• 1969 Dodge Charger (B-Body) WIP Model
    2,493 replies, posted
[QUOTE=-Xemit-;16624910]Could the radio in car be set to Portals frequency?[/QUOTE] 85.2 FM? Alright but that means you don't get an 8-track.
This model is really starting to get noticed, I have had offers from both [url=http://www.moddb.com/mods/hypersonic-source-raceway/]Hypersonic Source Raceway[/url] and [url=http://www.moddb.com/mods/shift]Shift[/url] saying they want the car in their mods.
I thought they were the same mod. :confused:
[QUOTE=noobcake;16630030]I thought they were the same mod. :confused:[/QUOTE] No, HSR is just racing, no story or anything else. SHIFT is more like The Fast and The Furious, it has an underlying story going with it.
Ah, ok.
I have an idea. Can you PM me the model, as is, and i can get someone to make it a fully physics based, soft body, fully destructable vehicle for a game called Rigs Of Rods ( [url]www.rigsofrods.com[/url] ) Trust me, it will be worth your time. the current stock charger on ROR sucks pretty hard. The website is kind of old, the repository is alot better: [url]http://repository.rigsofrods.com/[/url]
[QUOTE=Nitro-Trucker;16645837]I have an idea. Can you PM me the model, as is, and i can get someone to make it a fully physics based, soft body, fully destructable vehicle for a game called Rigs Of Rods ( [url]www.rigsofrods.com[/url] ) Trust me, it will be worth your time. the current stock charger on ROR sucks pretty hard. The website is kind of old, the repository is alot better: [url]http://repository.rigsofrods.com/[/url][/QUOTE] I do know about that game, in fact I've played it a bit although my single core processor is a bit under powered when it comes to the physics. I haven't tried it with my new graphics card yet so maybe that will make a bit of an improvement. I always thought that the Dodge Charger in ROR was quite good though, you have to remember that the more detail there is in the model the more processing power is going to be required to simulate it all, that's why most models for ROR are relatively low poly. Do you want the doors separated from the body or do you want it all as one shell? also what format do you want? [b]Anyway I have an update:[/b] I have separated the boot lid from the body and added a simple interior space. [img]http://img10.imageshack.us/img10/6223/rear1z.png[/img] [img]http://img10.imageshack.us/img10/6153/bootlid1.png[/img] [img]http://img9.imageshack.us/img9/9983/bootlid2.png[/img] I have also extended the wheel wells to make sure that the wheels aren't clipping through them under heavy suspension compression. [img]http://img529.imageshack.us/img529/2802/wheelarch3.png[/img] [img]http://img529.imageshack.us/img529/4650/wheelarch1.png[/img] [img]http://img529.imageshack.us/img529/1958/wheelarch2.png[/img] The current polycount is 22,493
[QUOTE=Master Chris;16649055]I do know about that game, in fact I've played it a bit although my single core processor is a bit under powered when it comes to the physics. I haven't tried it with my new graphics card yet so maybe that will make a bit of an improvement. I always thought that the Dodge Charger in ROR was quite good though, you have to remember that the more detail there is in the model the more processing power is going to be required to simulate it all, that's why most models for ROR are relatively low poly. Do you want the doors separated from the body or do you want it all as one shell? also what format do you want? The current polycount is 22,493[/QUOTE] Absolutely Awesome. I will take what you have. Im sure they will be excited for a new charger. I will give you 100% credit, where credit is due. EDIT: Here is the ROR thread: [url]http://forum.rigsofrods.com/index.php?topic=24271.0[/url] All i need now is the model. No rush.
[QUOTE=Nitro-Trucker;16649701]Absolutely Awesome. I will take what you have. Im sure they will be excited for a new charger. I will give you 100% credit, where credit is due. EDIT: Here is the ROR thread: [url]http://forum.rigsofrods.com/index.php?topic=24271.0[/url] All i need now is the model. No rush.[/QUOTE] Isen't the polycount of the car a wee bit high for RoR
[QUOTE=Nitro-Trucker;16649701]All i need now is the model. No rush.[/QUOTE] I think I will finish the doors first and then upload it. [QUOTE=madmax678;16650836]Isen't the polycount of the car a wee bit high for RoR[/QUOTE] There isn't any real limit but it can have a large performance impact. There is a racing car in the latest release which has full engine detail including fuel lines and it drops the fps considerably. My model isn't quite that detailed...yet anyway.
