After my European cars 'debauchery' (sorry for that but it finally had to be done ..) I will now, as I already did in the meantime, focus on uploading some American cars reworks .. which also includes fullsize cars .. which simply mean fun (in a literal sense) concerning NFS =D
As an example .. again a BaardK based Police cruiser: '77 Dodge Monaco CHP .. see pic (CMon.jpg), any questions still? ^-^
.. three-gear Torqueflite automatic transmission, 400ci engine, 9.8ft. wheelbase, does that ring a bell to you?
MOPAR .. no, not 'Motown' but almost as good as that .. ^-^
For the younger ones .. simply google that expression :P
https://www.youtube.com/v/EWdeWITHb6c
.. there's more to come like that .. plain and simple truth .. stay tuned ...
SWEET looking stuff!
Finest Mopar Muscle, camouflaged as Law Enforcement :)
Haha... i love them. Very nice work with the liveries.
Could not find any flaws with the Monaco you send btw.
Got some questions tho.
What is the advantage when assigning the rotators and lightbar-base to the :OC part (interior), why not join them to :HB like the lightbar hull? Is it to avoid z-fighting?
What you using to edit the reflections of cars (Zmodeler, FCE-Finish, FCE-Tweak)?
Awesome work. :D
Greetings
Thanks MADMAN ... ^-^
The Monaco I had sent you is only one of a small series with that car as said, I sat yesterday and reworked the whole roof part itself and the roof interior again a bit (made it symmetrical ..) so the first pic (the Monaco) shows already the updated one, it has as well a slightly reworked more realistic tailight ODL imitating the inner reflectors ;)
Well those part assignments have also something to do with how the graphics engine of HS works .. As you might have noticed the .fce mesh file definition itself has a certain hierarchy concerning parts:
:OC, :OD, :ODL, :OH, ... :HB, :H..(wheels)
:OC is the 'innermost' or 'undermost' part which will not overlay any other parts if polies are assigned to that, this avoids certain 'bleed-through' effects, you're right if you meant that.
You also might have noticed that I use alpha channel method to generate less or darker transparency instead of making many layers of transparent polies which is poly costly but many did so in the past; thing is that the alpha channel method can also produce certain 'cut-out' effects if too close to or on top of other parts, that's why I define non-transparent polies to a 'lower-in-hierarchy' part than the transparent polies close to that, sounds complicated, I know ...
Another advantage of assigning less visible/necessary or, for the recognition of the car shape itself, less important areas of the car to a 'lower-in-hierarchy' part is that NFS also hides some parts earlier than others in distance view. First part to disappear is the driver (:OD) already in a very close distance, then :OC and other:O.. parts while even in farest distance all parts beginning with ':H...' and :OT as the convertible top remain fully visible. This provides a certain relief for the graphics engine and that's how that viewing hierachy was also meant originally I think.
As a result the game runs smoother with many cars visible (as for my experience), in times of contemporary poorer graphics cards of that time it was of some importance, but even with today's high end cards you may notice the game becomes a bit more laggy during a race when -behind a corner for example- suddenly the whole grid of cars becomes visible at once, especially on costly tracks like 'Raceway 2008' or such. This doesn't mainly depend on the quality of your machine or graphics card but the NFS grapics engine is rather old and wasn't originally created for displaying complex and highpoly stuff I guess, the graphics engine simply becomes overwhelmed it seems by having to display such :P
To the Plymouth again .. BaardK had also released then a 'civilian' or Racer variant of his Plymouth Fury, makes me thinking about to do likewise if that was desired =D
Uh yes, to your other question still ::) I use ZModeler's 'Adjust normals' function to define reflections if that is what you meant? Thing is you have set the main axis right or to a clever spot to generate certain effects with normals adjusting.
Example: a square of only two polies (or 'faces') can produce a certain 'arched' or 'vaulted' illusion (normally you would need much more polies to do so by creating a 'real' 3D element) if you stretch or 'widen up' normals to a certain or even extreme extend, you have to set the main axis therefore very close behind and to the center of that square, depends on.
An example (as well as a good exercise) for that: an interior mirror of only two glossy ('high blending') faces (its vertices not 'joined' to the mirror's black frontal part though), place the main working axis (not to be mistaken with a part's local axis!) into the center of the four vertices, select them (make sure the normals are facing 'straight ahead' by default before) and then use the 'adjust normals' tool, pull the 'Projection' lever to full extend, you can instantly see the effect in the 3D window
That's also a clever way to 'pretty up' simpler and/or lowpoly cars or cars with let's say it carefully 'unfavourable' done mesh structure like I also consider BaardK's cars although he did a good work on those cars while contemporary muscle cars by others were looking rather poor to that time
... currently reworking the LAPD ('Adam-12') Plymouth Fury cruiser with the new corrected roof of the CHP Monaco I did last night ..
some real pics ... and details of those 'tin can' lights .. pity that HS has that 'bleed-through' effects with single light dummies :(
Frontal lights of it were steady red ('Stop' light ..) while the amber lights facing rear could be switched either as wig-wag flashers, simultaneous flashing or just steady lighting ...
last pic: current state of the Adam-12 LAPD Fury with new ODL and that mesh corrected roof ..
.. just a short glance at the last Fury, the 'SFPD' and 'Generic Pursuit' Fury, same car, different texture .. plain and simple .. as said ..
.. it uses the same mesh like the CHP Monaco but with that different undivided Plymouth grille and without California Highway Patrol extra equipped Twinsonic lightbar stuff (means w/o forward facing red stop light and backwards facing amber flashlight) .. [add.] this always means horror to do on older CHP cars [/add.]
.. after I imported stuff and reworked the car with the new ODL and the corrected roof I will upload the cars asap (Fury and Monaco), I do not want to hold back those fun to drive cars as longer as necessary .. ;)
There's still the NYPD Fury to do .. it doesn't have yet those updated Chrysler 'heavy duty' wheels the Monaco/Fury already has as well as some other stuff still lacking, so this will take a while to update that, but it's worth it since the Fury had been a very popular and somewhat famous Police cruiser with the NYPD, the cops loved that car and as it was exchanged by the later M-body Dodge Diplomat (which then later, as a matter of fact, became even more popular than the Fury in its time .. :o) many older cops quitted service earlier since they didn't want to drive in a 'small car' with 'just' 283ci, strange but somewhat comprehensible .. ???
I love this very last pic ... straight from way back in the seventies .. :D :D :D
Btw .. there is a certain change when driving this car in a Pursuit game .. the almost 2 tons of live weight produce a noticeable different physical reaction on lightweighted sports cars when being hitted by this archetypal road cruiser ... =D =D =D
Hey Frank, I remember doing one of these '70 classics, too. Still got this one on my disk... But in never was finished by me, through. That was supposed to be '71 Custom 500, quite popular fleet car during these days.
(http://i.imgur.com/jXHD0NE.jpg)
(http://www.imcdb.org/i176667.jpg)
As for your project, I believe civilian version should is not desired, it's a must :D
Can't recall a lot of decent full-size cruisers for HS.
