texture assignments by Material for exterior (Lod 1 models)

Make sure you have the textures from the "Shared" folder in Forza, as some of those textures will be needed.

Badge = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Black = nodamage from Forza, or common_black from S2U

Black Glass = rename material to "Generic_Glass_Black" and use the textures from the S2U material

Body/Body_2 = rename as a paint material and use the textures from the S2U material

Bumper_Frame = bumper_frame from the shared textures in Forza

Carbon_Fiber = carbonFiber & carbonFiberNormal from the shared textures in Forza, or rename material to "Generic_Carbon" and use the textures from the S2U material (requires remapping of the UV's to use S2U textures)

Chrome = nodamage from Forza, or use textures from S2U to provide the desired effect

Detail_Glass_Amber = lights & damagelights from Forza
Detail_Glass_Clear = lights & damagelights from Forza
Detail_Glass_Red = lights & damagelights from Forza

Emblem = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Frame = nodamage from Forza

Glass (not detailed glass and covering the lights) = several options here, you could rename the material to either "Generic_Glass_Clear" or "Generic_Windows" and use the textures from the S2U material

Grill1/Grill2/Grill1_alpha/Grill2_alpha = use the grill & grill alpha textures from the shared textures in Forza, some of the common_grill texures in S2U can be substituted at times

Head_Light = lights & damagelights from Forza

Interior = nodamage from Forza

Lights_Glass = lights & damagelights from Forza

LiveryBadge = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Matte_Colors = nodamage from Forza

Misc = nodamage from Forza

Plastic2 = nodamage from Forza

Race_Kit_Red = nodamage from Forza, or a paint color texture from S2U if needed

Reflector = lights & damagelights from Forza

Reverse_Light = lights & damagelights from Forza

Rubber_Trim = nodamage from Forza, or common_black or common_leather02_nero from S2U

Tail_Light = lights & damagelights from Forza

Textured_Reflector = lights & damagelights from Forza

Undercarriage = undercarriage from the shared textures in Forza

Window = rename material to "Generic_Windows" and use the textures from the S2U material

Create your own specular/normal textures and you can also make use of the common_xxx specular textures in S2U for your materials.

Where you have materials of different names using the same diff/spec/norm textures and the same shader/technique, you may choose to use a common material name (such as "Misc", "Lights", etc) to reduce the amount of material files for your car.
Thanks bro I appreciate it.
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Old 2 July 12, 16:47   #1503
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Quote:
Originally Posted by JDougNY View Post
Forza texture assignments by Material for exterior (Lod 1 models)

Make sure you have the textures from the "Shared" folder in Forza, as some of those textures will be needed.

Badge = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Black = nodamage from Forza, or common_black from S2U

Black Glass = rename material to "Generic_Glass_Black" and use the textures from the S2U material

Body/Body_2 = rename as a paint material and use the textures from the S2U material

Bumper_Frame = bumper_frame from the shared textures in Forza

Carbon_Fiber = carbonFiber & carbonFiberNormal from the shared textures in Forza, or rename material to "Generic_Carbon" and use the textures from the S2U material (requires remapping of the UV's to use S2U textures)

Chrome = nodamage from Forza, or use textures from S2U to provide the desired effect

Detail_Glass_Amber = lights & damagelights from Forza
Detail_Glass_Clear = lights & damagelights from Forza
Detail_Glass_Red = lights & damagelights from Forza

Emblem = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Frame = nodamage from Forza

Glass (not detailed glass and covering the lights) = several options here, you could rename the material to either "Generic_Glass_Clear" or "Generic_Windows" and use the textures from the S2U material

Grill1/Grill2/Grill1_alpha/Grill2_alpha = use the grill & grill alpha textures from the shared textures in Forza, some of the common_grill texures in S2U can be substituted at times

Head_Light = lights & damagelights from Forza

Interior = nodamage from Forza

Lights_Glass = lights & damagelights from Forza

LiveryBadge = nodamage from Forza, sometimes nodamage_lod0 will work and look better

Matte_Colors = nodamage from Forza

Misc = nodamage from Forza

Plastic2 = nodamage from Forza

Race_Kit_Red = nodamage from Forza, or a paint color texture from S2U if needed

Reflector = lights & damagelights from Forza

Reverse_Light = lights & damagelights from Forza

Rubber_Trim = nodamage from Forza, or common_black or common_leather02_nero from S2U

Tail_Light = lights & damagelights from Forza

Textured_Reflector = lights & damagelights from Forza

Undercarriage = undercarriage from the shared textures in Forza

Window = rename material to "Generic_Windows" and use the textures from the S2U material

Create your own specular/normal textures and you can also make use of the common_xxx specular textures in S2U for your materials.

