cab mounted with interior
cab mounted with interior
Colder than Ice
Next project might be a John deere 310 SJ
I'm working on a custom version of the Ekeri....
Well, i imported the mesh.xml which were located witht it's material file.
But now i have a problem: it doesn't import the right materials.
Just some weird materials which are the same, but always .001 .002 and so on behind it...
And most time just half names...
Anyone knows how to fix that?
I really -> need(!) to edit it to make the custom parts fit....
Picture in the attachments....
I really need help....
Last edited by JoNnii; 09-16-12 at 05:11 PM.
I think it is clear, what it should be
For news of my projects, downloads and others visit my website =)
(currently offline; changing server)
@ Jonnii: I have no clue. It happens to me as well, which is partially why I stopped working in Blender wherever possible :/
@Mitchieboy: It still looks amazing. Maybe it's just me, but it seems like the rear lights are a bit oversized. That said, I'm sure you're using blueprints so I'm sure it's just my memory of the car that's wrong And as said before, the steel rims do look a bit too big, and/or the tires on the steel wheels seem to be too low profile, but I suppose they're just the same model tire as with the 'sporty' alloys. I think you should try making the insides of the rear lights in 3d, the same way you did with the headlights?
Btw, I'm planning to make a GMC Vandura for RoR at some point, so I think it would be possible to stick your Vito mesh on that and put it ingame too on the same n/b(with better suspension), might be a fun car to drive around in
@Calamity: Would be lovely to see that ingame! Headlights could use some different textures though, I think the inner 3d part is a bit too dark compared to the lighter ring around it...
Anyway, haven't had much time to work on my P50 loader lately so progress is a bit slow. I reworked some suspension parts and finished the ramps today(apart from the taillights). Turns out they were actually even slightly too small, rather than too big! The ramps move side to side as well, so you can easily load up narrower cars too. Also still need to figure out a "nice" way to realisticly fold the lower part of the ramps. They detach and are stored up front in real life, but I think having to manually drag them with the mouse in the right spot is a bit too much hassle, and a slidenode-rail would look silly. Think I'll just fold them attached to the upperpart or something... Also made the detailing on the sheet-metal hatches in the bed since I think texturing that in would look crap. Here's some renders(Still haven't gotten round to put my render settings in properly so no shadows and no a/o atm).
And with the ramps folded in:
Currently at 10427 polys.
Let me know what you guys think
(Btw, even though I'm no longer utterly failing at making a submesh for the trailer, I'm still gonna finish that Audi for Onyx sooner or later )
Well the modeling is almost finished (need pedals and shifters) and exported a beta of it into game. Still need to whip up a texture for the body and add some brushed metal textures to the floorboard. Spec maps will be the last thing I will be adding. Still have to place the steering knuckles, front shocks, and the 4 links correctly (which will take some time b/c I have never tried messing around with them ever ).
Last edited by RockCrwlr; 09-18-12 at 02:25 PM.
Looks nice INTECEPTOR. One thing I would change is the main front lights and blinkers texture, in my opinion those look weird. Also, have you added working hitch to it? You could simply use Alt+L to lock the container and L to lock the trailer. Back when we worked on it with Kuru that system didn't exist, but now it's easy to lock two things.
This signature, and all it's content, is made by coco, who holds all the rights to this signature.
I'm friend of Kuru and I try to help him making HD textures and some mods and small improvements. When he gave me the wip truck, he told me that I can post pics of the mod, but that I don't share it to anyone (until you and him finish the principal project first and release it to the public).
When JonNii says that everyone has the truck, i'm so confused because I see really few captures on the forum of the truck, and all of them were from authorized persons and from before I had the truck. Since then the only pictures I see of the truck are mine, on this thread. If there are some pics of anyone that have the truck and you think that hasn't permission of the original authors, please JonNi inform Coco or Kuru.
I'm so sorry to don't say that the project is also yours Coco, as well as Lenni also have credits for the cabin and various original parts. When I post some pics I often say it's Kuru's ampliroll Scania for abbreviate and make clear thaht the project is not mine (only the modded parts).
As part of the privilege to have a "beta" of this Wip truck, I feel I was in debt with yourselves, and that was the moment when I started making the containers, specificly for the future release of the truck.
At this moment I'm working on the nodes & beams of the containers... what a headache!! But the result will be worth!!
Well... I'm now a man with a van
Couldn't be arsed to work on my trailer today yet, so I just started this. Got about an hour or something into it atm... Might've mentioned before that I wanted to make one, but oh well, if you guess what it is you get a cookie(Can't be hard) EDIT: Someone go bake Kitteh a cookie
Plan is to make it fully flexbody and it'll probably be a SWB version with sliding door on the side and doors on the rear... Probably gonna take a while before it's finished though, since I got 2 other half-finished models waiting :/
So when I realised I shouldn't put too much detail into that van since otherwise I would get too caught up in it to finish the trailer and the Audi, I went to make wheels for the trailer. Problem is, there's about 20 pairs of wheels on the damn trailer... Meaning that even with 2000 polys per pair, it'll still take up 40 thousand polygons... Which is, quite honestly, a lot more than I want to spend on the whole trailer in itself, since well... That epic Tatra 813+ my Pershing tank+60000 polygon trailer = probably <25fps, even on high performance pcs... So I'm gonna need to cut some corners on the wheels which I don't want, cause as you can see, the detaily parts aren't really all that high poly :/
And then I got bored with the trailer again and I decided I should try making the ramps for it in n/b, which I thought would be relaxing so I could sleep well But it turned out to be more frustrating than anything, cause the ramps twist around 2 hinges, and both hinges turn 90 degrees. That means in the end the ramps will turn 180 degrees, which means I need 2 sets of commands to work in sync at the right speeds so the ramps will never 'glitch' into turning the wrong way, and I also need to figure out the best places to 'pull' or 'push' the ramps from, and how long the commands should extend and retract :/ And I don't really want to use rotators because they cost so many nodes
And you know what's even more fun? There's another ramp-piece which is gonna have to hinge from this ramp-piece, and it'll also fold 180-degrees with 2 hinge-places so I'll have to figure it out twice... I might just cheat on that and only put in 1 hinge-place on it, since in real life it isn't even attached...
This is the n/b I'm currently using for the ramps... Doesn't really work well at the moment...
My ramps' command beams push from the bottom. It seems to work relatively well, considering I didn't have a clue on how to make them work properly when I started the N/b for it. If you define the limits on the command beams then you shouldn't have to worry about them glitching and "flipping" backwards.
My ramps basically have two pivot points, one attached to the actual trailer, and one on an L shape of N/b I used to make it more realistic, and to get the ramps high enough "up" to easily flip onto the deck.