That looks really neat, I love the old school separate horns and lights, as opposed to the standard rectangular light unit. :police:
(also, fixed the Youtube link in your 1st post, thought you wouldn't mind ;) )
@Rider: Haha, coooool pic .. crash as crash can be (I also love that old school CHP look in light blue/white colours)
I remember I once had done that old DodgeBoy based '90s CHP Ford (see pic below of my updated version) in excatly that same livery .. but I don't have the texture anymore :( .. must be that I deleted it when I reworked the car .. dang ::)
Yes, you've seen that right, it has also those updated turbine rims from one of Nils' newer CV's .. :D
Where have you got the Custom from, looks like one of Robin'7t4's cars for HP2? Cool stuff but very highpoly
Do you have the file still? Go ahead then send it to me, will have a look at it, maybe I can finish it and make it more 'digestible' for HS ;)
I had his Plymouth Fury III running on HP2 with also a custom made Police texture and a single beacon roof light then :D
And yes, your wish is granted, will then make a civil version, too .. but as you should know me by now, it will then come with also a gimmick .. will do it then as an undercover cop car on serial #32 or #36 but Racer driveable (Police option -> off) with that typical 'teardrop' Police light either internal on the dashboard or attached on the roof each as convertible top option, would you like that?
(Add.) You can see that on the last pic, it is my '86 Dogde Diplomat from DodgeBoy base reworked with that option already ..
Btw. should it also have that inevitable vinyl roof those cars had back then? ;) The 'Brougham' luxury variant had that ...
(http://pics.imcdb.org/9656/bionic-112-44.jpg)
@Remko:
Yeah me, too ... that's why I also love that old Gran Torino Sheriff from BaardK I just had uploaded :D
https://www.youtube.com/v/nFvRvSxsW-I
So ...what the heck was wrong with that youtube link you mentioned? It worked for me ..?
Slowly gettin' into that '70s mood again .. yeah groovy Baby ..
https://www.youtube.com/v/CeE0fpKjbKI
Have you got your Mojo workin' fellas?
... the NYPD Fury has that old school Signal Stat lighbar, tried to rework it from some prototype pictures ... I love these old slow turning rotators ^-^ though hard to simulate that in HS because of that very slow red/white change .. :-\
what a mess of lighting .. that's why they finally got rid of seperated lights I guess ... :o
Yet another picture of the Adam-12 Fury .. having arrested a '69 Dodge Charger speeder ... yeah that fits.. :D
Hey Frank, that Custom was one of my personal projects. Like many others, scratch-made. However, in some cases I'm just too plain lazy to finish them for good =D
The whole idea of me these days was whole '71 series of Ford fullsize products. It's my second personal favourite frontend:
(http://www.musclecarcult.com/wp-content/uploads/sites/119/2015/04/thumb.php_.jpg)
While as first place always been 1970 Pontiac (never started, but maybe - in future):
(http://momentcar.com/images/pontiac-bonneville-1970-1.jpg)
I'll send you that Ford later, when I'll be back at home. Ain't that bad in terms of polygons, too.
Yeah, undercover sounds like a good thing.
As for the vinyl tops, yeah, some Mopars with pillared sedan bodystyle had them, too, like here:
(http://www.michaelsmotorcycles.com/1975PlymouthFury1116/IMG_1977.JPG)
Thus I guess your proposal sounds quite correct. However, most of these were top trim levels, so I guess you'll need to add some additional details here and there.
Thanks Rider :)
I will use another trick for the roof I already did on the '83 LTD Pursuit/Racer combination .. the Racer 'luxury' variant will have a vinyl roof by default while the 'cheaper' Police variant has a plain metal roof ... Made that by adding a second roof that is assigned to the Police parts as (:OT), the default roof is therefore slightly downscaled (100 * 99 * 101 = 99.99%, less than 100% but notably more than just 99% ::) - what you would perceive optically), this works fine with the Ford and you don't even notice any difference except the car having a metal roof instead of the vinyl roof then .. and it doesn't even 'bleed through' .. :D
Another question still is if I should make different rims like the 'luxury' version has it, but the heavy duty rims were mounted to Police cars even if they were undercovers :-\
Current state of the 'civilian' Plymouth (just a test phase) with already that internal teardrop light (left it visible ('top up') for testing issues..) This is just a test texture with one colour only ... have to make a customizable one still .. ;)
Those Seventies' fullsize Fords (LTD) are ugly, sorry .. a sheer debauchery of too much sheet metal IMHO :P ... I like the Chrysler and GM ones better, they were somewhat 'classy' .. ;)
A first test with a recently created customizable texture, I imported the mesh colour palette from Baardk's original civilian Fury '77. The vinyl roof has the secondary body colour of that palette, although I must admit that I don't really like the provided colours of it .. perhaps I'll find better palette from another Chrysler car or I'll create one myself from real factory colour tables (if I find some) ..
Gave the car now serial #20 for a test Pursuit lap, you can see that the cop car uses the convertible option which is in this case the 'teardrop' Police beacon behind the windshield.
The Racer has also serial #20 but with 'top down' (w/o the light then) and a custom colour I could now choose in menu.
I didn't change the rims, just made the hubcaps a little larger what looks a bit better IMO, looked up some prototype pictures and found that those Steel rims also came with the basic car and with just several different optional hubcaps (means that I will also have to import the altered wheels into the other Furys and the Monaco .. ::))
Next test will be with the downscaled vinyl roof plus that second layer 'metal' roof which I will assign then to the 'police parts' (:OT)
I will also map some bodylines to it later if I manage to, the car looks a bit too 'plain' without. I'm also considering 3D bodylines but that will raise polycount too much again, but I will test that ...
I will not just lay them onto the car like it was with the Baardk original car but detach and downscale the doors, trunk and bonnet, rearrange them and 'fill the gaps' afterwards .. bunch of work to do still .. ::)
.
.
.
2nd test with now altered mesh colour palette and somewhat more darkened 'plain' textures, looks much better I think and I also added the metal roof as cop part to the car. You can see that the cop car uses the metal roof (the dashboard light is just hidden by the cop :P) while the Racer car has the vinyl roof. The cop car uses of course the plain Racer texture by default, but that medium grey is now quite ok compared to the much too bright light grey from the picture above I think ... could perhaps even be brightened up again still a bit, what do you think?
I attached the intermediate state car for testing .. as said, it is yet far from finished (bodylines etc.), but before I continue working you may have suggestions, questions etc., please test it; I will be thankful for comments, hints or other feedback ... It comes with just the AI external soundfile (Ocareng.bnk) for attachment file size reasons, simply drag and drop (copy) the missing soundfiles from default EA Camaro into it still for proper V8 sound ^-^
.. looks also well as a serial #32 on Hometown it seems ... but weren't fleets normally 'single branded' ..?