Where you have materials of different names using the same diff/spec/norm textures and the same shader/technique, you may choose to use a common material name (such as "Misc", "Lights", etc) to reduce the amount of material files for your car.

clear and straight to the point. As usual.
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Old 3 July 12, 10:06   #1504
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Bregel.
I have a little problem.
I added the LANCIA STRATOS files.
I addes the lines too ,both , crd and tyres..but the car doesn't appear in car lot.
Do you have any idea of what might be the problem?

Thanks and good job.
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Old 3 July 12, 10:34   #1505
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How can he know what is the problem if you said you did everything correct...
Try doublechecking before asking such questions. It's happening to people again and again they think they did everything ok and it's someone elses fault.
If the car doesnt work it's super certain that you messed something up
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Old 3 July 12, 12:21   #1506
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Sory guys, its my bad, I forgot to make vehicles folder under pakfiles. Reuploading now. For anyone know how to do it, just make vehicles folder under pakfiles and move the dummy files.
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Old 3 July 12, 13:40   #1507
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@Bregel there are some minor bugs, the pop-up headlights dont work.


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Old 3 July 12, 13:56   #1508
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^^
Maybe I missed another files because they should be work, I ll check it up. Meanwhile enjoy the ride.
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Old 3 July 12, 14:16   #1509
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Quote:
Originally Posted by Bregel View Post
^^
Maybe I missed another files because they should be work, I ll check it up. Meanwhile enjoy the ride.
thx, really appreciate your work. Great car!!

*edit*
Found your fix, thx.

Last edited by T0MMY3688; 3 July 12 at 14:52.
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Old 3 July 12, 16:38   #1510
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Bregel can you send me a link to the shared textures in forza 4??
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Old 3 July 12, 17:01   #1511
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I dont know the link, I am taking all the content from my forza disc. As JDougNY mention above, there are only few texture for common share to all car and you can use common texture from shift 2, they almost the same. And dont think that all forza texture in one folder like Shift, they are in each car folder.
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Old 3 July 12, 20:10   #1512
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Can anyone help me with a custom engine swap (and yes I've read this forum http://www.nogripracing.com/forum/sh....php?p=1581315), I'm trying to make the Lotus Exige S engine swappable with the Chevrolet corvette C06ZR1 (GT1) as a engine upgrade. Bringing me a step closer to make my own henessey venom gt.
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Old 3 July 12, 22:27   #1513
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Thanks for the FIX , Bregel.
Problem solved.
And...i think it was a minimal problem of the fact that i added the line to the end..and after a few minutes, i putted the line first on the top ,and it worked.

Well ,thanks again Bregel ,and G.J.
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Old 4 July 12, 14:33   #1514
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@JDougNY : it works and with all the upgrades installed except works but instead Drag Clutch and Engine it has 1271 BHP and it's weight is 1278 kg (2817.50 lbs). Now I need to edit the clutchtorque & baulktorque values and topspeed (any suggestion on the value of the multiplier? hennessey venom gt specs here : http://www.venomgt.com/the-venom-gt/specifications/).

The values in the lotus_exige_swap_engine.mrdf (is a duplicate of the chevrolet_c6z06_swap_engine.mrdf) are (used IEEE-754 Floating-Point Conversion), I've used your translated statistics of the audi s3 as a template.

00000020-00000023 = 82.248314 // Stock Top Speed
00000024-00000027 = 87.820686 // Works Top Speed
0000005C-0000005F = 551.21161 // Stock Torque
00000060-00000063 = 1000.2458 // Works Upgrade torque

Edit : I've edited these values they change in the garage but the car still goes only 280 km/h (155 mph) without tuning and 320 km/h (199 mph) with tuning (setting gearbox all the way to the right).

