NoGripRacing.com

Go Back   NoGripRacing Forums > PC Racing > NFS : Shift 2

Reply
 
Thread Tools
Old 27 August 12, 14:55   #1
BBoyJmE
 
Join Date: Aug 2012
Default Custom 3D Mesh to NFS SU2?

Hi All - I just wanted a simple yes or no answer (or a huge explanation i don't mind ) about the possibility to import your own custom car mesh into NFS Shift 1 or 2.


I have a copy of Z modeler and Im an expert in 3DS Max - I know all these custom cars are brought over from other games, however, is it possible to import custom models? I have read in the main thread somewhere that Zmodeler cant do it "ATM" and that was 2011 - I'm just curious because in the Zmodeler forums specifically in the NFS Shift Filter post, a guy uploaded pictures of his WIP Chevy in Shift, however it was his only post so I do not know if its his own custom Model.


Thank you in advance, I am dying to get my custom car in a game with good graphic and shift offers simulation! I managed to get my car somewhat working in GTAIV.
BBoyJmE is offline   Reply With Quote
Old 27 August 12, 15:12   #2
WinnerSD47
 
Join Date: Jan 2012
Default

BBoyJmE, Hi! I and my guys can try to add your mesh to game. We are may agree))
WinnerSD47 is offline   Reply With Quote
Old 27 August 12, 15:45   #3
Bregel
 
Bregel's Avatar
 
Join Date: May 2012
Location: Takengon, Indonesia
Default

Can we look some example of your mesh? I have several model from 3d artist, some of them better than shift 2 car.
Bregel is offline   Reply With Quote
Old 27 August 12, 17:25   #4
BBoyJmE
 
Join Date: Aug 2012
Default

Ah - I Typed an Essay and My PC crashed...

Thanks for the replies guys - Attached is the car rendered in 3DS max and an old screengrab of Zmod to be exported into GTAIV - Quite honestly the topology could use some nicer flows however I did model this car when I was 16 when All I did is model, and Meshsmooth everything for eyecandy - I did tweak it for GTA to reduce polycount.

As for giving out the mesh, I would preffer not to do that, She is my lady


I looked around some more on this forum and I saw Lamborghini man [ full name eludes me] where he has imported a custom low poly mesh of his Lamborghini, this shows that it is possible after all.

Have I missed out on something here? I thought you cant import cars into NFS from Zmodeler..... Am I wrong? If I am, should I use Olegs NFS Filter example to "re-import" the car into NFS and test it out and make sure everything works, then move on to replacing the mesh?

If that is the case what should I be looking out for, GTA is VERY picky on what gets imported, have the wrong shader on the wrong "object name" [ie - glass on rims] and you get a crash.

I wish to have this thread updated by me and fellow members for the minority that want to import custom built cars into NFS. I will explain progress and finally, when I come up with somewhat of a final output of my custom car, I will compile everything into a PDF tutorial/guide.

Thanks again guys!
Attached Images
File Type: jpg Lavanti_crop.jpg (140.4 KB, 78 views)
File Type: jpg Lavanti-ZM2.jpg (146.7 KB, 68 views)
BBoyJmE is offline   Reply With Quote
Old 27 August 12, 17:41   #5
Chenuka
 
Join Date: Jun 2012
Default

That is a good Model!! basically I think somehow you need to get it into Zmodeller so you can export as mebs or Vhfs right??? Tell me if 3dsmax exports into an Obj format ??? try see if there are any plugins for 3Dsmax which export the file in a format which can be imported into Zmodeller...

Also I think you'll need a cockpit mesh too?
Chenuka is offline   Reply With Quote
Old 27 August 12, 17:44   #6
BBoyJmE
 
Join Date: Aug 2012
Default

Thanks! I already have the model in Zmod - I imported it as - Something I forgot what format, But its definitely in there [the second attached image] Max exports everything, OBJ, 3ds , FBX. I just want to know where to start with the whole thing...