Forgot to mention (my age, sry..) that the car is 'classless' because I wanted to have also the auxiliary cop car (which in this case is the Fury ..) as a pursuing car ingame ^-^
Quote from: FranknFurter on Dec 08, 2016, 4:29 AM
A first test with a recently created customizable texture, I imported the mesh colour palette from Baardk's original civilian Fury '77. The vinyl roof has the secondary body colour of that palette, although I must admit that I don't really like the provided colours of it .. perhaps I'll find better palette from another Chrysler car or I'll create one myself from real factory colour tables (if I find some) ..
Gave the car now serial #20 for a test Pursuit lap, you can see that the cop car uses the convertible option which is in this case the 'teardrop' Police beacon behind the windshield.
The Racer has also serial #20 but with 'top down' (w/o the light then) and a custom colour I could now choose in menu.
I didn't change the rims, just made the hubcaps a little larger what looks a bit better IMO, looked up some prototype pictures and found that those Steel rims also came with the basic car and with just several different optional hubcaps (means that I will also have to import the altered wheels into the other Furys and the Monaco .. ::))
Next test will be with the downscaled vinyl roof plus that second layer 'metal' roof which I will assign then to the 'police parts' (:OT)
I will also map some bodylines to it later if I manage to, the car looks a bit too 'plain' without. I'm also considering 3D bodylines but that will raise polycount too much again, but I will test that ...
I will not just lay them onto the car like it was with the Baardk original car but detach and downscale the doors, trunk and bonnet, rearrange them and 'fill the gaps' afterwards .. bunch of work to do still .. ::)
.
.
.
2nd test with now altered mesh colour palette and somewhat more darkened 'plain' textures, looks much better I think and I also added the metal roof as cop part to the car. You can see that the cop car uses the metal roof (the dashboard light is just hidden by the cop :P) while the Racer car has the vinyl roof. The cop car uses of course the plain Racer texture by default, but that medium grey is now quite ok compared to the much too bright light grey from the picture above I think ... could perhaps even be brightened up again still a bit, what do you think?
I attached the intermediate state car for testing .. as said, it is yet far from finished (bodylines etc.), but before I continue working you may have suggestions, questions etc., please test it; I will be thankful for comments, hints or other feedback ... It comes with just the AI external soundfile (Ocareng.bnk) for attachment file size reasons, simply drag and drop (copy) the missing soundfiles from default EA Camaro into it still for proper V8 sound ^-^
.. looks also well as a serial #32 on Hometown it seems ... but weren't fleets normally 'single branded' ..?
Forgot to mention (my age, sry..) that the car is 'classless' because I wanted to have also the auxiliary cop car (which in this case is the Fury ..) as a pursuing car ingame ^-^
You've really made Baardk's car look good, Congratulations..I thought it would be hopeless as the car was way too big and also too wide, Now all I see is it's kind of wide still and toward the back a bit big.
Here is the base I use (From RenaFox)
https://sketchfab.com/models/c2c00ad1e8ed4e67ba9dd3f719f0b4ca
You can use it to guide you along in your reworks on the car Baardk made.
I have made several police cars using her base and it works well too if you'd rather just use it =D.
(https://scontent-iad3-1.xx.fbcdn.net/v/t1.0-9/13151795_10206463962862800_6357793839426103409_n.jpg?oh=375dc7a70f2d3c9e2475d114c23dcc30&oe=58EFDC50)
(https://scontent-iad3-1.xx.fbcdn.net/v/t1.0-9/13076585_10206463962902801_3888984824702008306_n.jpg?oh=52486c54673ccbf34ae1739fccee9875&oe=58EFB099)
I'm sure you know that one :P.
I have also begun to convert the 1974 Dodge Monaco base to the 1975-1977 Royal Monaco (was the Illinois State Police and Chicago Police cars in The Blues Brothers movie)
Hi there PaulSpain, an Frank, too ahh, you guys are doing a cool job! on old heavy Steel Classic, Cop cars! The white one,looks Simular, to Rosco,Guys, Copcar from" Dukes of Hazzard"Tv show,,so.. an Awesome, good luck on the Blues,brothers remake) doesn't that police HQ. Cop car site, have them,already.. I can't remember, but... great keep on,it... I try to Cheer people up, on this site, not cut them down.. so,to give Encouragement nice pics! )
Thanks to both of you Paul and _WiLL_,
@Paul: Concering Baardk's base car ... well, as if I didn't excatly do what you mentioned when I reworked the car for the first time many years ago :D .. scaling its width and height ... I imported prototype pictures or blueprints if I had found some into ZModeler as background pictures .. I'm not an absolute beginner with CAD you know .. it was a part of my job for years, a rather small and sometimes annoying but an important one ...
Well .. as I already mentioned, Baardk was very eager to produce cars with a good intention since those American muscle or fullsize cars weren't as popular back then than they are now meanwhile again, I have much respect and a certain admiration for that.
As I spoke to people in Norway I found out that it has the largest muscle car fan community in Europe .. but this is no wonder since fuel is somewhat cheap compared to other European countries because of their State's own oil company 'Statoil'... :o
Ok, he had been building his cars with a method I know from CAD modelling as to create several geometric figures for a start, refigure and reshape them and then merge the different parts into each other what produces a lot of unnecessary polygons you don't even see in the end, I did the best I could to eliminate those 'invisible' polies for filesize and poly reduction.
Nevertheless it is a good base and if you are clever enough you know how to model such things properly, and you can also generate nice reflections and correct normals in a suitable CAD program which ZModeler undoubtedly is, it has many basic functions I know from professional CAD of which I was astonished about the first time I used it, ok it is mainly focused on importing and modelling car models concerning formats but you can also load 3DS or even *.lwo objects ('lightwave object' that is related to the common blender format) which was very common in 3D and still is.
As I already mentioned ..many times before I think ;).. I do refrain from using too highpoly bases for the .fce format since this lags the game immensely and many polies and details aren't even displayed properly by the poor HS graphics engine so I consider this as more or less useless ... :(
I do rather prefer simpler but usable bases the game can handle concerning fluent rendering ingame than overwhelming the graphics engine with detail that isn't even displayed in the end IMHO.