The car is getting better and better :D
Question, why did you model the inside of the boot, for the peeps who want to use it for the model alone? Or are you planning to do something with it on the actual vehicle? (Charger with working boot would be cool :v:)
[QUOTE=noobcake;16674479]Question, why did you model the inside of the boot, for the peeps who want to use it for the model alone? Or are you planning to do something with it on the actual vehicle? (Charger with working boot would be cool :v:)[/QUOTE] Well there are many reasons, First of all I just like adding detail and I need that since this model is going to be used in a lot of my future machinimas and there may be a scene where a character is getting something out of the boot. Second I think I might assemble this car in a similar way to fueled mod vehicles with detachable parts and so there needs to be an actual boot area there if the boot lid is detached otherwise it's going to look a bit weird having nothing there. Third I'm thinking of making a Half-Life 2 buggy replacement which will require an ammo box and I'm thinking that I could have the boot filled with cartridges and grenades etc. Fourth, small spoiler incoming. In my upcoming continuation of the gman's day out series there will be a scene where the Dodge Charger (driven by a bad guy of course) has a crash and so there will need to be interior detail as much of the car is going to be ripped and crumpled.
One thing about the buggy replacement idea, The ammo box no longer works because the buggy was swapped to use the Jalopy's base instead of it's own. If you can find a way around that, that would be awesome. Oh and, ripped and crumpled, you say? How do you reckon you're going to achieve that. Oh and one more thing, I'm gonna transfer my Post-apoc style cosmetic upgrades I made to the Shelby from Fueled Mod Vehicle pack to your charger, see how it looks once it's released.
Thats a badass charger you got there keep up the good work.
[QUOTE=noobcake;16685019]One thing about the buggy replacement idea, The ammo box no longer works because the buggy was swapped to use the Jalopy's base instead of it's own. If you can find a way around that, that would be awesome.[/quote] I meant for it just to be a buggy replacement in Half-Life 2 (and SMOD) and not Garrys Mod. If any coders want to use the model, perhaps adding new functions for RP like putting things in the boot to transport them or store them then they can. [QUOTE=noobcake;16685019]Oh and, ripped and crumpled, you say? How do you reckon you're going to achieve that.[/quote] I'm still thinking about the best way to do this, I can think of several options: - The simplest idea is to change the model to a damaged version as the crash happens, this is the most practical option but it could get a bit complicated in hammer and it wouldn't look good in slow motion. - Bone based animation: Have a special 'rigged to crash' version of the model with several enveloped bones in the car where deformation will happen. As the car crashes the crash animation will play and the enveloped bones deform the mesh. This could be quite hard to rig and may not give the best looking result without using a lot of bones. - Vertex based animation: This method is best suited to deformation like this but Source's support for vertex based animation is quite limited, there may be ways around this such as fooling the game into thinking that the car model is an faceposable NPC actor and playing the deformation as a facial flex.
Hey, A friend asked, once you finish the charger, are you gonna release the WIP Damage system from the old Fueled pack, and my question, Will you integrate said system with the Charger?
[QUOTE=noobcake;16704002]Hey, A friend asked, once you finish the charger, are you gonna release the WIP Damage system from the old Fueled pack, and my question, Will you integrate said system with the Charger?[/QUOTE] The damage system will be released when I make the final fixes to the Fueled mod vehicles, I will be working on this once the Dodge is finished and released. As for the second question, maybe. I have also just about finished the doors including interior detail such as the armrest. I will post pictures tomorrow before I leave for switzerland, I won't be back for two weeks after that.
