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Post by ManleyStanley on Mar 16, 2005 14:41:02 GMT -5
OK, I've got the S2 meshes and templates. I've done, and been skinning planes and such for a while. Usually I have to make my own textures, and map them to the model. The problem I'm having now is the skin template wont apply to the right place in my modeling prog. I guess it would be ok to remap the skins; sence there isn't anyway it would effect the game. But then my newly mapped skins wont work in the game. argh! I'd like to do a garge thread; in it's place, but I don't have anywhere on line except photo bucket to store my skins. Is this OK? And where are the light textures in S1? I'm working on a skin, but if I can't remap the lights and windows [with in the GTi] it isn't going to look at all right. Why is everyone being told not to waist there time working on skins for S1? It's kinda like telling a starving man not to eat that hot dog he has, because steak is on the way, some time, sooner or later. in the future...... ;D
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Post by Bunta on Mar 16, 2005 17:35:48 GMT -5
I'm a little confused. Are you just talking about 2D mapping? I'll assume 2D: How far out is your template? One pixel? If so, it will probably be due to the rounding off of vertex coordinates on the 3D model. I had this issue when making wireframes and templates when the S2 skins first were released. Scawen suggested it was due to rounding off. I had to manually adjust some of the templates so they would line up correctly. Andylec and I have been looking at ways to defeat this but so far no luck. If this makes no sense to you then disregard it as I am not knowledgable enough on this topic to confidently discuss it. Suffice to say that if we find a way to make a perfect template or wireframe overlay we will release it. In the meantime you can use the guides that come with the new CMX viewer (make sure you grab the latest one from LFS site). Scawen has provided jpg files with a blue mask to idicate the mapped areas of the texture (skin). Even if you use these as a guide it is wise to check your work in the viewer to ensure all areas have been painted as you intended. 3D: If you are talking about 3D mapping then others have had similar issues too. There is an excellent topic or two on RSC where you can get help from several 3D enthusiasts. The light textures in S1 are contained on the interior texture file (for the earlier cars) or else are in a RAW format. Again, this info can be found in the topics I mentioned above. I hope some of this post has been relevant.
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Post by ManleyStanley on Mar 16, 2005 22:02:20 GMT -5
No, they're going on unmapped. Sence I don't have S2, I'll just retexture based on the matts. ;D 3D, although it could just be the settings in my modeling prog. Not sure how I can show off my cars and skins, I don't have a site I can post them at. I go to the RSC site, but it's a bit too chaotic for me. I'm also a bit more interested in modeling and skinning then racing. Like I'm not going to be as soon as the game loads
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Post by Bunta on Mar 16, 2005 22:56:50 GMT -5
There is a CMX to 3DSMAX converter around somewhere and it is supposed to port across the UVW mapping but I cannot confirm this. Depending on what 3D program you use it may be able to handle the generated max file. Hopefully the mapping would be intact. Another person who may be able to help is Grudd who has made some nice renders so far.
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Post by MAGGOT on Mar 16, 2005 23:04:06 GMT -5
If you import the .CMX file directly into 3DS MAX, it should all be mapped. However, if you're importing the converted .3ds file, you will need to re-assign materials, but you don't need to re-map
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Post by andylec on Mar 17, 2005 1:58:59 GMT -5
/probably way off the mark Can I just check that you're not trying to create S1 skins using the S2 CMX Viewer. If you do then any skins you create will not work in S1 if you've made them look correct in the S2 viewer. You can get the S1 viewer from www.liveforspeed.net/?page=addons.
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Post by ManleyStanley on Mar 17, 2005 11:27:45 GMT -5
S2 viewer? Maggot hit it, I'm not using 3Dsmax, Still experamenting when I have time. The models I have, have been preconverted. They do have all their mats though. I'm trying to use the S2 templates. Projects to date. Rework S1 GTi model for rendering, set textures to same. Create texture for GP500 tacks, try to turn edited track back to a dk4 for GP500. Make Ducati 250cc model, skin and render. Work on Baja style GTi model. Terragen LOTR challenge, moderate terrain generator forum. Work with new terrain generaters for forum. Work on actual Harley sound for GP500. My landscaping job and house hold chors. Sleep, I used to know what that was. ;D
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Post by Bunta on Mar 17, 2005 17:11:30 GMT -5
Terragen, there's a name from the past Good to see that worthy program is still around.
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Post by ManleyStanley on Mar 17, 2005 17:19:33 GMT -5
And soon to be updated. V1 will be coming out.
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