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Snoop
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Snoopy's SILVIA S13 [Help Needed]

Mon Feb 22, 2016 12:31 pm

Hello. I started my old project - S13. Since i never made VOB mods for LFS and the way it works is different from any game i've ever modded before (GTA, SLR/SLRR, NFSU, Rfactor) i need help.
I have read different tutorials but they are lack of info and most answers on my questions i was finding at different places, where ppl already faced that problems.
I understand the basic functions but still confused with mapping.
Here's the problem i faced today:
I made a bucket seat. For now it's made of 4 elements: Cloth, Shell,  Logo, Rails/Holes. I've added Different materials for each element. For Now main materials are: CLOTH, SHELL, LOGO, BLACK. I was playing with different options in LFSCimp and found mapping is wierd. Anyway i made some progress and now my seat looks much better.
[img]https://pp.vk.me/c631320/v631320812/1a0 ... 0BTiZs.jpg[/img]
But after i tried to make a second seat i faced new unexpected sh.. ..problem. Alpha logo on passenger's seat is mirrored. It's strange bacause i made second seat not by mirroring, i made it by copying and moving to passenger's place. So in my theory both seats must be looking the same. The LOGO texture is the only texture that mirrored. And since CLOTH texture is pointed to same direction on both seats i have no idea whats wrong... ???
Another wierd thing is direction of CLOTH texture, as You can see it's diagonal. I changed the Viewport and Fixed it in Car Importer. It didnt helped. I added some arrows to other textures to findout whats wrong.
[img]https://pp.vk.me/c631320/v631320812/1a0 ... kEVbus.jpg[/img]

Added
P.S.
I forgot to say that it took some time to place LOGO thexture at place it belongs. And it way different from what i learnt at any tutorial. Somehow i had to do it by playing with texture values in LFSCimp. And the values looks liike this:
[img width=501 height=532]https://pp.vk.me/c631320/v631320812/1a0 ... _Wx_J0.jpg[/img]
If i make everything like in tutorial i get patterned texrure (like 12 times ssays BRIDE).

I hope some veteranos of modding could help me with some questions that will appear in progress of this project. Thank you.
Last edited by Snoop on Sat Feb 27, 2016 12:29 am, edited 1 time in total.
 
Chase
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Re: Snoopy's S13 Revival [Help Needed]

Mon Feb 22, 2016 2:44 pm

LFSCARIMP has tiling. So basically the same texture applies again and again. Try going by a rule for the offset/size =  go  + - + - (second and fourth space must start with a minus)
Also, I`m quite sure that you have the BRIDE logo on a small plane that is mirrored. As in it is like XR Logo M a , that is why it is flipped
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Snoop
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Re: Snoopy's S13 Revival [Help Needed]

Mon Feb 22, 2016 3:46 pm

My Texture name is [VIOS3_LOGOATEST.dds] and material name is [XR LOGO_F 0 a] for front logo and [XR LOGO_B 0 a] for back logo.
And NO, texture itself is not mirrored:
[img width=517 height=169]https://pp.vk.me/c631320/v631320812/1a0 ... MUXoXI.jpg[/img]


All materials added to RHD driver's seat. And this seat copied and moved to passenger's side in ZM. :'(
This is how it looks in ZM with exact material NAMES:
[img width=700 height=480]https://pp.vk.me/c631320/v631320812/1a1 ... sBH3v8.jpg[/img]
Ofcourse textures itself are different in ZM and in DDS directory to fit stupid CarImp mapping technology.
Last edited by Snoop on Mon Feb 22, 2016 4:08 pm, edited 1 time in total.
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Mon Feb 29, 2016 12:59 am

[img]https://pp.vk.me/c627619/v627619812/3cd ... C-vFqA.jpg[/img]
OMG! This lfacimp mapping is soooooooooo pain in the ass... Lost about a hour to fit texture to NISMO gear knob.. I built a knob for about 5 mins and it took 10 mins to draw texture lolol. If it's all gonna be like this I think I will complete my model when i be an old man. Anyway I hope I complete it someday.
Abut later getting used to mapping with simple objects like this.
[img]https://pp.vk.me/c627619/v627619812/3cd ... grNSiY.jpg[/img]
And BTW i still need your help, guys. Anyone reading it? Still can't figure out whats wrong with BRIDE LOGO, i just work on other things while waiting some help here and posting pics to get you a bit hooked :P
 