PS: I also have made the interior of the car and other things..
Attached Images
File Type: jpg Chasiss_details_jimmy_lavanti.jpg (116.8 KB, 50 views)
BBoyJmE is offline   Reply With Quote
Old 27 August 12, 18:53   #7
Chenuka
 
Join Date: Jun 2012
Default

Ahh well You'll have to take modding lessons from WinnerSD47...it'll be tough..I'm not a modder so I can't tell you the full story but from what I understand it involves the separation of the mesh into Boot Bonnet Body etc.....Wheel mesh needs to be separated and in the cockpit the steering wheel and the tachometer..

Also as far as I am aware there is a specific naming system of the various parts, the material constituting each of the parts as well as the textures they have in order to make them appear correctly in game.

You know what my advice would be honestly though?? If you really want to learn the most effective way of doing it is actually GIVING these guys your mesh and letting the convert it...you can then look at the converted files and observe the splitting of the mesh, the naming of materials and textures etc...In short it won't be too difficult. Mere observation.

However, despite the fact I know that you want to hold onto your mesh I'll give you my advice....it'll be a long road if you plan to do it yourself with instructions. Why?? Well irst off it is near Impossible to get them...modding has been too lengthy and complicated for ANYONE to sum up in one post or thread in this forum...in fact the knowledge is segmented on the shift 1 forum....even if you DO get all the pieces together since it's from shift 1 there are differences in naming materials and textures....

Also you are unlikely to get a full description on here. There ARE video tutorials up on NFS game.com for modding HOWEVER, they are in Russian so good luck with that....Most modders on this site are foreign so unfortunately it's a bit difficult to take lessons from them...Trust me maybe it's my own idiocy in not understanding them but I speak from experience...I myself took lessons from Winner, t was simply too difficult because as much as he tried he couldn't answer all my questions....again I cannot stress more that this WAS'NT because of a lack of effort on his part, there were simply things we weren't able to communicate....

So like I said you have two options....we have enough add-on cars now and I think the community isn't really in a dire need for new ones any more like they used to...at the end of the day It doesn't matter to me which path you choose..

There's the quick way..but you'll have to release your baby...

Or the long way which a couple of people have actually been unsuccessful in completing..
Chenuka is offline   Reply With Quote
Old 27 August 12, 19:45   #8
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

there are actually tutorials on shift 1 thread for the basics and for shift 2 specific in shift 2 threads...

at first its hard, but after u understans a bit of it, u can do everything...
it took me around 4 months to learn everything I currently know, and I only know a small part of everything...

you can either replace car files in shift 2 or make a standalone one. either way its quite hard if u don't know what ur doing.
shift 2 uses a bit different shaders and materials, but basic ones are the same.
exporting.meb files is not hard... the hard part is the materials and .vhf files. Zmodeler exports .vhf.bml file which is a binary one, after 2.2.5 it also exports an .xml file where you can see how its put together but that file won't be a correct .vhf file. I have all my .vhf files handmade and it just takes a good 4 hours for me to add, test, add, test cause its worse if u add everything and then find a bug.
Also SD models are basically no good, if u don't smooth them, cause theyll stay a bit squared in the game...
Swiftracer is offline   Reply With Quote
Old 28 August 12, 06:08   #9
BBoyJmE
 
Join Date: Aug 2012
Default

Thanks Guys - I understand it can take a long time to do it manually but I am willing to do that and go that path, I am not afraid to learn and I am not willing to give out my mesh, not with a legally binding contract

The car is in peices - if you see the Zmodeler screengrab you can see how the boot, bonnet, bumpers, windshield adn doors are ALL separated to work in GTAIV, i can use those selections nad rename them appropriately, I just want to know how to import a car mesh at this stage and things to look out for, I might go and give importing the default car into Shift 1 or 2 and when I have questions I will search for answers and if i cant find them i will post up here.

If anyone is willing to post up in Dot points some useful steps and links, feel free, also feel free to PM me for help
BBoyJmE is offline   Reply With Quote
Old 28 August 12, 08:30   #10
Bregel
 
Bregel's Avatar
 
Join Date: May 2012
Location: Takengon, Indonesia
Default

Then prepare your stuff, its long journey. . For me, it took 2 years.
Bregel is offline   Reply With Quote
Old 28 August 12, 08:32   #11
Chenuka
 
Join Date: Jun 2012
Default

If you guys are teaching him....can you teach him here?? It would be nice to follow his progress and we all might learn something too..