Last edited by bruce656; 4 July 12 at 20:32.
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Old 6 July 12, 12:27   #1515
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Chenuka, shared textures: http://rghost.ru/39068492 .
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Old 6 July 12, 13:30   #1516
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@JDougNY : is there a way we could expand the gear ratios values in the tuning menu (so that a "untuned" lotus exige stays the same as in the original game)?
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Old 6 July 12, 14:05   #1517
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@JDougNY : thank you for helping me, i've a question : what are the gdf files in the gearbox physics folder for? The code in your previous post contains strings for the CDF file in the chassis physics folder.

Edit : What have you done? You have unleashed the beast , the acceleration is just staggering, top speed (only tested on standing mile) 407 km/h (252.9 mph). This thing could easily smash a bugatti veyron (even the ss) in a drag race, even if they are works upgraded or have the drag upgrades installed.
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Old 6 July 12, 15:07   #1518
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The previous one was better (I think it was AdjustableGearsRange=4 and AdjustableGearsFinalRange=6), finding a good balance is essential if you want to get the most speed out of a car. If you set the final drive all the way to the right the car begins to struggle to reach gear 6.
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Old 6 July 12, 15:54   #1519
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Actually, Hennessey claims that the venom gt can reach a top speed of 440 km/h (273.4mph) but it is never tested.
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Old 6 July 12, 19:11   #1520
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@JDougNY : I'm making a standalone Hennessey Venom GT, all is going well but I need to know where the chassis file (cdf) is assigned to a vehicle.

Edit : I've tried the crd file, editing <prop name="Vehicle Physics Model" data="Hennessey_Venom_GT" /> but it only changes the vdfm and the mrdf to the hennessey one.
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Old 6 July 12, 19:37   #1521
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Sorry, I've downloaded your updated translation files and just saw it in the VDFM,
"00000030-00000033 = 00 00 00 00 = 00 00 00 00 = 0 (Caret Address 130) // Byte location in string data for Chassis CDF."
How do I make the VDFM file take the Hennessey's CDF instead of the Lotus Exige CDF?
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Old 6 July 12, 19:43   #1522
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Quote:
Originally Posted by JDougNY View Post
For those looking for a harvest of Ferrari's from Test Drive Ferrari Legends.

The Xbox360 file format is the same as all of the recent works from SMS (Shift, S2U). However, something was changed in the coding of the BFF files, so they won't unpack with any of the scripts I have on hand (shift or pcars). I've left P.M.'s to Luigi at Xentax and at his own site to see if he can review. Seeing as Luigi doesn't know me, he may ignore my P.M.'s.

I'm sure the PC version of the game will be the same format. Should the (PC Version) BFF's become unpackable, I'm fairly sure that the content can be utilized as loose files (a lot of simple copy/pasting). Tracks might work, too....provided they didn't rewrite/restructure the SGB and CSM, as they did when moving from Shift 1 to S2U.

The PC version would be the best source for the files, as there is more work to do when taking from the Xbox360 version. If the PC version ever releases.
Wow, i hope new tracks from TD Ferrari can be added. but since the tracks in S2U are not unpacked, is it possible to add more tracks (with proper sgb and csm)?

EDIT: one more question, what about tracks from pCARS?
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Old 6 July 12, 20:21   #1523
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Quote:
Originally Posted by bruce656 View Post
Sorry, I've downloaded your updated translation files and just saw it in the VDFM,
"00000030-00000033 = 00 00 00 00 = 00 00 00 00 = 0 (Caret Address 130) // Byte location in string data for Chassis CDF."
How do I make the VDFM file take the Hennessey's CDF instead of the Lotus Exige CDF?
Nevermind, found it. Now an other question how do you insert hex characters without making the game crashing.
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Old 6 July 12, 22:16   #1524
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@JDougNY: I named the cdf file hennessey_v.cdf and it works. I find it strange however that the car can't reach a decent speed in standing mile or drag (354 km/h or 219.97 mph max) but can reach a top speed of 412 km/h (256 mph, maybe even further) in race mode (did the straight line of the nordschleife track in reverse order). Maybe I have to edit the manual gearbox settings or make a new gdf file.
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Old 7 July 12, 02:27   #1525
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@WinnerSD47 thanks bro send me a message on FB what to do next
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Old 8 July 12, 16:24   #1526
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Chenuka