Here are two pics of what the base car looked like before (it is the original base car file in a different display order or 'hierarchy') and what it is now .. ok, there was still a lot more to do better undoubtedly, but since the Fury is again a very old project of mine I recently started to get into it again, let's see what still can be done ;)
@WiLL: thanks for your kind words and encouragement ^-^
Can I ask your for opinion of something still? Baardk gave his Fury those five spoke 'GT wheels' which are very popular with muscle car fans .. does that look to extravagant and/or inadequate since it also used as an undercover cop car? .. don't know, just an experiment :-\
The rims on that company pic are mounted to the top trim level car it seems .. should be somewhat highpoly even if I found them on a different car, and just a textured multispoke wheel doesn't look to well I think :(
.. and if you read the company text carefully those are also just wheel covers, I mentioned that in an above posting that the basic wheels were just steels rims, something like GT wheels or other snug stuff were all of them aftermarket products ::)
What also not should be forgotten is the fact that Plymouth was just Chrysler's basic product line with 'the cheap stuff', Dodge was intermediate and Chrysler branded products themselves were the top level and most expensive company cars .. :o
Quote from: FranknFurter on Dec 08, 2016, 8:03 PM
Thanks to both of you Paul and _WiLL_,
Can I ask your for opinion of something still? Baardk gave his Fury those five spoke 'GT wheels' which are very popular with muscle car fans .. does that look to extravagant and/or inadequate since it also used as an undercover cop car? .. don't know, just an experiment :-\
In all honesty I never have saw them on a police type car/ 4 door sedan, I have on 2 doors like the Sport Fury and Sport Monaco, I don't know if you was planning on doing the 2 door versions also later or not, I'd thought about it on the base I showed you BUT I'm annoyed they used totally diffrent taillights on that type and it was be very difficult to reshape in so I opted out of that idea. :-\
I also tried to make the base you gave me more Dodgey and hoped at first maybe to use it to make the Royal Monaco but in the end I found it much easier (given all the reshaping I'd have had to do) to just mod the 1974 Monaco to the 1975-1977 Royal Monaco. It's coming along nice,Just have some gaps to fill here-there and then put your better wheels onto it.
Quote... I don't know if you was planning on doing the 2 door versions also later ..
Hehe, how did you know about
that again ;) as I told you once, 'two dummies - one thought' (it's a German saying ..)... :D
.. that is exactly what I'm planning to do ... should be a surprise coming with the finalized car when I upload it finally (after ages ::) ..well), but ok then, you NFS guys cannot be hoodwinked for too long :o
Good old Baardk had also published a two door version once, I don't have that file anymore and it wasn't available everywhere but on his (meanwhile offline) homepage :-\ yet I know it existed, if you watch closely he altered the mesh of his later Furys to that new pattern compared to the initial version ... have a look at the polies in the pic .. It is practically an invitation to do a two door sports version of it .. where those GT wheels would then also fit in the end ;)
Say what has become of the Monacos I had sent you, the changes to the rear end you had made looked really promising by the pics ... the Royal on that highpoly base looks also well but is there a chance to update my basic '74 Monacos with the changes you made? I had done them just for fun once, so don't take it too seriously, I apprechiate your work on it very much :)
Notice: had a look at the NYPD Fury recently, well .. I will remap that to the recent Fury for better since the NYPD Fury has a completely different and also outdated mesh pattern as I found out .. so this will as said take a while .. stay tuned though ..
Back to fourdoor .. gaps created and needing to be filled yet .. I assume that will not mean too much of a polycount raise .. at least for the doors ... back in five .. ;)
.. keeping you guys up to date if you will or not ;)
3D bodylines of the doors done so far .. polycount increased by 76 polies .. not too much.. but I also refined that chrome trim by adding a black molding strip which means a few additional polies .. let's see how's the impression of that ingame ..
Result is uhm .. impressive as for my opinion .. how do you like it? trunk bodylines may be enough to just map them afterwards or not? ... don't want to increase the ingame .fce mesh load greater than the recent 575kB .. is that ok with you guys?
Attached the current test file again ...
Since the base mesh changes are somewhat complete I did a bit of 'fine tuning', Paul has made a good point that even if I had scaled the car in width once it still appears too wide :D
So I scaled again just the body in width and also made some minor changes to the lower trim and fenders ..
Made the roof also look a bit 'rounder' as it is seen on prototype pics .. getting closer I think .. ^-^
ZModeler screenshot of the current state
.. and ingame .. both 'top down' (default) and top 'up' with also the police light visible behind the windscreen
..please tell me how you like it ...
attached the current state car.viv for testing again ..
.. ok this is the most recent state ... some minor alterations concerning normals, headlights and stuff ..
.. I will now wait for possible replies/feedback/critizism whatever .. until I continue with mapping trunk/bonnet bodylines since the latest changes are difficult to 'transfer backwards' to previous modification states ...
... latest car.viv file attached again ...
Hi Frank, I never knew till,now your a good NFS'4 car editor,maker) Wasn't your Ford Car close to ride John Candy, Actor, in' Uncle Buck',was Driving in his movie? With his so,called daughter was in winter time, I forget, the name of movie now ugh. Good work Btw)
I really like the Changeable, Roof top option,your making.
Quote from: FranknFurter on Dec 08, 2016, 11:45 PM
QuoteSay what has become of the Monacos I had sent you, the changes to the rear end you had made looked really promising by the pics ... the Royal on that highpoly base looks also well but is there a chance to update my basic '74 Monacos with the changes you made? I had done them just for fun once, so don't take it too seriously, I apprechiate your work on it very much :)
It was (as you Germans say) An idea that didn't prooved :(. I had tried to do more on that but realized all the work involved, I'd have had to also resculpt the back bumper and shrink the height on the tail lights, Get rid of that sideline split on them and make them all one long piece and add chrome around the whole thing..Easier just to use a actual Monaco base..I also have lower poly wheels from one of DodgeBoy's old cars, A badly mishaped Dodge Coronet..Wheels are good though :). they are only 76 polys each so I might use them on the Royal Monaco to cut down on some polys but not that it matters on my PC :P. I filled what gaps I could after I busted out the front end to make way for a diffrent grill and diffrent headlight setup, Still has some minor gaps but nothing to cry over..I'll post pics once I get home. I'm doing the Illinois State Police one..Next I'll do the Chicago Police one and finally (don't know if you know the show or not) a Hill Street Blues version. Hill Street Blues is basically Chicago Police cars with METRO POLICE instead of CHICAGO POLICE on them and red or red/blue lights only instead of blue like Chicago has. they also used the 1976 Plymouth Fury on that show and I can do one on the Mopar base I made from RenaFox's car. Using her car I made:
1976 Dodge Coronet
1976 Plymouth Fury
1977-1978 Dodge Monaco
1977-1978 Plymouth Fury
@Paul: ok I see, that's pity :(
@_WiLL_: really don't know what car or movie you're speaking of but I know John Candy as an actor, and thanks for you feedback anyway ;)
Would whitewall tires as seen on some prototype pictures be an option for the (also possibly two-door) Racer car or is that too 'pimpy' stuff? dunno ..
.. need feedback for the latest change concerning width scaling and stuff, otherwise I cannot continue and also update the Police versions to a newer or the current base then .. :(
Is it now (scaled in width) even too lathy, is it ok .. or whatever, any opinions lately? :-\
Btw a simple Go or No/ Go would then be enough for launch .. for example: 'Mesh: GO!' 'Normals: GO!' 'Textures: We are GO!' 'Performance: ?' - 'We have a GO, Flight ..' .. erhm .. sry. wrong movie quoting here ;)
.
.