Alternatively, why don't you make a separate mesh you don't care about and then provide it to the modders you'll be able to use the knowledge of the converted file to do it yourself...I think the best stage they can give back the model to you is once they've converted all the materials, segregated the parts and are ready for exporting into the shift 2 format in VHF form (mebs being created too in this process).....

Once you manage to do it yourself, for the benefit of the community put up a tutorial on the little things that you have learnt....Also there's more to modding than getting the car in the game...there's custom physics, upgrade catalogues, custom sound, car animations (such as moving spoilers or wings) and also making sure your lights work which is a occasional mistake made by modders...
Chenuka is offline   Reply With Quote
Old 28 August 12, 16:22   #12
BBoyJmE
 
Join Date: Aug 2012
Default

Sweet - I am going to get some sleep now. I jsut spent 2.5 hours on Skype with Swiftracer, he taught me so much in such little time nad we managed to get the car in the game, Body shell, chassis and Glass - I will write up the steps we took as part 1 of my progress report here tomorrow after some sleep. I will update this thread in that manner titeling each reply "Progress Report 1,2,3,4,5,6 etc. then when i am done i can reffer to these and compile a neat guide of some sort.

Just a little thing i noticed, as far as getting the car in the game, it is 100x easier than GTA... i believe im going to find the physics and such the difficult things to do.


Thanks Swiftracer, and thank you all, I will also be asking questions here that i might run into if im modding without the help of Swiftracer some day..
BBoyJmE is offline   Reply With Quote
Old 28 August 12, 19:01   #13
Chenuka
 
Join Date: Jun 2012
Default

Quote:
Originally Posted by BBoyJmE View Post
Sweet - I am going to get some sleep now. I jsut spent 2.5 hours on Skype with Swiftracer, he taught me so much in such little time nad we managed to get the car in the game, Body shell, chassis and Glass - I will write up the steps we took as part 1 of my progress report here tomorrow after some sleep. I will update this thread in that manner titeling each reply "Progress Report 1,2,3,4,5,6 etc. then when i am done i can reffer to these and compile a neat guide of some sort.

Just a little thing i noticed, as far as getting the car in the game, it is 100x easier than GTA... i believe im going to find the physics and such the difficult things to do.


Thanks Swiftracer, and thank you all, I will also be asking questions here that i might run into if im modding without the help of Swiftracer some day..
Cool dude...It's great to see people putting in the effort to actually mod...More than I can say for myself. Good on you.
Chenuka is offline   Reply With Quote
Old 31 August 12, 15:47   #14
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

some WIP pics... : http://www.nogripracing.com/gallery/...r.php?u=218502
Swiftracer is offline   Reply With Quote
Old 31 August 12, 16:11   #15
Kazumi
 
Join Date: Jan 2008
Default

Kazumi is offline   Reply With Quote
Old 31 August 12, 16:14   #16
Bregel
 
Bregel's Avatar
 
Join Date: May 2012
Location: Takengon, Indonesia
Default

@Swiftracer
Mate, Shift 2 is more fun. I dont know which part of Shift 1 is better. Why dont you just move to Shift 2 and join us and make this game even more fun.
Bregel is offline   Reply With Quote
Old 31 August 12, 16:32   #17
Chenuka
 
Join Date: Jun 2012
Default

Quote:
Originally Posted by Bregel View Post
@Swiftracer
Mate, Shift 2 is more fun. I dont know which part of Shift 1 is better. Why dont you just move to Shift 2 and join us and make this game even more fun.
totally Shift 1 is outdated, frankly it's not worth playing when Shift 2 improves upon it in everyway. Did you put your model in shift 1 or shift 2??? Because you seem to be a shift 1 modder..?
Chenuka is offline   Reply With Quote
Old 31 August 12, 18:40   #18
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

The car is in shift 1 its just that I dont like shift 2, too many stupid differences... I dont see anything good in shift 2 exept telementary data... Its not hard for me to move on to shift 2, but you guys have to find a good reason for me to do that...
Swiftracer is offline   Reply With Quote
Old 31 August 12, 18:49   #19
Bregel
 
Bregel's Avatar
 
Join Date: May 2012
Location: Takengon, Indonesia
Default

Wow, too many stupid differences? I know its your opinion. Maybe I am blind, but can you tell us some of them?
Bregel is offline   Reply With Quote
Old 31 August 12, 19:11   #20
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