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Old 8 July 12, 21:05   #1527
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Can't import vanilla cars (the vhf files) of Shift 2 unleashed, in Zmodeler or in the trail version of 3DSIMED. In Zmodeler the car looks real weird (you can compare it with the damage model of the 599 GTO) with "spikes" sticking out everywhere and in 3DSIMED I get a error message "Unknown Size". Both programs work if I import a modded car (eg. the ferrari's on this site or the cars from WinnerSD47).
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Old 9 July 12, 02:45   #1528
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Weird, Importing Vhf.bml's works fine for me. It's editing and exporting the whole thing that causes errors....what is your version of zmodeler?
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Old 9 July 12, 08:52   #1529
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Right Thankyou JYdougNY...I've renamed and applied textures as you have stated above.....however there are some materials which have remained behind or left out in your statement before. I.e- these materials in particular are one's such as
eg-
"Material__11"
"Material__12"
"Material__16"
"Material__14"
"Material__15"

Also was it a mistake to import the model as a single form as opposed to importing it in it's groups??

I've renamed the materials as WinnerSD47 has shown me in his pictures (based on the textures of the jaguar XKR) Is this the correct procedure? I've renamed the textures of the FORZA model according the the "jag_xkr" names shown in Winner's picture.
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Old 9 July 12, 16:12   #1530
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Quote:
Originally Posted by Bregel View Post
Sory guys, its my bad, I forgot to make vehicles folder under pakfiles. Reuploading now. For anyone know how to do it, just make vehicles folder under pakfiles and move the dummy files.
INSTAL:
1. Extract all files into game folder or use JGSME Mod Enabler for save installation.
2. Add this line: "vehicles\LANCIA_STRATOS\@LANCIA_STRATOS.crd" to vehicles.lst located in SHIFT 2 UNLEASHED\vehicles folder.
3. Add this line: "" to tyreshd.xml located in SHIFT 2 UNLEASHED\vehicles\physics\tyres folder

which line at point 3???

Thanks
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Old 9 July 12, 19:22   #1531
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Quote:
Originally Posted by JDougNY View Post
It's best to not "select all" and export one OBJ out of Forza Studio. Zmodeler has a poly limit per object and will weld vertices when the limit is exceeded.
My knowledge of zmodeler is VERY limited, but could this be an example of what happens when verticies are welded when the limit is exceeded? I've got extensive use with another low budget modeling program which had similar effects on meshes when vertices got auto welded.



This happened when I imported a GRID model into zmodeler as a whole car rather than just parts at a time. When I imported just the body to test it, it came out fine. Some parts come out just fine, where others are just botched.
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Old 10 July 12, 03:10   #1532
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Quote:
Originally Posted by hanssluiter View Post
which line at point 3???
TiresLanciaStratos.hdt
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Old 10 July 12, 04:59   #1533
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Quote:
Originally Posted by JDougNY View Post
The wheel contained in the LOD1 of the TVR Sagaris has bad material names. Instead, use the wheel models from the wheel.carbin for the Sagaris. You'll see the following material names...
[Lod1 Wheel material names (for TVR Sagaris)]
Blur_lip = "wheel" texture
Blur_rim = "wheel0" texture for diffuse, "wheel2" or "wheel3" for blur diffuse
Inner_rim = "wheel" texture
Rim = "wheel" texture
Tire = N/A

Of course, you'll need to create any specular/normal/blur textures as needed.

Rename the materials in Zmodeler, prefixed with the name of your car as follows...
xxxx_Wheel = Blur_lip, Inner_rim, Rim
xxxx_Wheel_Alpha = Blur_rim



It's best to not "select all" and export one OBJ out of Forza Studio. Zmodeler has a poly limit per object and will weld vertices when the limit is exceeded. For myself, I create OBJ's to follow the existing cars (bonnet, boot, body, lights, wing, etc). This way, I don't have to spend time detaching/attaching in Zmodeler to create the proper mebs (only exception would be detaching to make the gearshift meb).
When importing I select "no mesh split", because the meshes in each OBJ were divided correctly in Forza Studio. The only trade off is that the material names repeat in the material editor. Not a big deal as it's easy to copy/paste everything in the material editor.


