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GOURANGA! Forums > Editing > 3D Mods > Little Neural
Post 41 | New
BUSTeD
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64MB Geforce 2 MX 400, 1.4GHZ AMD Athlon 1600+, 256MB ram. No problems here. I have also be using a celeron 1.1ghz without problems.

I run games fine, dont need to waste my money on getting a new system. Cant people deal with having graphics set on something lower than the highest possible in the game. I mean, I always put all the details up full, ofcourse, but i rarely use a resolution over 800x600, and quite often 640x480. I mean any game looks awesome in 800x600, it's completely fine, why do people care so damn much. You can enjoy all the graphics and details of a game at that resolution so whats the need for more, let's jsut leave it at that, bloody capitalism.

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16/05/2005 at 15.03 GMT
Post 42 | New
Toumai
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Playing a game on a 15" CRT at 640x480 vs playing that same game at 1600x1200 on a 19" CRT. There is a huge difference, and it is this difference which enforces my decision to not buy GTA:SA on PS2 and instead wait for high res / high detail glory on PC.

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Post 43 | New
BUSTeD
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I run 800x600 on a 17" CRT.


But anyway, my point is that resolution is the least relevant factor when it comes to graphic detail, yet it is what requires a lot of the extra power of bigger video cards.

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Sig was killed by Needles for being fucking vast!

16/05/2005 at 15.03 GMT
Post 44 | New
Fragdieb2
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Progress is getting really slow...the stupid window took about 14 hrs altogether until it looked halfway decent:

http://storm.elxx.net/fragdieb/neural2_color_1.jpg
http://storm.elxx.net/fragdieb/neural2_color_2.jpg
http://storm.elxx.net/fragdieb/neural2_color_3.jpg

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Post 45 | New
ameer
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Shit, that's incredible.

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Post 46 | New
Fragdieb2
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First early stage ingame test, the comparison first Neural (foreground) vs new Neural (background) gives a good impression how small this car really is, Tommy hardly fits into it:
http://storm.elxx.net/fragdieb/neural2_firstingame_small.jpg

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Post 47 | New
Will
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Holy cow, the detail on that is amazing!

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Post 48 | New
eddy
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Haha, not been here for over a year and cerbs still going on about low poly modelling! lmao

Frag the car looks brilliant mate, keep up the good work.

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Post 49 | New
Fragdieb2
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WIP pic of the engine, trying to keep the high detail level:
http://storm.elxx.net/fragdieb/neural2_engine1.jpg
exhaust pipes and some minor stuff are still missing.

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Post 50 | New
RunYaSneakers
does this thing work?

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Uh oh, here comes cerb to tell people how to model their cars!

Looks great, I love that engine.

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Post 51 | New
2na
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I think it would look silly having one neutral with a glass engine cover and one exposed, your going to have some sort of cover over that engine right?

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Post 52 | New
Fragdieb2
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There's going to be a cover around that engine, probably a glass lid again, I just decided to do the engine (and rear suspension) first, as there's not much space on the back, and the cover will be very close around the engine.

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Post 53 | New
Will
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That is a sexy engine!

You'll make me install VC on this shitty PC! Just to play with it!

Damn, i gotta fix my main rig. Grrrr.

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Post 54 | New
Cerbera
Ben 'Cerbera' Millard

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You realise that your suspension would not move when set up like that?  There is nowhere for the steering arm to move.  Even if you put a UV and CV joint there, the suspension geometery would be completely wrong.  Your wheel would be leaning around all over the place as the suspension moved through a decreasing upward arc.

The stagger between the level of the suspension pivots to the body and the level of the pivots to the wheel brackets would be making the wheel camber in the opposite direction to the way it should do.  The unequal lengths are the right way round (top being shorter) but are totally out of proportion.  The combination of this would make the wheel camber outwards as it went upwards but arc inwards.

Get some LEGO Technic and try it out.  I've gotta get off the PC now because my parents are in bed but I could take photos of the same arrangement in LEGO to show how messed up the geometry is.  Not to mention the fact that GTAVC only supports single-strut suspension movements anyway.

