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Old 16 November 09, 17:59   #1
acti0n
 
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Default New Cars and Tracks for NFS Shift possible!

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.
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Old 16 November 09, 18:12   #2
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Nice will check it out. Will be interesting to see if the export actually works.
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Old 16 November 09, 19:59   #3
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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.
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Old 16 November 09, 20:17   #4
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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 ...
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Old 16 November 09, 20:28   #5
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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.
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Old 16 November 09, 20:30   #6
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http://www.sim-garage.co.uk/tools_version_history.htm
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Old 16 November 09, 20:31   #7
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Quote:
Originally Posted by Ghanja View Post
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.
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Old 16 November 09, 21:29   #8
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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
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Old 16 November 09, 21:36   #9
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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.
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Old 16 November 09, 22:56   #10
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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.
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Old 16 November 09, 23:11   #11
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if you do convert the cars to gtr2 I wouldnt upload them here as they will take them down straight away...
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Old 17 November 09, 01:12   #12
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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.
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Old 17 November 09, 01:33   #13
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I am to stupid or will all UV Mapping removed while Exporting to Shift? (tried this with unedited Audi R8 LMS Body)??
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Old 17 November 09, 01:49   #14
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It was removed in the game?
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Old 17 November 09, 02:32   #15
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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...
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Old 17 November 09, 02:35   #16
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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*
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Old 17 November 09, 05:37   #17
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Quote:
Originally Posted by scca1981 View Post
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
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Old 17 November 09, 08:54   #18
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I think the number of cars in Shift is fine. Gimme more tracks!
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Old 17 November 09, 10:30   #19
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Quote:
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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?
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Old 17 November 09, 11:19   #20
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Quote:
Originally Posted by huckpie View Post
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.
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Old 17 November 09, 12:34   #21
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TopGear track may be converted from our EVO version if someone wishes to do it, serious persons/group only plz - send PM for request
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Old 17 November 09, 12:35   #22
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Maybe first Replacements .. because we have no Access to the Menus (now) ...
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Old 17 November 09, 14:41   #23
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first attempt, very easy thanks to 3DsimeD !!!

for the test, i've just changed the main body of a 240SX, and...it's working!! I'm very glad
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Old 17 November 09, 15:07   #24
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Hehe looking very cool ..

But UV Mapping is deleted?!
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Old 17 November 09, 17:35   #25
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"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.
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Old 17 November 09, 18:00   #26
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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
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Old 17 November 09, 23:41   #27
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Quote:
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if you choose "NFS Shift Objects" and not "NFS Shift Vehicles" , you can import all the LOD meshes
Doh! Forgot
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Old 18 November 09, 09:17   #28
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Quote:
Originally Posted by SETH Alpine View Post
"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

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?
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Old 18 November 09, 14:20   #29
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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.
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Old 18 November 09, 18:14   #30
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What did you think when the first Car is Ready for everyone?

And what about the UV-Mapping?
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Old 19 November 09, 09:14   #31
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thx SETH Alpine, ill try whit my sgt car how it works, maybe ill manage something
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Old 19 November 09, 18:01   #32
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Quote:
Originally Posted by acti0n View Post
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)




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.
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Old 20 November 09, 11:05   #33
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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.
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Old 20 November 09, 17:21   #34
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nice progress there, i still didnt find time, i guess ill do when you figure all out hehe
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Old 20 November 09, 17:32   #35
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official news cars : http://shift.needforspeed.com/dlcBox...772&modal=true
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Old 21 November 09, 09:20   #36
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It's off to a very good start. For one, the guy doesn't look decapitated anymore and that's always a good thing!
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Old 21 November 09, 13:14   #37
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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.
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Old 28 November 09, 18:59   #38
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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.
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Old 28 November 09, 19:18   #39
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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
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Old 28 November 09, 19:43   #40
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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)
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Old 30 November 09, 09:25   #41
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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.
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Old 30 November 09, 13:09   #42
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http://sommergemuese.klee.in/2009/11...ift-in-arbeit/

(In German)
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Old 6 December 09, 12:21   #43
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still in work exterior 95% finished









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Old 6 December 09, 12:31   #44
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Just wow

Can you create a nice Ferrari Mod after this Alpine?
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Old 6 December 09, 19:12   #45
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Is this a real car? lol... never heard of it :s..

can u make a Jaguar XFR/XKR ?
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Old 6 December 09, 20:25   #46
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great work seth
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Old 9 December 09, 17:36   #47
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Quote:
Originally Posted by acti0n View Post
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
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.
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Old 12 December 09, 18:00   #48
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Kit number 2: the convertible


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Old 12 December 09, 18:06   #49
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Old 12 December 09, 20:49   #50
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Great how is the progress with Cockpit?
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