Update: Good news, the trunk bodylines are being mapped :D
Although I don't know if the trunk lid's foremost edge was really that 'arched' shaped like I did it .. (since I haven't found pics of the real car from straight above :-\) I simply 'adapted' it to the rear roof part ... ::)
The new mapping would of course cause some trouble with other textures but question is if those mapped lines are really necessary with just b/w Police cars where the trunk is mostly plain black with perhaps just some letterings on it? ???
As for me I'm calling that a day and state the Fury hereby as finalized.
Did some changes to the mesh still .. adapting it to prototype as far as I was able to, also enlarged the rear window still that was too small IMO.
I didn't do bodylines for the bonnet yet since you rather seldom look at the car in frontal view and that measure would also cost too much texture space still for the further Police variants of it to follow after.
The whitewall tires will then come with just a possible two-door version of the car, the changes to be made herefore may still take a few days ..
The two door variant had slightly different dimensions in real but I consider them as too marginal (we're speaking of few centimeters here and there) as to have to alter the entire mesh again for that ...
Finalized car is attached and I'm sending it (it will have then complete sounds) also to Remko for an upload.
It has now serial #7 for a plain Racer car, if you still want to use it also as a Pursuit or even 'combined' Racer and Pursuit car change that back to a whatever serial number of an (auxiliary) cop car .. for example 20, 32 or 36 and alter 'Pursuit = yes' still if you want to use it only as a Pursuit car.
Sorry for the delay with the zip file, I almost forgot to make a nice Steering Wheel still by a friend's request .. your wish is granted ;)
Cheers
Frank
Hey Frank. I just sent you mine own unfinished Custom 500. Archive contains a lot of useful reference photos, too. Guess you might take a look at it.
Folks .. the Fury is on its way after another change lately ... I found a nice pic with a detailed taillights depiction of which I updated the textures to still and added a chrome trim to the rear window that was somewhat painfully missing, now it has become a really nasty and also beautiful '70s beast ;)
@Rider: thanks, will have a look after some mugs of sleep .. ::)
.. some fun stuff for bridging the gap: '77 Fury Detroit classic old iron vs. 'modern' '97 Ford CV .. guess who's won .. ^-^ ^-^ ^-^
Hey Frank, good job on all improvements. However, probably there's some place left even in 256x256 to add more details to vynil roof with some changes in mapping - since I bet that police versions will never have one. Thus the same space might be used for different purposes - just thoughts, through. Anyway, keep it up!
And... '97 CV didn't make it, right? =D
Hehe, nope .. how did you know about that? The '97 CV encountered some serious let's say ..'adhesion' problems lately, let alone he '.. broke his watch .. ' :D
Btw that '97 CV is also (.. as usual .. ::)) a custom made Alaska ST livery on NJ's '97 CV base ...
Just wanted to keep you folks updated and reassure you that I'm not entirely fallen asleep ;) .. the first of the Police Fury series is finished, the LAPD 'Adam-12' is now updated to the reworked base ..
And yes, that texture space is needed for the Police versions yet to come ..
I really like that Older Style Cop cars, reminds me,of the show on T.V, back in Long days ago! Simpler Times, Definitely: )) There not so, Intimidating like the New Cop cars R now days! )
Hey WiLL,
I think that I understand the problem you wrote of by now ... you did loose/reset you Config.dat file (maaaake a backup copy like I always use to preach ;)) by re-installing the game and so you need an 'all tires/cars' unlock patch, right? If so, there is a simple solution, first in install the Stock or Expansion pack (it will unlock the game entirely) and then install the VEG patch afterwards (also exchange the menus that come with the patch for nice reflections in menu :)), is that what you mean lately?
Seems like your Changing your Topic thread here: ? I don't want use the EP, pack Cause of Ghost cars when Damage is off.
Yes I used all his Menu, files, I know I need to do a Reinstall now, I have to get outside an see if my Real Car will Start in this Crazy Fridged, 0' degree wind chills, place I live!.. thanks Frank an EvoX@ EvoX I have 49 cars installed I don't think u can have anymore pal)
Yes I seen those yellow tab things u said, but lost them. Geerz ttul'')
Ok I see .. but how am I supposed to help you then? If you don't want to use the EP/SP to unlock the game (you don't have to apply all patches provided by EP/SP if you look into the setup menu ..) then you will need a 'stand-alone' unlock patch ???
Yes Frank I hear you) so what is really needed with the install of the EP/SP pack, when I'm using Veg''s cool patch.
What's the most important things, I do have the Duel Cpu''s an need that patch. I be back later k thanks
Downloaded ''current state Fury''.I like it very much, you cut nearly 2000 polies and you improved textures very well.
I have a two door version (coupe) of this baardk Fury.It was only availible on his website.I like that car so much, it should be availible here on addons and with an update by you offcourse.what do you think?
@noise:
Great that you still have that two door version since I don't, lost that long ago ... had a look at real pics of the two door Fury lately and saw that the rear end is completely different from the four door version, so I almost abandoned that idea since I don't know if I could have modelled it accurately enough ... can you post some screens of it then? :)
Cool .. I didn't count the polies I deleted since it is such an old file :)
I actually had to add eight polies again to get a proper normalizing, four within the bonnet area and four by the C pillar with the body, two of the frontal added could afterwards be deleted again ;)
@WiLL:
there's nothing special or particular needed to install the EP/SP except for a fresh clean installation of NFS ... it upgrades to the 4.5 exe, unlocks all games, tiers and cars and stuff, I would just leave out the no collision patch, that makes no sense to me in my opinion, but just the 1MB patch is useful to avoid that annoying error message, but you can also install that from other sources ...
For those who cannot wait for the full version of the final Fury to be posted in the download area here are all necessary files (mesh, texture, VidWall and Carp file) of the finalized state within the zip ..
(http://www.nfsaddons.com/forums//index.php?action=dlattach;topic=1859.0;attach=1412;image)
Since I have finished and updated the LAPD Fury to the new Fury base today here are also the necessary files for it (mesh, texture, VidWall, Carp), haven't yet prepared all uploading files but will do that asap and send it to Remko then ...
(http://www.nfsaddons.com/forums//index.php?action=dlattach;topic=1859.0;attach=1430;image)
Well here it is, Still not 100% perfect but it's "good enough" The Royal Monaco. Now to add a driver and possibly change the wheels to the lower poly ones I mentioned before.
... nicely done Paul, I only miss those 'sleeper lids' or whatever they're called as truly headlight covers or are the headlights you made are then defined as :OL part? It is nearly the same problem with the '67 Camaro or the '69 Charger, those revolving headlights must be laid upon the front grille as additional :OL part lately .. but those 'sleeper' lids should even be worse since they are really covering the headlights :-\
Guess that would really require some advanced modelling skills exceeding even my poor skills I'm afraid ... ???