The correct way to make a standalone car is to have all MEBs and Material names match the name of your new car (not be named for another car in the game). Having your file names match an existing car is something one would do when replacing an existing car in a packed game. Of course, the "generic_xxxx" materials would remain named "generic_xxxx".

The material/shaders/techniques/environment map and tuning of properties might be too much to understand straightaway. You may need to resort to using existing BMT files. You would use a BMT file that has the correct shader/technique and has enough address space to accommodate the filenames of your textures. It's also good practice to hex edit the material name (within the BMT file) to match the file name (especially the paint BMT). Of course, any "generic_xxxx" material files are used as-is".
When the car is complete, the filenames of the materials/MEBs/plaintext for your car should match the name of your car. If the names don't match, then one should try to learn what they did wrong.

Zmodeler will generate usable MTX material files, which is the way I make my cars. This requires that you properly configure all texture properties (diff/spec/normal/etc), assign & set specular, assign and set environment map, assign shader/technique. After export, some materials simply need a change to shader/technique or a minor rearranging of a couple of properties. It's more efficient than hunting down and hex editing donor BMT files, and it allows for easier tuning of the material to suit the new car and textures used.
Lol, with due respect I'll try the simple way first...a bit fazzled after that....
So I'll tell you what I DID get from your description.

So I can delete the extra materials from the wheel textures, or at least make them transparent?

Right I didn't import several models from Forza studio only the lod1 of the TVR so basically at the point I'm at I need to break the model up into it's respective parts. Am I right?? Next time I attempt this I'll definitely do it your way though....Importing the various parts separately and renaming materials for all sounds slightly more easier than the trickier splitting of the mesh.

Okay, My knowledge of actually using tools in Zmodeler is minimal though.....I was okay with the material part of things because I've experimented with them whilst trying to fix the 458.....
ANYWAYS.. I don't know how you split the mesh, I mean I could probably figure out the means on my own but I don't want to use a wrong method and screw up everything..... I've been told what to name each partition but is it okay if I double check with you??

Also could you elaborate how exactly I would use exisiting BMT files?? I've apparently used XKR names to rename certain materials of the sagaris what exactly do I need to do?? (sorry but you might need to spell it out for me lol)
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Old 10 July 12, 09:24   #1534
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jdougny, i need your help...when i made new tyres...in the garage i see it, but in race ...only rims, when i use then one original tires.meb, i see all other tires....

and how i can save my skeleton/bone

Last edited by Nemesis28021982; 10 July 12 at 10:09.
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Old 10 July 12, 15:46   #1535
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thanks man, thats helps me again
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Old 11 July 12, 14:33   #1536
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Is there anyone who can make a DLC 3 wit all the new cars, just like the DLC 1 and 2.

A lot of people struggle with the files!!!!!

Thanks.
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Old 11 July 12, 15:11   #1537
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Quote:
Originally Posted by hanssluiter View Post
Is there anyone who can make a DLC 3 wit all the new cars, just like the DLC 1 and 2.

A lot of people struggle with the files!!!!!

Thanks.
Check your vehicleslist.lst see if in it there are entries for the DLC cars you want...If so...

Go to Shift 2 Unleashed/Vehicles open the DLC1, DLC2, DLC 3 files in notepad, delete everything in them and save each with a full stop.....

Play the game, open car lot, you should have them there....
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Old 13 July 12, 03:17   #1538
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JDougNY
How about the model compared to Shift series?
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Old 13 July 12, 08:05   #1539
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Quote:
Originally Posted by JDougNY View Post
@Bregel

Ferrari F430C from TD Ferrari Legends (Xbox360) compared to Ferrari F430C from Shift 1 DLC (Xbox360). Using all original Xbox360 source files from both games for the comparison.