Awwright, sweet. Also, define final fixes. :words: lots and lots of questions :words:
[QUOTE=Master Chris;16693788]I meant for it just to be a buggy replacement in Half-Life 2 (and SMOD) and not Garrys Mod. If any coders want to use the model, perhaps adding new functions for RP like putting things in the boot to transport them or store them then they can. I'm still thinking about the best way to do this, I can think of several options: - The simplest idea is to change the model to a damaged version as the crash happens, this is the most practical option but it could get a bit complicated in hammer and it wouldn't look good in slow motion. - Bone based animation: Have a special 'rigged to crash' version of the model with several enveloped bones in the car where deformation will happen. As the car crashes the crash animation will play and the enveloped bones deform the mesh. This could be quite hard to rig and may not give the best looking result without using a lot of bones. - Vertex based animation: This method is best suited to deformation like this but Source's support for vertex based animation is quite limited, there may be ways around this such as fooling the game into thinking that the car model is an faceposable NPC actor and playing the deformation as a facial flex.[/QUOTE] I think damage is the next step with cars in the source engine,besides, the source engine is pretty dated now, They have been using since 2004 when half life 2 came out, this would be interesting to see how it turns out, It would be the first vehicle i have seen that is damagable.
[QUOTE=noobcake;16708163]Awwright, sweet. Also, define final fixes. :words: lots and lots of questions :words:[/QUOTE] Mostly improving the models: Animated steering wheels, improved textures, more interior detail, more forgiving handling and other things like that. [QUOTE=madmax678;16710403]I think damage is the next step with cars in the source engine,besides, the source engine is pretty dated now, They have been using since 2004 when half life 2 came out, this would be interesting to see how it turns out, It would be the first vehicle i have seen that is damagable.[/QUOTE] Well this would be more like 'cinematic physics' than real time damage, it's really only for machinima purposes. [b]EDIT:[/b] Why is it all the recent posts are automatically getting rated dumb? [b]DOUBLE EDIT:[/b] Thats weird, the first edit made the dumb rating disapear. [b]TRIPLE EDIT:[/b] It came back with the second edit though :confused: [editline]03:42PM[/editline] Ok here is the last picture update before I leave: The doors are pretty much finished now, all I need to do is add the wind-up window handle. When I get back I will start on the rest of the interior. Current tricount is 22,843. [img]http://img20.imageshack.us/img20/4206/door1.png[/img] [img]http://img20.imageshack.us/img20/8725/door2.png[/img] [img]http://img20.imageshack.us/img20/4457/dooropen1.png[/img]
Can you make a lowrider version? with these wheels? [img]http://image.rodandcustommagazine.com/f/10789387+w750+st0/0901rc_13_z+hot_rod_parts_accessories+rocket_racing_wheels.jpg[/img]
[QUOTE=Nitro-Trucker;16716029]Can you make a lowrider version? with these wheels? [img]http://image.rodandcustommagazine.com/f/10789387+w750+st0/0901rc_13_z+hot_rod_parts_accessories+rocket_racing_wheels.jpg[/img][/QUOTE] You can have a box. For free!
I don't know what else I could add exept of very very well done!
[QUOTE=Master Chris;16714684][b]EDIT:[/b] Why is it all the recent posts are automatically getting rated dumb? [b]DOUBLE EDIT:[/b] Thats weird, the first edit made the dumb rating disapear. [b]TRIPLE EDIT:[/b] It came back with the second edit though :confused: [/QUOTE] Dude, i got that aswell, its strange.
The Model is getting very awesome. BTW, I can't wait for you to make the Vid that have this Charger
[QUOTE=-Xemit-;16778341]Any updates?[/QUOTE] Nope, he's gone for two weeks.
I want to see updated Charger :(
So ummm.... i hate to ask, but the thread over in ror repository is getting a lot of attention now, so can i get the model?
[QUOTE=Nitro-Trucker;16800022]So ummm.... i hate to ask, but the thread over in ror repository is getting a lot of attention now, so can i get the model?[/QUOTE] Chris is gone for two weeks.
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