@WiLL: you're granted pal, the option 'no collision' (or not) becomes obsolete anyway since the VEG patch installs that new 'NFS4.exe' anyways that becomes then your new HS starting application, but ok, glad to hear your HS is running fine again ;)
It's just that the EP/SP also installs then a new Config.dat file with as said all tiers, cars and stuff unlocked and the VEG patch itself is a completely different thing but it's better to have that also installed for no more game crashes because of polyload issues .. but this procedure is also very explicitely described on Evgeny's site ..
Quote from: FranknFurter on Dec 14, 2016, 11:07 AM
Guess that would really require some advanced modelling skills exceeding even my poor skills I'm afraid ... ???
You're up there with Lou and Nils I'd guess skill wise man LOL..You outdo me by a long shot. As for the "lids" I left them off as most of the police left them open or even took them off as well (I think ISP and Chicago Police removed the lids) These lids was also on a car by Taigo I made a ISP cruiser of but I had to disable them as they didn't wanna show up in the game.
Hi folks,
I wanted to show you something out of my 'bag of tricks' of how to correctly map things by using some tricks ..
Ever wondered how you can properly and also most exactly center a door decal or badge?
By only just estimating a centered position on the texture you wouldn't get too far as for my experiences ...
Well, I use then a certain trick in ZModeler, at first I make the concerning door polies 'no cull' and also transparent, then I switch the upper windows each left and right side view with settings: 'shade, fill' : 'solid' (and transparency enabled, of course), further I disable 'Smooth textures' in texture settings.
.. now in one of the side view windows you should see both sides visible by that bleeding through effect; then I move either the mapped vertices or the decal object sidewards until you have reached a certain grade of congruency, you can then achieve an even more congruency by moving the mapped vertices carefully horizontally until the pixelated side view has aligned to nearly 100% congruent vertical lines.
After that alignment procedure you have of course to alter the doors' polies back to 'non-transparent' and single-sided (cull -> 'default') again and also reset the viewing options to default values.
.. for inbetween since I'm just at it .. ^-^
Added a pic of that below ..
Another thing is, especially with cars like the Fury with its very 'rounded' or 'bulged' doors ... if you know some trigonometry you might know that if you 'reset' and assign polies just from the flat side view the projection of the surfaces are then not correct displayed by a natural geometrically angled distortion ...
For example the upper parts of the Fury's doors are angled by about 15 degrees what means an optical shortening of the correct rendering by cos (15°) = 0.966 .. this means a fault value by almost 3,5% for that part of the decal ... :-\
What I do is making a planar door image but with reangulated surfaces by rotating the vertices on a circular orbit over each spline in frontal view, so the circular projections of the surfaces' vertices are then correct (like with a globe and its projection into a flat 2D map as an example ..) (.. or another example of 'optically shortening' coming from soccer: what do you see when you are standing by the centre circle, a full circle (like from an above view) or yet rather an ellipse ..?)
Then I reset and assign that planar door copy to the texture whereupon I then align the arched doors' vertices to the 'flat' and geometrically correct mapped vertices.
The result is then a correct rendition of the decal on an arched or 'bulged' surface ... complicated and somewhat sophisticated, I know .. :o
.. hope the attached pic will make that issue a bit more clearly ???
The b/w Fury series' work is continuing ...
Reworked the Generic/traffic cruiser now to the new Fury base while tinkering the SQ Fury nearby, the SFPD variant is just an optional texture ... the car was originally only meant as a traffic replacement cruiser, I'm preparing it then as a full version .. traffic replacement cars will then be contained in the zip file ...
The Dodge Monaco '78 CHP will be next to come, consider to do also a slicktop version of it since that looks sooo damn cool ... :)
.. and now for some entertainment again ^-^ .. doesn't quite fit the current season but was contemporary with the car then, so what .. =D
A bit of good old 'Flower Power' cannot be wrong sometimes .. :afro:
Some might know it better by its famous German title sung by .. oh no ... :P
https://www.youtube.com/v/J4Bl_VQ2inM
I will today upload the finished LAPD 'Adam-12' Fury and the Generic/SFPD Fury ..
Update: files are sent ...
G'Morn' folks ...
the last but not the least of the b/w Police cruiser series is so far finished, the 1978 Dodge Monaco CHP ..
It as an altered (split) grille, trim and some taillight textures from authentic pics .. is that ok so far with you Paul? ;)
But I had to give it away for a test ride to that CHP officer still since the Donut shop now opened, as soon as he's back I will upload it, I promise! ^-^
Update: the slicktop version is also finished ... =D
Btw ... since I can't think of a reasonable proper way to simulate the Californian stoplight in HS I simply laid an :ODL mesh upon the red spotlight .. :-\
If you define it as a siren dummy it will bleed through the whole spot, if you define it as headlight it will then be lit permanently ???
Hope it is ok for you ...
Damn, spotted one of those wacky European car freaks from Beverly Hills again speeding .. gotta give it a go .. cya later! :police:
Btw the last pic shows the prototype pic I made the recent Dodge's taillights from ..
Quote from: FranknFurter on Dec 15, 2016, 3:32 AM
Another thing is, especially with cars like the Fury with its very 'rounded' or 'bulged' doors ... if you know some trigonometry you might know that if you 'reset' and assign polies just from the flat side view the projection of the surfaces are then not correct displayed by a natural geometrically angled distortion ...
For example the upper parts of the Fury's doors are angled by about 15 degrees what means an optical shortening of the correct rendering by cos (15°) = 0.966 .. this means a fault value by almost 3,5% for that part of the decal ... :-\
What I do is making a planar door image but with reangulated surfaces by rotating the vertices on a circular orbit over each spline in frontal view, so the circular projections of the surfaces' vertices are then correct (like with a globe and its projection into a flat 2D map as an example ..) (.. or another example of 'optically shortening' coming from soccer: what do you see when you are standing by the centre circle, a full circle (like from an above view) or yet rather an ellipse ..?)
Then I reset and assign that planar door copy to the texture whereupon I then align the arched doors' vertices to the 'flat' and geometrically correct mapped vertices.
The result is then a correct rendition of the decal on an arched or 'bulged' surface ... complicated and somewhat sophisticated, I know .. :o
.. hope the attached pic will make that issue a bit more clearly ???
Hmmn..A wee bit too complicated for me, Sorry. Anyway good work on the Surete car but I don't think they ever used TwinSonics on them and the color was yellow doors with a chocolate color body not black, I found pics of the other car that is beside the Fury in that one pic, Seems Surete had black/white scheme before brown/yellow, I'll post the pic when I get home, They also had a 1974 Dodge Monaco in the older black/white scheme and just like that other car it has a red 7-11 with 2 lolipop flashers.
Hmmm .. it was just meant to be an example showing that SQ door decal while I was working at the Monaco ... but ok there seem to be people that always do find something to grouse about ... ::)
I'm just having fun doing cars ... kind of a relaxation for me ... ^-^
Cheers and Peace bro.. :afro:
... had the Fury by chance as a speeder on Deadly Outback .. dang that took about long to get that .. and sooo much fun ... (notice the tire tracks on the inner curve there from the first lap :o)
Needs some advanced maneuvering skills to keep that almost 2-ton of live weight and heavily understeering beast on track because of that heavy 440ci Police engine's weight :police:
ESP: off .. ASR: off ... ABS: off, all others: off ... uhmm, forgot it hasn't any .. ;)
A bit late maybe but here's the Baardk's Fury Coupe. The back is the same as the sedan I'm afraid.