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Re: Snoopy's SILVIA S13 [Help Needed]

Mon Feb 29, 2016 7:49 pm

Assign separate logo materials to each of the logo mesh objects – for instance, "xr logo_f_r 0 a" (right one) and "xr logo_f_l 0 a" (left one). Then, in car importer, create separate left (logo_f_l) and right (logo_f_r) logo materials and use the same texture name, offset and size for both of them.

Also, here is some misc child group info.

[quote="Nagata"]
Here is a child groups list:
  • child 1 - steering wheel;
  • child 2,3 - brake calipers;
  • child 4 - xrg/xrt shift gator;
  • child 5 - xrg/xrt seats;
  • child 6 - interior mirror;
  • child 7,8,9 - wipers;
  • child 10 - xrr seat;
  • child 11,12 - xrr hood pins;
  • child 16 - exterior door handles;
  • child 17,22 - xrr interior switches;
  • child 18 -  steering wheel cluster;
  • child 19 - xrr fire extinguisher;
  • child 20 - xrr gear lever;
  • child 21 - xrr lcd display;
  • child 23 - seatbelt buckle.
Use MAIN for exterior (you can also import the interior in case it's very low poly and all parts imported there doesn't go over 16 200 tris),
child 1 for the steering wheel and groups 4 and above for interior. You can also copy materials from main to children and back. Setting up child materials is the same as working in main, except you can't have windows, skin materials and lights there (don't remember if there were more).

A few tips about importing interior onto child groups:

- child 4 contents always change sides when switching driver position from right to left and vice versa; this means you can import here interior parts that should shift sides together with the driver (right > left > right); same goes with child 5 (can't remember for sure), 10, 18, 19, 21.

- you can use child groups 7, 8, 9, 11, 12, 16, 17, 20, 22 and 23 for interior segments that should stay in one place regardless of the driver side (parts that you don't want to be flipped over).
[/quote]
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Mon Feb 29, 2016 9:09 pm

Thank you fo help Nagata! I PMed you earlier. I'm so glad you here!
I was just wonder right now how the hell devs made the extinguisher looks the same at each side (texture is not flipped) : RHD and LHD. They made 2 different models for each sides? And same thing with XRR dash switches and buttons. How is it made? I need this 'technology' to make some parts.
Last edited by Snoop on Mon Feb 29, 2016 9:30 pm, edited 1 time in total.
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Mon Feb 29, 2016 9:56 pm

Finished TAKATA belts today. Took me too much time today to fit ingame belts texture to place it belongs.  This mapping is f###g russian roulette...

How i want it to look:
[img width=700 height=380]https://pp.vk.me/c627619/v627619812/3cf ... uMzge0.jpg[/img]
How it looks ingame:
[img]https://pp.vk.me/c631917/v631917812/163 ... Zmw0Ls.jpg[/img]
NAGATA thanks again for idea with logos. It's worked out. No wseats looks much close to what i want em to. Now remains a problem with flipped logos for LHD users (but who cares since this is JDM car with JDM parts lol)

Few days ago i had no idea i can fit it. I thought will i left seats one or two-colored with no details.. And a couldn't even dream of my belts ingame. Now things get better i hope progress will be in same way. Thank you all who helping me here and in PMs.
Last edited by Snoop on Wed Mar 02, 2016 8:00 pm, edited 1 time in total.
 
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Mar 04, 2016 6:38 pm

A little update and a little new problem..
The NISSAN badge at steering wheel meant to be shiny. I checked it as [shiny] at LFSCimp but no result.
[img]https://pp.vk.me/c631918/v631918812/1bb ... tfrE6k.jpg[/img]
Same stuff here with chrome ring around horn button. But here's a strange problem... Horn button and chrome ring is the same object, mapped with same texture and using same material checked as [shiny], but as u can see the button itself became shiny and ring is not. What the hell?
[img]https://pp.vk.me/c631918/v631918812/1bb ... mOT4Us.jpg[/img]
Any suggestions?