Okay... physics suck, graphics is even worse than in shift 1, encoded files, some weird new systems... I dunno... there is nothing that attracts me to shift 2. Id rather play nfs u2 again... there is just nothing interesting in shift 2. The track physics files are weird aswell... doesnt really matter what you do to ahift 2, id still rather stay with shift 1. Just something personal... I can change everything with ease and I dont have to worry about other weird stuff...
Swiftracer is offline   Reply With Quote
Old 31 August 12, 19:29   #21
Chenuka
 
Join Date: Jun 2012
Default

Then why'd you put up all of this on the shift 2 forum if you wanted it in shift 1???
Chenuka is offline   Reply With Quote
Old 31 August 12, 19:32   #22
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

Quote:
Originally Posted by Chenuka View Post
Then why'd you put up all of this on the shift 2 forum if you wanted it in shift 1???
He asked if it could be put in any of the games... i offered my help to shift 1 , maybe admins can change thread name and move it to shift 1 forum ?
Swiftracer is offline   Reply With Quote
Old 1 September 12, 04:30   #23
Kaerar
 
Kaerar's Avatar
 
Join Date: Apr 2011
Default

Quote:
Originally Posted by Swiftracer View Post
Okay... physics suck, graphics is even worse than in shift 1, encoded files, some weird new systems... I dunno... there is nothing that attracts me to shift 2. Id rather play nfs u2 again... there is just nothing interesting in shift 2. The track physics files are weird aswell... doesnt really matter what you do to ahift 2, id still rather stay with shift 1. Just something personal... I can change everything with ease and I dont have to worry about other weird stuff...
Processes may have changed, and change is not always easy to accept. Physics seems to be subjective to you, main reason is that Shift 1 had terrible physics. Shift 2's is an improvement in almost every way but you do need to use at least the UCP to get the right feel. The stock game is odd, whereas UCP and Career Mod are a massive improvement.

So the main reason you have an issue with Shift 2 seems to be an attachment to the first game and it's ease of modding by comparison to Shift 2. Still once the new way to deal with file structures is understood it's not as difficult as you are making it out to be
Kaerar is offline   Reply With Quote
Old 1 September 12, 04:33   #24
Bregel
 
Bregel's Avatar
 
Join Date: May 2012
Location: Takengon, Indonesia
Default

I disagree with all of your opinion about Shift 2, nothing weird about the files. Its just new way how they build the game. Shift 2 provide wide range of car selection, track, and how they divide the class is just better then Shift 1. But yes Shift 1 a lot easier to mod, we dont have to crack down encrypted files.
Bregel is offline   Reply With Quote
Old 1 September 12, 14:10   #25
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

http://www.nogripracing.com/gallery/...r.php?u=218502

3new pics... almost complete... (everything works steeringwheel, speedo and tacho needles, wheels turning etc... just a few a bit faulty materials...)

after I get it fully done, I'll take a look at shift 2 MAYBE!
Swiftracer is offline   Reply With Quote
Old 1 September 12, 16:56   #26
BBoyJmE
 
Join Date: Aug 2012
Default

Hey Guys!!

Well as you can see we have had much progress, I have learnt so much and 2 years is cut down to only a week

I actually did not know WIP images were uploaded, but hey, since they are, TADA! Lol - I will write up a guide with Swift ASAP we are done, i cant believe how simple it really all is [at least to the testing your mesh and material stage] as for Shift1 VS shift 2, i did not mind either, next step would be Shift 2 but it will have o wait because my nuts are being busted at Uni/work.


Swift is a hero and i can tell ya he is good at what he is doin!!
BBoyJmE is offline   Reply With Quote
Old 2 September 12, 09:17   #27
Swiftracer
 
Swiftracer's Avatar
 
Join Date: Feb 2011
Default

okay guys, the car is almost complete... the driver positiong is still needed and one of the materials adjusted... but other than that, its complete... We'll start making a tutorial soon for others... and after that I'll take a look at shift 2.
Swiftracer is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:20.


Powered by vBulletin® Version 3.8.7 - Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.

www.nogripracing.com 2003 - 2013
Page generated in 0.18005 seconds with 11 queries