... no problem! Thanks for your efforts anyway noise .. I was already afraid of something like that :'(
(http://farm2.staticflickr.com/1130/5107807945_f99386f9f7_z.jpg)
.. so I will have to model the proper rear end of the two door Fury from just pics like that :-\
If there were at least some blueprints to find of it still .. also seems to be a rather rare car, the four door was very much more common ... (and also a lot cheaper I guess .. ;))
.. that might take some time, but if I fail don't be too upset folks, ok? (If you are interested in having a two door variant still at all then ... you might have become fed up with such old irons in the meantime ... ???) .. though I can see this one has those nice Challenger wheels .. ^-^
... some further Police Fury variants are somewhat more preposed to me like the Nevada HP slicktop and an SQ Fury cruiser :police:
... this is what I call then a 'Bus stop' :o
Btw I've sent an update file for the '77 Fury to Remko, it alters your Fury to an 'antique' marked car by its license plates .. so that old iron might then also fit more modern car collections .. ;)
Quote from: FranknFurter on Dec 17, 2016, 1:02 PM
... this is what I call then a 'Bus stop' :o
Btw I've sent an update file for the '77 Fury to Remko, it alters your Fury to an 'antique' marked car by its license plates .. so that old iron might then also fit more modern car collections .. ;)
Buses and semis help me alot on pursuits too as the speeder will usually crash into them or they the speeder, I say usually because some are smart enough to veer round them though.
BTW I found some good pics on Google of the back of the 2 door Furys.:
(http://3.bp.blogspot.com/-3J53I_7GWrY/Va7ec09sMtI/AAAAAAAAEXc/Gho-IgpW0nQ/s1600/1977%2BPlymouth%2BFury%2BSport%2B2-Door%2BHardtop4.JPG)
(http://3.bp.blogspot.com/-6ctTxM9BqKw/Va7ecfWWKAI/AAAAAAAAEXY/a9DWLXwfsU4/s1600/1977%2BPlymouth%2BFury%2BSport%2B2-Door%2BHardtop3.JPG)
Also (I didn't know this) :o The 1976-1979 Gran Fury came in 2 door too.:
(https://upload.wikimedia.org/wikipedia/commons/thumb/6/6d/1977_Plymouth_Gran_Fury_Brougham_2d_HT,_rear_left.jpg/440px-1977_Plymouth_Gran_Fury_Brougham_2d_HT,_rear_left.jpg)
Yes .. and same vice-versa if you manage to cross the presumable way of a traffic car before it ... the cops will mostly also crash into traffic ... ^-^
That's what I possibly also tried here but the gap between the bus and that dang wall became closer and closer, too close for the Fury then in the end ???
There are also some nice issues on replacement tracks like Congo, I always laugh my ass off when I stop and wait beside that one big red wooden hill mansion by the steep curve, I move up forwards a little and the cops manage to come up that pathway, then I turn around and follow the pathway around the bend, the cops will follow you at first but then they try to get onto their AI driving line again what makes them fall off that steep hill one by one in full speed =D =D =D
... good thing is that right there is also that nice 'overview' replay cam spot where you can afterwards watch that spectacle .. ^-^
sure looks, Funny, to see all you said, Frank on there. ) But I Rather get a good,, Job ever,, around here an get a Gal Friend..! but it it Never Happens,, in my small Town.. fir example
Yea,I need try install that Congo give it a try :)
You don't have Fangio's Congo yet??? Such a classic one and rather old .. Pal you missed something ... I promise you it will take you DAYS until you have discovered all hidden places, parallel roads and driving possibilities ... :o
Max (BrabusAMG) sent to me a nice pic of a '77 Calgary Police Service Fury so I looked that up on policecanada.com, these are the pics I have found there:
(http://policecanada.ca/policeca/ab/calgaryps/CPS124.jpg)
... that paint scheme looks also well, perhaps one more project to do? it also has two of those large Dietz 7-11 beacons, that should look somewhat cool ^-^
(http://policecanada.ca/policeca/ab/calgaryps/CPS123.jpg)
this one shows the contemporay Gran Fury .. if you look closely you can spot that Gran Torino behind it .. something for the reworked '76 Ford Gran Torino' base perhaps ... has even the same lightbar like the 'Sheriff' Gran Torino :o
Hey, hi Frank I was Busy all morning, not Editing :o. :'( Yea,,I was Busy with 'Dan Pan Handlers,!)) Joking name, there all Great people that Feed ny Town, that need there Help, I got some Great Foods today just had Hot Soup.an Rye bread Grill cheese, I made with nice Spices! :D back to Topic, do they call them Light bars, Gum Ball? Ones I really wished you could make them Light bars, Yes Car Scheme looks, Great too! I hope you make it! I have go help a friend shovel his Driveway out, I wish he be more Positive too. )) Ttul'' bro. 8)
Quote from: FranknFurter on Dec 20, 2016, 1:38 AM
Max (BrabusAMG) sent to me a nice pic of a '77 Calgary Police Service Fury so I looked that up on policecanada.com, these are the pics I have found there:
(http://policecanada.ca/policeca/ab/calgaryps/CPS124.jpg)
... that paint scheme looks also well, perhaps one more project to do? it also has two of those large Dietz 7-11 beacons, that should look somewhat cool ^-^
(http://policecanada.ca/policeca/ab/calgaryps/CPS123.jpg)
this one shows the contemporay Gran Fury .. if you look closely you can spot that Gran Torino behind it .. something for the reworked '76 Ford Gran Torino' base perhaps ... has even the same lightbar like the 'Sheriff' Gran Torino :o
Nice but who ever on that site titled the pics got them WRONG, The top pic is a 1976 Plymouth Fury NOT Gran Fury (Unless Canada called that a Gran Fury there) And the bottom one is a even older Fury (Maybe 1972-1973?)
I find it funny these cars only was marked with POLICE and not Calgary no where, they even had 1990 Caprices in this scheme eqquiped with Code3 LoPro lightbars.
.. was a little bit bored the days before christmas, so I finished the 'Sûreté du Québec' Fury today :P
How do you like it?
Got a Blues Mobile done from the Driver SF 1974 Monaco base to get into Chases with the ISP Royal Monaco and Chicago Police Royal Monaco. :).
http://www.facebook.com/paul.b.spain/videos/10208074821413257/
I also got the authentic Chicago Police sirens.
Quote from: FranknFurter on Dec 21, 2016, 10:26 AM
.. was a little bit bored the days before christmas, so I finished the 'Sûreté du Québec' Fury today :P
How do you like it?
