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Some odds and ends ...

Started by FranknFurter, Nov 04, 2016, 11:01 PM

Rider66

I'm still sure that the second variant looks better and more logical.


And to compare, some shot of real thing, '70 model:


Also hadn't noticed previously, since not that familiar with HS engine as with some others - but still it seems like that 'opened door' option makes engine recalculate whole collision box symmetrically... Take a look at that square shadow. At least I can't find any other logical explanation for now. Tried to move axis of the detail - doesn't seem to affect the box.

FranknFurter

#16
@Rider66:
You noticed that very clearly, at least the shadow box becomes wider, and also the collision box seems to be affected a little.

That's the reason why I try to keep also a car model's vertical height as low as possible (removing long antennas etc.) since the car mesh's height influences its drive behaviour, it tips over much easier if you noticed that with cars that have such antennas besides that the viewing point is being set unnaturally high then.

The 'Racer only' variant I am currently working on will not have the 'opened door' trick since it is useless anyway if it is not a Pursuit car of course.

You may have noticed another issue of that, the door in closed condition (while driving) must be assigned to the :OD part (otherwise it wouldn't disappear -like the driver- when the car shows the openend door condition), and as that isn't displayed with reflections, the driver door appears 'non-reflective' or 'mat' as well as that :OD parts disappear ealier than other parts in a distant view.

But I like the trick, found out that once, it looks realistic when the cop has left the car and the door remains opened :D

Moving local axes only affects wheels and brakes (:OLB/:ORB), :OD (Steering Wheel longitudinal axis if vertices were being defined 'movable'), :OH (vertical axis) and :OS (additional spoiler horizontal turning axis)

If you looked closely enough .. I like to define shifters as :OS part so especially with convertibles you can see the shifter move when accelerating or braking ...

WiLL

Hi Frank,man these Skins,look great! Just DLed them,an hoping to get a Pc again next week from a friend Loaning,me it hope I get it all up an running, an all  ;)  8)
Let's have a better day...?

FranknFurter

#18
Thanks _WiLL_, and good luck with your next PC :D

To the Racer-only variant ... I wish HS had more than the default 16 dummies .. how does that look to you?

These are alone ten dummies on the rear end, and still the (outer) brake lights have to be done, so there will not be too many left for the headlights still ... :(

Second pic, the real SM's brake lights ..

Third pic ... ingame, brake lights added, but for those yellow 'bulb' dummies effect I had to sacrifice the nostalgic and realistic looking additional orange dummies with the reverse gear lights :(
That's now 12 dummies on the rear end ..

Fourth pic .. rear end lighting looks perfect to me, but I sacrificed the orange bulb dummies on the white front side marker lights :(
That's now fourteen(!) dummies at the rear end .. :o

... and there are only two poor yellow headlight dummies on the front left now .. this beauty of a beast has a very complex lighting .. those French again ... :-\

Last pic .. removed the red tail light dummies except for the brighter 'bulb' dummies so there is now only the :ODL lighting left, brake lights and reverse like before .. does it still look ok?

Now I have four dummies left again to have the side markers and for better headlights ..

FranknFurter

#19
... reworked the tail light's ODL texture a bit, looks like this now (1st pic), the colour gradient is now changing from red (outer edges) to orange (center spot) so the bulb dummy doesn't look that 'seperated' from the ODL, I think it fits the orange bulb dummy better now.

2nd pic, in game with lit orange 'bulb' dummies ..

FranknFurter

#20
 ... facing serious problems, got back to my own machine again (been working at my girlfriend's old laptop the last few days) and found out all colours were being displayed wrong/falsified .. currently redoing textures ...

.. so the 'official' upload is being postponed ... sry

Just the tail lights visible ... reworked the colours, contrast and saturation ... guess .. do they have yellow (bulb) dummies or not? ^-^

... no they don't ... =D

... 'le Chapron' fully lit and with new modified exhausts pipes ...

So here is already a pre-release of the SM, it comes so far without sound files because of the 1024kB limit in forum threads except AI exterior sound (OCareng.BNK), I recommend to drag and drop the following sound files from the default BMW Z3 (BZ3R) -since it has also an Inline-6 engine- to the CiSM Car.viv in NFSWizard: 'Careng.BNK, Careng.CTB, Careng.LTB and SCareng.BNK'

If you want to you can copy the contained *.QFS files to your VidWall folder, those are some nice antique pics of the real car .. with typical '60s spirit ;)

Have fun!