Return to index
Page: 1, 2, 3, 4, 5, 6
Printable Version Abbreviations
GOURANGA! Forums > Editing > 3D Mods > Little Neural
Post 61 | New
-LoKi-
. doppelgänger

-LoKi-'s Avatar


  • Joined: Feb '03
  • Posts: 1718
Touge wrote:
It's a game.


i'm glad someone else said that.

car looks shit hot by the way...

------------------
http://www.boomspeed.com/egraphics/plw81.gif
Post 62 | New
Cerbera
Ben 'Cerbera' Millard

Cerbera's Avatar


  • Joined: Feb '03
  • Posts: 1,800
Fragdieb2 wrote:
Okay, I've reworked the suspension arms, it should be clear how and where they move now. The geometry is also a bit better, though you can't see it on the pic. Haven't done anything on the connection between steering upright and steering arm till yet, got to think a bit about that.
A lot of the details in that will be much, much smaller than a pixel when actually playing the game making them flicker in and out of visibility as the camera moves around.  Lo-poly modelling and using textures for details works best in because that method suits the distant, pixel-based camera angles that are used in GTA.  

Also, the wheel itself will sit over the end of the suspension so that the center of the tyre is in line with the center of the steering pivot.  This will completely obscure lots of that detail as well.


To the people who are saying it is "only" a game, what do you mean?  Should R* have never bothered to program the wheels to rotate at the correct rate for their diameter in relation to the speed of the car?  After all, that is rather a complicated calculation to be used by something which is "only" a game, huh? rolleyes

------------------
My Grand Theft Auto Handling Editor
My GTA Tutorials
http://projectcerbera.com/button.png
Post 63 | New
Will
Shovel Headed Kill Machine

Will's Avatar


  • Joined: Feb '03
  • Posts: 3,473
He means, if it looks good ingame, who cares if it is 100% true to real life or not?

Should R* have modelled an advances physics system like Half Life 2's? Should they have actaully LINKED the wheels to the car body rahter than floating wheels one you rip the front wings off?

------------------
-My site got deleted-

http://img54.imageshack.us/img54/5379/gold20lm.jpg

http://www.boomspeed.com/egraphics/yow90.gif
Post 64 | New
Fragdieb2
Avatar is missing!

Fragdieb2's Avatar


  • Joined: Mar '03
  • Posts: 1,780
Cerbera wrote:
A lot of the details in that will be much, much smaller than a pixel when actually playing the game making them flicker in and out of visibility as the camera moves around. Lo-poly modelling and using textures for details works best in because that method suits the distant, pixel-based camera angles that are used in GTA.

On your screen, maybe, but I've got a lot of pixels.

Will wrote:

Should R* have modelled an advances physics system like Half Life 2's? Should they have actaully LINKED the wheels to the car body rahter than floating wheels one you rip the front wings off?

For the PC version, they should have...at least a bit of reward for waiting half a year longer than the PS2 kids. Or even better, they should have used the damage model from Flatout and the driving physics from Richard Burns Rally.

------------------
-temporary placeholder for a new cool signature-
Post 65 | New
Cerbera
Ben 'Cerbera' Millard

Cerbera's Avatar


  • Joined: Feb '03
  • Posts: 1,800
Fragdieb2 wrote:
Cerbera wrote:
A lot of the details in that will be much, much smaller than a pixel when actually playing the game making them flicker in and out of visibility as the camera moves around. Lo-poly modelling and using textures for details works best in because that method suits the distant, pixel-based camera angles that are used in GTA.
On your screen, maybe, but I've got a lot of pixels.
If you just wanted to play it on your PC that would be fine.  However, if you are going to release this publically you have to consider the specs of every system it will be used on.  That means remaining consistant with what R* did so people won't have to change their game settings every time they want to use your car.  I think I have discussed this with you before?  I know I point it out a lot but lots of mod makers do not seem to realise it is true.  Hence why the Myriad Islands car makers use the low-polygon, shaded texture approach.  Did you ever seen Superfly Driver's cars?  They demonstrate the virtues of this technique brilliantly.

------------------
My Grand Theft Auto Handling Editor
My GTA Tutorials
http://projectcerbera.com/button.png
Post 66 | New
Will
Shovel Headed Kill Machine

Will's Avatar


  • Joined: Feb '03
  • Posts: 3,473
R* Had to make it run on a PS2. He doesn't.

We've had this argument before I feel.

------------------
-My site got deleted-

http://img54.imageshack.us/img54/5379/gold20lm.jpg

http://www.boomspeed.com/egraphics/yow90.gif
Post 67 | New
Fragdieb2
Avatar is missing!

Fragdieb2's Avatar


  • Joined: Mar '03
  • Posts: 1,780
Cerbera wrote:
If you just wanted to play it on your PC that would be fine.  However, if you are going to release this publically you have to consider the specs of every system it will be used on.  That means remaining consistant with what R* did so people won't have to change their game settings every time they want to use your car.

I'm a mean bastard and don't care for anybody, so if someone's system isn't good enough, that's not my problem. Besides, I don't expect this car to spread very wide among the web, because the design is -as usual- a bit too strange. If I'd want to do a car that everybody downloads, I'd build a riced Civic or a Supra or a Ferrari or a Mercedes S-Class.