- Wheels have a higher poly count by around +50% in TD version
- Exterior body parts have almost identical poly count
- Cockpit has an extra passenger seat in TD version
- Cockpit steeringwheel has 90 more polys in TD version
- If we exclude the extra seat from the Test Drive version, the interior has about the same poly count as the Shift 1 DLC version
- Some minor cosmetic changes to the TD version, but the model looks pretty much the same

I didn't compare the textures, because I would have to open them all in Photoshop to determine what their file name is supposed to be. Texture file names read like this "000ebbe0.xtx"

The PC version may have higher quality models (it's not likely...but never say never), but we won't know until that version releases. I'm waiting for the PC version to both play and determine whether I want to use anything from the game. It's too time consuming to hex edit chassis, suspension, gearbox, tyre and engine files (since all physics are coded files). So, I can't see (myself) bringing new cars into TD Ferrari.
Does it have the f12 berlinetta?? Is it's enzo more detailed?
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Old 13 July 12, 08:33   #1540
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so basically its need more effort for almost the same quality. Well, at least we still have better source with plenty amount of model. Until another even better "mesh can be converted" title coming.
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Old 13 July 12, 10:11   #1541
WinnerSD47
 
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Explain how make MTX mats and how to set up the gearbox.
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Old 13 July 12, 11:03   #1542
Chenuka
 
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btw how do you unpack BNK files??? I mean I downloaded the tool but there must be a newer version of it as I'm have trouble unpacking the certain BNK files in the f12 berlinetta mod.
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Old 13 July 12, 20:59   #1543
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Even though I can't stand Enzo's, nice job there JDougNY

Helps when you are really familiar with the files. Same for me and modding X3 Terran Conflict/Albion Prelude
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Old 14 July 12, 01:23   #1544
tedparkes
 
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Quote:
Originally Posted by JDougNY View Post
In post #1812, I posted some pics of the Exterior of the Enzo.
Attached to this post is the interior of the Enzo in TD Ferrari Legends. That is the default texturing/mapping. All I did was figure out the file names of everything, convert XTX to DDS and import the vhf.bml into Zmodeler. I disabled the environment map on a couple of materials as it was masking the detailing (such as the zoom in on the steeringwheel). Of course, these pics are with the model in Zmodeler, so the interior will look different when processed through the shaders in the game.

It appears the TD Ferrari makes use of Shift 1 shaders & techniques. So, there would be some materials that need to switch to the new shaders/techniques and formatting. MTX makes it easy to do, though. But, I'll wait for PC version....this was just to demonstrate the quality of the Xbox360 models.

Hello,

I am also trying to import the cars from Ferrari Legends into Zmodeler, but it is giving me an error. I am not familiar with importing shift or tdu models. If you could tell me how you got them to import, I would greatly appreciate it. I think you mentioned setting up the proper folder structure, but I don't know if that is all you had to do, and also what the proper structure is.

Thanks for any insight you can provide.

Ted
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Old 14 July 12, 03:46   #1545
tedparkes
 
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Thanks, JDougNY,

I got your reply, although it seems to be gone from the thread now, I got it in my email. I am not trying to mod S2U, I just want the models out of FL for renders, etc. Thanks for the tips, I will see if I can get it to work.
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Old 14 July 12, 06:01   #1546
WinnerSD47
 
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Chenuka, I took out your Ferrari and might will done.

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Old 14 July 12, 07:16   #1547
Chenuka
 
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JYdougNY, how do you do it man??? Everyone's loading you with questions yet you still persevere and help us out as much as you can. Once again thank you.

And Winner! I can't wait dude!! Thanks for taking the time to look into it...I know If I had tried to do it myself, the quality of all of this would be pathetic.
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Old 14 July 12, 11:29   #1548
Chenuka
 
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Also Winner The brakelights on the viper aren't working.... there's a missing texture on the rear window of the 458 italia making it perfectly transparent, it should be darker...

Also winner did you rip the model of the cockpit??
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Old 14 July 12, 16:49   #1549
hanssluiter
 
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Where can I download the Lancia Stratos mod, and how to install.

I had the first release but dont work.

Thanks
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Old 14 July 12, 17:13   #1550
T0MMY3688
 
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Quote:
Originally Posted by hanssluiter View Post
Where can I download the Lancia Stratos mod, and how to install.

I had the first release but dont work.

Thanks
you can find it in NFSCars.net showroom section.
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