|
|
|
#1 |
|
Join Date: Oct 2006
|
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! ![]() Download, Infos and Demo here: http://www.sim-garage.co.uk Last edited by acti0n; 17 November 09 at 01:22. |
|
|
|
|
|
#2 |
|
Join Date: Dec 2006
Age: 32
|
Nice will check it out. Will be interesting to see if the export actually works.
|
|
|
|
|
|
#3 |
|
Uploader
Join Date: Oct 2006
|
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. |
|
|
|
|
|
#4 |
|
Uploader
Join Date: Oct 2006
Location: Germany
Age: 42
|
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 ...
|
|
|
|
|
|
#5 |
|
Join Date: May 2007
Location: France
|
Fun for me, Ghanja !great news !!!!
a new Alpine concept in Shift soon! And Cobra concept, etc..!![]() 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/sh...d.php?t=205810 http://www.zimagez.com/zimage/9c9ff2...5319401php.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
Last edited by SETH Alpine; 26 July 10 at 06:38. |
|
|
|
|
|
#6 |
|
Join Date: Oct 2006
|
|
|
|
|
|
|
#7 |
|
Join Date: Sep 2009
Age: 38
|
|
|
|
|
|
|
#8 |
|
Join Date: Dec 2006
Age: 32
|
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
|
|
|
|
|
|
#9 |
|
Join Date: Jan 2008
|
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. |
|
|
|
|
|
#10 |
|
Join Date: May 2007
Location: France
|
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) Last edited by SETH Alpine; 16 November 09 at 23:13. |
|
|
|
|
|
#11 |
|
Banned
Join Date: Jun 2009
|
if you do convert the cars to gtr2 I wouldnt upload them here as they will take them down straight away...
|
|
|
|
|
|
#12 |
|
Join Date: Dec 2006
Age: 32
|
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. |
|
|
|
|
|
#13 |
|
Join Date: Oct 2006
|
I am to stupid or will all UV Mapping removed while Exporting to Shift? (tried this with unedited Audi R8 LMS Body)??
|
|
|
|
|
|
#14 |
|
Join Date: Dec 2006
Age: 32
|
It was removed in the game?
|
|
|
|
|
|
#15 |
|
Join Date: Nov 2009
|
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...
|
|
|
|
|
|
#16 |
|
Join Date: Oct 2009
|
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*
|
|
|
|
|
|
#17 | |
|
Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
|
Quote:
if you choose "NFS Shift Objects" and not "NFS Shift Vehicles" , you can import all the LOD meshes |
|
|
|
|
|
|
#18 |
|
Superator
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 40
|
I think the number of cars in Shift is fine. Gimme more tracks!
|
|
|
|
|
|
#19 |
|
Join Date: Nov 2009
|
|
|
|
|
|
|
#20 |
|
Superator
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 40
|
|
|
|
|
|
|
#21 |
|
Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
|
TopGear track may be converted from our EVO version if someone wishes to do it, serious persons/group only plz - send PM for request
|
|
|
|
|
|
#22 |
|
Join Date: Oct 2006
|
Maybe first Replacements .. because we have no Access to the Menus (now) ...
|
|
|
|
|
|
#23 |
|
Join Date: May 2007
Location: France
|
|
|
|
|
|
|
#24 |
|
Join Date: Oct 2006
|
Hehe looking very cool ..
But UV Mapping is deleted?! |
|
|
|
|
|
#25 |
|
Join Date: May 2007
Location: France
|
"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 ![]() Last edited by SETH Alpine; 17 November 09 at 19:04. |
|
|
|
|
|
#26 |
|
Join Date: Oct 2006
|
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
|
|
|
|
|
|
#27 |
|
Join Date: Dec 2006
Age: 32
|
|
|
|
|
|
|
#28 |
|
Join Date: Dec 2006
Location: Slovenia
Age: 29
|
Quote:
|
|
|
|
|
|
#29 |
|
Join Date: May 2007
Location: France
|
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...) ![]() 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! Last edited by SETH Alpine; 18 November 09 at 15:13. |
|
|
|
|
|
#30 |
|
Join Date: Oct 2006
|
What did you think when the first Car is Ready for everyone?
And what about the UV-Mapping? |
|
|
|
|
|
#31 |
|
Join Date: Dec 2006
Location: Slovenia
Age: 29
|
thx SETH Alpine, ill try whit my sgt car how it works, maybe ill manage something
|
|
|
|
|
|
#32 | |
|
Join Date: May 2007
Location: France
|
Quote:
, if you "hear" me)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") Last edited by SETH Alpine; 19 November 09 at 19:40. |
|
|
|
|
|
|
#33 |
|
Join Date: May 2007
Location: France
|
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> ![]() 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
Last edited by SETH Alpine; 21 November 09 at 09:56. |
|
|
|
|
|
#34 |
|
Join Date: Dec 2006
Location: Slovenia
Age: 29
|
nice progress there, i still didnt find time, i guess ill do when you figure all out hehe
|
|
|
|
|
|
#35 |
|
Join Date: Dec 2008
|
official news cars : http://shift.needforspeed.com/dlcBox...772&modal=true
|
|
|
|
|
|
#36 |
|
Join Date: Dec 2006
|
It's off to a very good start. For one, the guy doesn't look decapitated anymore and that's always a good thing!
|
|
|
|
|
|
#37 |
|
Join Date: May 2007
Location: France
|
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 A410
Last edited by SETH Alpine; 25 November 09 at 19:29. |
|
|
|
|
|
#38 |
|
Join Date: Oct 2006
|
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 :/ Last edited by Reilsss; 28 November 09 at 19:07. |
|
|
|
|
|
#39 |
|
Join Date: Oct 2006
|
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
|
|
|
|
|
|
#40 |
|
Join Date: Nov 2009
|
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) |
|
|
|
|
|
#41 |
|
Join Date: May 2007
Location: France
|
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/xbb...t0001xvid_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) Last edited by SETH Alpine; 30 November 09 at 13:45. |
|
|
|
|
|
#42 |
|
Join Date: Oct 2006
|
|
|
|
|
|
|
#43 |
|
Join Date: May 2007
Location: France
|
|
|
|
|
|
|
#44 |
|
Join Date: Oct 2006
|
Just wow
![]() Can you create a nice Ferrari Mod after this Alpine?
|
|
|
|
|
|
#45 |
|
Join Date: Oct 2009
Location: Romania
|
Is this a real car? lol... never heard of it :s..
can u make a Jaguar XFR/XKR ?
|
|
|
|
|
|
#46 |
|
Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
|
great work seth
|
|
|
|
|
|
#47 |
|
Join Date: May 2007
Location: France
|
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 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 ![]() vert nacrée 19" gold wheels
Last edited by SETH Alpine; 9 December 09 at 17:44. |
|
|
|
|
|
#48 |
|
Join Date: May 2007
Location: France
|
|
|
|
|
|
|
#49 |
|
Join Date: Dec 2006
Age: 32
|
|
|
|
|
|
|
#50 |
|
Join Date: Oct 2006
|
Great how is the progress with Cockpit?
|
|
|
|
![]() |
| Thread Tools | |
|
|