Cerbera wrote:
I know I point it out a lot but lots of mod makers do not seem to realise it is true.

It is sort of true, but those mod makers are like me, they like the details a lot.

Cerbera wrote:
Hence why the Myriad Islands car makers use the low-polygon, shaded texture approach. Did you ever seen Superfly Driver's cars? They demonstrate the virtues of this technique brilliantly.

I know Superfly Driver's cars, and they're really really good, but they're not really comparable to this problem. Superfly Driver builds cars that actually exist and many people know, so he can leave some details out or simplify them, because everybody knows what they look like in reality. This car, on the other hand, is a concept which noone has seen before, details which I don't include in the model or in the textures just don't exist. I try to keep the polycount a lot lower when I'm making a model of something existing.
 As for shaded textures: that's the thing I really suck at, I can draw shapes quite good, but shading is something I really can't do properly, that's why I chose to do what I can do, and that's rebuilding the shape in 3D.

Cerbera wrote:
I think I have discussed this with you before?
Deja vue? biggrin 
Yes, we did, about the whole second page of this thread, so I guess our points of view are quite clear.

------------------
-temporary placeholder for a new cool signature-
Post 68 | New
Cerbera
Ben 'Cerbera' Millard

Cerbera's Avatar


  • Joined: Feb '03
  • Posts: 1,800
Superfly's and Rockstar's texturing method allows you to keep all the details and keep the polycount low.  If you aren't able to do texture shading - which is very difficult - then learning how could be a good course of action?  As well as making your models more efficient, they would fit in with the other GTA3/VC/SA cars as well.

------------------
My Grand Theft Auto Handling Editor
My GTA Tutorials
http://projectcerbera.com/button.png
Post 69 | New
alley whoop
AKA Culli

alley whoop's Avatar


  • Joined: Apr '03
  • Posts: 162
why does he have to comply to rockstars methods. he wants to make the car like this, so let him. people dont have to do everything your way. no matter how much it makes sense to you.

------------------
Alley Whoop
Post 70 | New
Mad::Matt
Insert funny title.

Mad::Matt's Avatar


  • Joined::Jul '03
  • Posts::666
Because hes Cerbera, and he's trying to force others into his stupid ways of thinking.

------------------
http://img278.imageshack.us/img278/497/gourangasig5qs.jpg
Post 71 | New
Will
Shovel Headed Kill Machine

Will's Avatar


  • Joined: Feb '03
  • Posts: 3,473
DON'T TURN FRAGS TOPIC INTO A CARB BASHER!
Not all topics have to have the same inevitable result, you know.

If we all catered for shite PC's, Half Life 2 would have been the Half Life 1 engine with a new story. And lets face it, that wouldn't have been anywhere NEAR as good. Its stonking, probably the best game ever. It also hates hit PC's.

See the link? Better PC = Better experience. Look at his car, it looks spiffing. Lets not let people with P2's hold us back.

------------------
-My site got deleted-

http://img54.imageshack.us/img54/5379/gold20lm.jpg

http://www.boomspeed.com/egraphics/yow90.gif
Post 72 | New
Cerbera
Ben 'Cerbera' Millard

Cerbera's Avatar


  • Joined: Feb '03
  • Posts: 1,800
Well, I can see why you would not want to do it the R* way.  After all, by using shaded textures and highly optimised mesh work you end up with cars that look rubbish.  Like this one by Superfly Driver:
Thunderbird wireframe
Thunderbird render
Thunderbird damage
Thunderbird underbody
Thunderbird interior

It could even end up worse than this:
E-type isometric
E-type reverse
E-type nose

And when they get in-game their crappyness really come shining through:
Riviera render
Riviera in-game
Datsun 240Z in-game

Oh, hang on a minute...doing it in the ways I suggested (the R* and Superfly Driver techniques) actually makes cars that look f*cking awesome. rolleyes

------------------
My Grand Theft Auto Handling Editor
My GTA Tutorials
http://projectcerbera.com/button.png
Post 73 | New
alley whoop
AKA Culli

alley whoop's Avatar


  • Joined: Apr '03
  • Posts: 162
those cars are great they really are, but they are nothing more than well shaped authentic structures, with photo like photo realistic textures dropped onto it. which is exactly what R* is. What is being made here is different. As fraggy said, he is not fond of the shading etc so hes doing what he does best, creating perfect fully detailed 3d models so we can actually see all the pumps and lumps ourself, rather than a superimposed photo into a roughly shaped body.

PS, those cars are great for the style they are using, and i really like them and have used them in my game from time to time. but for people with high powered machines lets take things further now and again.