Beautiful, I'm going to use your 7-11 and tiny strobes on any future projects as they look way better than what I crafted by modding shapes here-there from old parts.
Looks Nice!! Frank thanks, for the Early, Gift it be a,Traffic cop for me, besides SFPD sweet Fury :)
New edit now.
I'm making a New Road I did this much on both side of the track tonight ^-^ =D
An it Feels great to be back.. sum) ok
When, we can't get the Cops, off R back,, then just take the Road! not sure yet if the Lap Counter
Will change to next Lap?. have see when done on R :D
So I hope you won't,just Jump over me here.. :-\
And Great Job on the Smokey TransAm! ;)
Quote from: _WiLL_ on Dec 21, 2016, 12:23 PM
Looks Nice!! Frank thanks, for the Early, Gift it be a,Traffic cop for me, besides SFPD sweet Fury :)
New edit now.
I'm making a New Road I did this much on both side of the track tonight ^-^ =D
An it Feels great to be back.. sum) ok
When, we can't get the Cops, off R back,, then just take the Road! not sure yet if the Lap Counter
Will change to next Lap?. have see when done on R :D
So I hope you won't,just Jump over me here.. :-\
And Great Job on the Smokey TransAm! ;)
Would you be intrested in making EmpireCity to Chicago and making it a longer track like this one is?
http://www.nfsaddons.com/nfshs/tracks/320/
I find it a pity that so far only few LONG tracks have been released, WE NEED MORE so chases can be longer and faster with faster cars and cops :P.
Quote from: Paul Spain on Dec 21, 2016, 12:12 PM
Beautiful, I'm going to use your 7-11 and tiny strobes on any future projects as they look way better than what I crafted by modding shapes here-there from old parts.
Thanks Paul, but don't forget it was your lightbar originally, I only altered it a bit ^-^ .. and thanks again for letting me use it on the car :)
I don't know if Remko would manage to upload the official release before christmas still since I know he has a lot of stress on his job these days ...
Max got me on something still .. I'll change the interior colour yet to light brown or beige for the 'offy' upload then .. funny that you didn't notice that Paul ;)
Quote from: Paul Spain on Dec 21, 2016, 8:42 PM
I find it a pity that so far only few LONG tracks have been released, WE NEED MORE so chases can be longer and faster with faster cars and cops :P.
That would be sooo darn cool for a 'Smokey and the Bandit' game setup ... a large and long sequential track '
the Bandit run' spanning from starting point Texarkana, TX over rural roads and cities in LA, MS and AL ('Hometown'-like perhaps) back to Atlanta, Georgia which is then the finish (perhaps an 'Atlantica' derivate?) .. =D
(https://img.buzzfeed.com/buzzfeed-static/static/2014-03/tmp/webdr06/19/15/1fa9c403165db0568e219bbad1f3782d-9.jpg)
Quote from: FranknFurter on Dec 21, 2016, 10:13 PM
Quote from: Paul Spain on Dec 21, 2016, 12:12 PM
Beautiful, I'm going to use your 7-11 and tiny strobes on any future projects as they look way better than what I crafted by modding shapes here-there from old parts.
Thanks Paul, but don't forget it was your lightbar originally, I only altered it a bit ^-^ .. and thanks again for letting me use it on the car :)
I don't know if Remko would manage to upload the official release before christmas still since I know he has a lot of stress on his job these days ...
Max got me on something still .. I'll change the interior colour yet to light brown or beige for the 'offy' upload then .. funny that you didn't notice that Paul ;)
Quote from: Paul Spain on Dec 21, 2016, 8:42 PM
I find it a pity that so far only few LONG tracks have been released, WE NEED MORE so chases can be longer and faster with faster cars and cops :P.
That would be sooo darn cool for a 'Smokey and the Bandit' game setup ... a large and long sequential track 'the Bandit run' spanning from starting point Texarkana, TX over rural roads and cities in LA, MS and AL ('Hometown'-like perhaps) back to Atlanta, Georgia which is then the finish (perhaps an 'Atlantica' derivate?) .. =D
(https://img.buzzfeed.com/buzzfeed-static/static/2014-03/tmp/webdr06/19/15/1fa9c403165db0568e219bbad1f3782d-9.jpg)
Well on the Surete car if you really wanna get nit picky :P Surete Du Quebec ONLY uses rear license plates, None on the front so to be 100% accurate on it you need to delete the front plate, As for the color on the :OC, I didn't pay much attention actually because these cars had so many colors on the interiors, I have even saw ones with green leather interiors (and since green is my favorite color ^-^ =D but on that note it was on a YouTube video of a car restored to a Hazzard County Sheriff car so to be accurate there the owner would need to get it redone to tan as that was the only color used on the show cars.
.. thanks for drawing my attention onto that detail Paul .. deleted the front license plate now .. in fact I didn't notice that .. ???
How do you like the cop in corresponding colours to the driver? ;)
Attached the recent car for testing again ..
What was on the front plate bud? Hi PaulSpain, an Frank that Sounds fun an all!:) but that take along time to build, to look good :o Owell''...
Can't be done I heard, @ Paul, I already did a Long Stretch Track for GT'3 track, long Oval deal has a long Straights on it the Fixed Ai'' does better,.in the Tunnels
Incase you didn't know about it. Nice map there ;) Point to point, tracks can't be made I think JimD'' said :( an Nfsfan83 i think?
Edit: I just got your New Fix Frank an others,cause i swung,by the Library
Looks Great... were,is this Paint Scheme from again. im a little Faded today,besides Cold.
Have a TGIF tomorrow Bro 8)
frank just asking did you ever release the Regular, Non-Cop, Green White wall Fury Ver. yet? Cause im Looking for it now,too.
But i haven't seen it on,any posts yet...np ttul :)
.. that was just a test and should then come with the two door version only since it looks a bit stupid on an undercover car perhaps .. but I can post it here for you .. wait a second .. :D
Do you want it with the recent standard ('ND4SPD') plates and the rear customizable plate or with those new antique marked 'historic car' plates and then a frontal customizable plate?
Anyway, I attached both versions here .. have fun!
P.S. .. you have to reimport the missing soundfiles (Careng.bnk, *.ctb, *.ltb and Scareng.bnk) from the original car or from the default EA Camaro into it then again, ok?
Um,k Looks great, well I forgot you had it on the front page Latest File Additions,list.
Been much is why:D I get this tomorrow, I'm doing Laundry no.
Just seems like less, Time to work on my Road, now days.. Blows buddy..
But I will tonight, have a Gnight Bro 8)
Quote from: FranknFurter on Dec 22, 2016, 2:39 AM
.. thanks for drawing my attention onto that detail Paul .. deleted the front license plate now .. in fact I didn't notice that .. ???
How do you like the cop in corresponding colours to the driver? ;)
Attached the recent car for testing again ..
Great, Looks just like their uniform they have, I tried to make some VoPos and Polizei once but I found editing cop uniforms for the game is harder than editing vehicle paint jobs, The format is diffrent.