...oh yeah. And whats wrong with normals? Look at stock steering wheel on pic above. It's ok in ZM. Same with other parts. For example, i made NISMO shift knob and it looks ok while it's pointed straight up., but each time i try to add some angle it starts looks like s#it. Whats wrong?
Last edited by Snoop on Fri Mar 04, 2016 6:46 pm, edited 1 time in total.
 
Chase
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Mar 04, 2016 9:21 pm

Polygons that are too small, get dark like it is casting shadows. Probably that is causing the shine issue.
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Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Mar 18, 2016 11:37 am

New stuff i can't figure out how to solve... :D
[img]https://pp.vk.me/c627621/v627621812/3d7 ... rXboVI.jpg[/img]
I did everything (or almost) as shown in Rene tut.. Sometimes headlights mesh mixed when it turned on, sometimes indicators sometimes brakelights..
Last edited by Snoop on Fri Mar 18, 2016 11:42 am, edited 1 time in total.
 
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Mar 18, 2016 1:33 pm

Too much polygons for light material, you wanna remove more polygons.
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Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Mar 18, 2016 2:39 pm

Hmm I thought in that way but was hope i can save them in original style.
Thank you.
And how about NAGATA's S13. It uses same model. I think poly count are the same for front indicators and rear lights, in my case rear indicator has even less polys cos i have cutted it.

---
Just checked NAGATA's S13.. He's really lowered the poly count of his lights.. dammmmnnn.......((( I modelled new headlights+glass\taillights that looks more 'real' now it's useless untill i fit it to LFS polycount,,,((
[img width=700 height=441]https://pp.vk.me/c630422/v630422812/1fb ... FcggoU.jpg[/img]
Last edited by Snoop on Fri Mar 18, 2016 6:21 pm, edited 1 time in total.
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Sun Mar 20, 2016 10:36 pm

Good news: Polycount lowered. Lights are in working condition.
[img]https://pp.vk.me/c631125/v631125812/1b7 ... asOpNI.jpg[/img]
[img]https://pp.vk.me/c631125/v631125812/1b7 ... 9bfjJQ.jpg[/img]
[img]https://pp.vk.me/c631125/v631125812/1b7 ... 2N3z70.jpg[/img]
Bad news: More problems i solve more problems i get..
Now lights don't work with alpha textures (dunno why but i tested earlier and it was ok). But worst thing is that closer i get to complete model - I 'closer' realize that not too much polys left for my GTR model :D I'm afraid final versions of my silvia will look boxy as GTA3 age model lol


Chase, can we move this topic to Mod Workshop? Now it's more like me posting progress and fails of my project so it seems that Mod Workshop thread be more suitable for that kind of topic. Thank you. 8)
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Thu Oct 27, 2016 3:54 pm

Some progress..
[img width=700 height=290]https://pp.vk.me/c636531/v636531812/32f ... bDrNH4.jpg[/img]
[img width=700 height=375]https://pp.vk.me/c636531/v636531812/32f ... lNnYQ8.jpg[/img]
 
Snoop
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Re: Snoopy's SILVIA S13 [Help Needed]

Fri Jul 14, 2017 9:36 pm

Long time no post. Long time no see. Hello community. I'm here for help again. Can someone tell me how to make brake calipers work properly? I imported them with materials named as >XR pads_F m a< and only right calipers are visible (plus they're mirrorer on same side). I've tried different ways, but unsuccessible. What's the secret?
Also i need to know how to add additional colors (for rollbar for example), i remember some old 200SX from DriftInc mod had it.
And one more thing: LX roof... -HOW?!!! And is it possible to use same type of parts on other cars? Thank You. Excuse me for long time no updates, i still work in my mod in complex (also work on other textures and sounds). Plus assembling 2-players sim rig for battles (that means i needeverything X2.. 2 wheels 2 handbrakes 2 bucket seats etc..). So it's a lot of work. I'll drop by later from my home PC and show some progress. See you.

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