------------------
Alley Whoop
Post 74 | New
Will
Shovel Headed Kill Machine

Will's Avatar


  • Joined: Feb '03
  • Posts: 3,473
Good textures are fine, yes, but as said above, you can also model a beutiful mesh, and if you have a machine that can run it, why not? A nicley textured machine is good to look at as well, im not saying it isn't (I made a nice Yugo 45 using that approach, which I lost. Shit! I still can't beleive what a dead HDD does to so much data!) but 3D details look awesome when done well. This certainly is. Lets be blunt about it, the engine on the R* cars look fugly. a 3D engine looks sexy. If I ever put GTA VC on this old Duron rig, i'll go for low poly. But its on my P4, so I can use high poly. Its my game machine, with 512 RAM and a Radeon 9600. This Duron has a Geforece 2 and 196mb of ram.

But lets face it, most PC Users can cope with high poly now if they are gamers. If their not they play on a PS2 or Sexbox and miss out on the Mods. Thier choice if they only use a PC for the net. If they want the Mods or to game on a pc, chances are they'll buy a better one or upgrade it, because they'll be looking initially at the likes of Half Life 2 or Doom 3, which they are missing, and are the current best games. Oh, and STALKER has been delayed.

Im not going to bother posting a picture of a wonderfully modeled car, as I think most people can find one or have one ingame anyway. And what is nicer than looking at 3D modeled details? Different strokes for different folks. I must start moddeling a Lada Riva, I want one ingame. Hehe... I'll be doing low poly because I suck at Zmodding.

------------------
-My site got deleted-

http://img54.imageshack.us/img54/5379/gold20lm.jpg

http://www.boomspeed.com/egraphics/yow90.gif
Post 75 | New
-LoKi-
. doppelgänger

-LoKi-'s Avatar


  • Joined: Feb '03
  • Posts: 1718
your fucking shite at sarcasm cerb...

let him do it his way, it's his car, and it looks fucking ace.

------------------
http://www.boomspeed.com/egraphics/plw81.gif
Post 76 | New
Fragdieb2
Avatar is missing!

Fragdieb2's Avatar


  • Joined: Mar '03
  • Posts: 1,780
An update...finally, after more than a month, just to prove that this project is not dead:
http://storm.elxx.net/fragdieb/back_closed.jpg

I couldn't work on this thing during the last month, as I was very busy with a programming project and then I was away for two weeks, anyway, this is how the back of the car is shaped, wheels are still just testing ones, I've still got no idea what type of rims this one will have.

------------------
-temporary placeholder for a new cool signature-
Post 77 | New
Fox
RV Driver

Fox's Avatar


  • Joined: Dec '03
  • Posts: 341
Holy crap. Hey that looks real good.. got a kitt car style to it too.. love it.
But. where wil lyou put the lights?... and lets not go into how high off the road the lights need to be please x.x

Textures make door shuts and stuff look dirty.. i like smooth and shiney
http://img72.echo.cx/img72/4329/lincolneagle17en.jpg
http://img72.echo.cx/img72/523/mercedesbenzs600111ud.jpg
http://img148.echo.cx/img148/7792/ural4320217cg.jpg
Detail Is Good!
http://img216.echo.cx/img216/1846/screen0314lj.jpg
You want it to look Real eh?

------------------
Hey get back here with my bagel!
http://aycu20.webshots.com/image/39819/2004319740553824119_rs.jpg
I wasent waving you across, I was flipping you off!
Post 78 | New
2na
Beans, eating it!

  • Joined: Feb '03
  • Posts: -97,252
Fragdieb2 wrote:
An update...finally, after more than a month, just to prove that this project is not dead:
(img)

I couldn't work on this thing during the last month, as I was very busy with a programming project and then I was away for two weeks, anyway, this is how the back of the car is shaped, wheels are still just testing ones, I've still got no idea what type of rims this one will have.


Amazing work.

------------------
I hope you like me and I fit in with your life.
Post 79 | New
Fragdieb2
Avatar is missing!

Fragdieb2's Avatar


  • Joined: Mar '03
  • Posts: 1,780
Fox wrote:
But. where will you put the lights?

http://storm.elxx.net/fragdieb/front.jpg
I think I found an acceptable solution...

http://storm.elxx.net/fragdieb/frontright.jpg
Spend quite much time on getting the normals right and started some texturing. Windows/doors are removed right now.

as you can see, all interior details and the passenger seat are still missing, texturing needs a lot of work, and the wheels still are those from the first Neural.

------------------
-temporary placeholder for a new cool signature-
Post 80 | New
Cerbera
Ben 'Cerbera' Millard

Cerbera's Avatar


  • Joined: Feb '03
  • Posts: 1,800
You can't put lights on the suspension, it is illegal.  They would move around and change angle and so on.  Vehicles like this would normally use a bar across the front to put them.  Indicators must be visible when viewing the vehicle from the side, too.  Even in the future you will need to see which indicator people are using. yes 

The shock absorbers don't seem to be attached to anything at the bottom?

It reminds me a lot of the Ford Indigo, so you might be able to steal some of its design solutions to solve the problems in this model?

(EDIT) I think using a two-tone grille texture on the front would be a cooler way of showing the "N" logo, as well as saving all those polygons.

------------------
My Grand Theft Auto Handling Editor
My GTA Tutorials
http://projectcerbera.com/button.png
Page: 1, 2, 3, 4, 5, 6
Printable Version Abbreviations
IceyBoard 1.6.2 © 2002-12 Icey