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converting problem
#1
i started converting 2day but i faced some problems i hope someone help me
i`m converting from GTA SA 4 my personal use now
method is
import dff in zmodeler 2.2.4
clean up the model
export 2 obj
import obj in 3ds max 2011 (i`m using it because i don`t know how to use blender or lightwave or edit in zmodeler 3dsmax is my expertise so please try to make the solution in 3ds max)
rescale and reposition
export 3ds
import 3ds in MTKit materials
save mtl and mox
finished
my problems are:
1.the model comes mirrored despite mirroring it in 3ds max
2.the game uses strange parts as brake light i want to know how to disable it then applying it to the correct part.

[Bild: scrshot0006copycopy.th.jpg][Bild: scrshot0005copycopy.th.jpg][Bild: scrshot0004copycopy.th.jpg][Bild: scrshot0003m.th.jpg][Bild: scrshot0002.th.jpg]



thanx
[Bild: 1111111vw.jpg]
BLACK FERRARI ENZO
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#2
Can't really help you with the mirroring problem, I use Lightwave...

Try this: Mirror it wrong in Max, get it right in MTKit maybe?
Else: Try "Deep Exploration", mainly just a viewer for all kinds of 3d-formats,
but also basic functions like rotating/mirroring.

The thing with the breaklights is very easy:
Editcar -> goto Tab "Appearence",
Lower left: Change Brakelight Material's "Normal ID" to 0/0/0 or 255/255/255, that's it.
Breaklights won't show anymore.

[Bild: Zwischenablage02e13c859ejpg.jpg]

It's an old feature that remains from MBWR, where you had to use one single Material for being the break light.
There were no breaklights in MBWR, you had to do it like this.
You can still use it, but I prefer making Lights with the "Lights" Tab.
Zwei Dinge sind unendlich: das All und die menschliche Dummheit.
Beim All bin ich mir noch nicht ganz sicher. (Albert Einstein)
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#3
Hi bfe and welcome to the forum,

1. try out to import the "wrong" mirrored car to mtkit, maybe importing will re-mirror it.

2. -failure meinerseits- *rotwerd* Modall, du bist einfach zu schnell Big Grin
[Bild: sig_500x120_sl1072mdo5.jpg]
Driving slower means being seen longer
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#4
[EDIT: Irrelevant, deleted]
Zwei Dinge sind unendlich: das All und die menschliche Dummheit.
Beim All bin ich mir noch nicht ganz sicher. (Albert Einstein)
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#5
thank you for your fast and friendly support ,with your help i m able to continue
I tried to mirror the model in 3ds max but it didn`t work ,and i tried blender but despite my 7 years experience in 3ds max i couldn`t work out the way to use blender ,and i`m not going to use lightwave because it`s the same problem but i found a way using deep exploration
export from max .3ds
import in deep exploration then export .obj
and it worked so thanx for giving me ideas where to look
and thanx again for the brake light problem and i agree with you modall
now i have few problems
1.how to make the license plate work with wr2 system
2.(editcar) how to make the realistic or at least the most close handling and engine to the real one is there a website where i can find dyno or the suspension setting or you are making it yourself ,i`m now using editcar from finished cars by other members just editing the wheel position.


[Bild: scrshot0003.th.jpg][Bild: scrshot0001copy.th.jpg][Bild: scrshot0002copy.th.jpg]




thanx again for your support
[Bild: 1111111vw.jpg]
BLACK FERRARI ENZO
Antworten
#6
(17.04.2012, 03:25)bfe schrieb: 1.how to make the license plate work with wr2 system

In Max make a texture map for your plate, covering the whole square.
Texture it with a texture named "noplate.tga", use one of the original cars.
This is an empty file, don't be confused if nothing is showing up in Max/MTKit, it's just the name that's important.

Ingame WR2 will substitute the "noplate.ptx" with the templates from \stdstuff and overlay with the selected ingame player name.

(17.04.2012, 03:25)bfe schrieb: 2.(editcar) how to make the realistic or at least the most close handling and engine to the real one...
...i`m now using editcar from finished cars by other members just editing the wheel position...
That's a bit tricky, because there is no tutorial for that, just heaps of threads in different forums around.
http://games.reveur.de/board/forumdisplay.php?fid=32
http://www.theborggaming.net/community/s...tcar-Topic

I do it the same as you do, take one editcar.car of an original car or addon car,
(I take one of my already prepared ones, of course)
adjust the values for wheels, driver position, appearance, sound, that's it.
Sometimes I look up engine and gearing values and also adjust them, but, depending on the car, it's hard to find data in the internet. For suspension of older cars: Forget it!

Engine and gearing values should be no problem to find for a 55 T-Bird, though!
Wait, erm, here:
http://www.google.de/#hl=de&q=1955+ford+...ifications Laughing
Couldn't resist that joke, sorry, there's no site I could recommend. It really depends on the car.
For older cars, fan sites are a good source of information.

(17.04.2012, 03:25)bfe schrieb: ...thanx again for your support

You're welcome, keep it up! Wink

Zwei Dinge sind unendlich: das All und die menschliche Dummheit.
Beim All bin ich mir noch nicht ganz sicher. (Albert Einstein)
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#7
thanx again for your help
[Bild: 1111111vw.jpg]
BLACK FERRARI ENZO
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