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Post 55 | New
Will
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Formula One Cars.

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Post 56 | New
Fragdieb2
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Cerbera wrote:

You realise that your suspension would not move when set up like that? There is nowhere for the steering arm to move. Even if you put a UV and CV joint there, the suspension geometery would be completely wrong. Your wheel would be leaning around all over the place as the suspension moved through a decreasing upward arc.

You've got a point in there, if you'd built a suspension setup from the parts I've modeled, it wouldn't move. The  steering arm would require something like a ball connector to work properly. I haven't really got an idea what a "UV and CV joint" is right now, that's something you don't learn in english class in a german school. The connection between the suspension arms and the upright(?) requires some reworking to to actually make movement possible. I should remodel some bits to make it look more realistic.

Quote:

The stagger between the level of the suspension pivots to the body and the level of the pivots to the wheel brackets would be making the wheel camber in the opposite direction to the way it should do. The unequal lengths are the right way round (top being shorter) but are totally out of proportion. The combination of this would make the wheel camber outwards as it went upwards but arc inwards.

Also true, but as the total travel of this car's suspension would be 10 cm at maximum, because it would scrape the ground with more travel, the wheel camber change would be around 1-2? between lower and upper suspension limit.

Quote:

Get some LEGO Technic and try it out. I've gotta get off the PC now because my parents are in bed but I could take photos of the same arrangement in LEGO to show how messed up the geometry is.

Who needs LEGO when you've got this:
http://storm.elxx.net/fragdieb/blazing_star_1.jpg
http://storm.elxx.net/fragdieb/blazing_star_2.jpg
Dirty, but I think you can see how the front suspension works quite good.

Quote:

Not to mention the fact that GTAVC only supports single-strut suspension movements anyway.

...and not even animated suspension parts...those bastards at R* are giving you less and less for your money.

I think few people would have realized those points if I released it as is, though.

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Post 57 | New
Cerbera
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Whew, thanks for not flying off the handle. smile

UV joint: UniVersal joint, like a ball joint but allows rotation to be transferred.
CV joint: Constant Velocity joint.  Slightly misleading name because it is actually nothing much to do with velocity.  It allows one shaft to slide inside another but keeps their rotation locked together.  Normally uses splines to achieve this.

As you probably know, even half a degree of camber makes a big difference to the handling characteristics and the wear on the tyres.  Because your suspension is cambering the wheels in the wrong direction, any change that it makes will be doubled because it is in the opposite direction to the way it should be.

If you study the geometry on the second picture of the buggy, the suspension arms start close to each other at the body but move away from each other until they reach the wheel bracket.  This makes the wheel move in an arc with the centre near the centre of the vehicle width.  This makes the inside wheel lean outwards and the outside wheel lean inwards when cornering to compensate for the outward lean of the body.

By making the bottom arm a little longer it smoothens out the arc and lean effects.  Rear suspension follows the same principles.

However, in GTAVC the suspension animation uses a very straightforward arc where the wheel leans by a lot.  This is because the game basically assumes the suspension is using a single suspension strut which starts at the very centre of the vehicle width.  With no upper strut to work against, this means that the wheel leans a great deal.  If you have a complicated suspension system, you have to make sure that it still looks alright with the default lean animation.

If you set the suspension anti-dive it will at least stop the body from diving under braking, so you won't get such an obvious wheel lean.  Stiff suspension settings with a short travel will also help the camber be less evident.

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Post 58 | New
That Shit Touge
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It's a game.

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Post 59 | New
Will
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I hope the poor guy doesn't model a drivetrain or we might end up into effeciency here. laugh

Well, at least its not poly count. Heh, I had to tweak suspension ond camber on work experience. For Capri's have the worst suspension access ever, and Adjusting the '03 Impreza's camber is easy as piss. The guy had us lower it to about 5" ride hieght. Nutter.

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Post 60 | New
Fragdieb2
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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.

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