[QUOTE=Master Chris;17478770]Perhaps, I'll see when I get to that point.[/QUOTE] Ofcourse ^_^
[b]Steering wheel is done.[/b]
The positioning isn't quite finalised due to the fact that the dashboard isn't there yet and I will be using it as a reference to better position the wheel later.
[img]http://img22.imageshack.us/img22/2161/interior1.png[/img]
[img]http://img22.imageshack.us/img22/2916/interior2.png[/img]
[img]http://img22.imageshack.us/img22/9788/interior3.png[/img]
Current tricount is 25,508.
I'm glad to see that your still working on this
[QUOTE=madmax678;17127212]lol i was about to say, do you live in denmark? (referes to the plates)
also, nice views where you went, it was like that when i want to Thassos in greece (just with less green)[/QUOTE]
Old, but D means Deutschland, Germany :D
[QUOTE=be92ma;17528539]Old, but D means Deutschland, Germany :D[/QUOTE]
DMGaina already pointed that out.
nice steering wheel. maybe you can put a nitrous tube later :D
[QUOTE=be92ma;17528539]Old, but D means Deutschland, Germany :D[/QUOTE] I was just being sarcastic, dang.
The car is looking really good, can't wight until it's done.
how much longerrrrrrrrr
Having this would make me reinstall gmod, and possibly bring back my GMod server after the catastrophic harddrive failure.
[QUOTE=noobcake;17562346]how much longerrrrrrrrr[/QUOTE] its takes time to perfect perfection, just gotta wait for it ;)
I can see many places where polygon reduction would be easy. But it is a great looking model!
[QUOTE=CybBobaFett;17567612]I can see many places where polygon reduction would be easy. But it is a great looking model![/QUOTE]
How exactly could you have done that without seeing wireframe renders? Still I'm glad you like it.
Are you familiar with the Ford Torino?
[QUOTE=Master Chris;17569134]How exactly could you have done that without seeing wireframe renders? Still I'm glad you like it.[/QUOTE]
I don't need wire frames to see shapes ha ha. Like the steering wheel, you really don't need that many segments. Although it is how you get nice renders in max, you don't need to have squares all over a flat surface like the hood and such. I could color over some of your pictures to show you, but it will probably be fine. I just like to optimize stuff to make it run smoother.
[QUOTE=itak365;17571821]Are you familiar with the Ford Torino?[/QUOTE]
Why yes I am. Starsky and Hutch anyone?
[img]http://fp.images.autos.msn.com/Media/580x348/5d/5dab929b7c174d4e8eaa6052870f20fe.jpg[/img]
Or 'Gran Torino' perhaps?
[img]http://fromthegreenroom.files.wordpress.com/2009/07/gran-torino1.jpg[/img]
[QUOTE=CybBobaFett;17572792]I don't need wire frames to see shapes ha ha. Like the steering wheel, you really don't need that many segments. Although it is how you get nice renders in max, you don't need to have squares all over a flat surface like the hood and such. I could color over some of your pictures to show you, but it will probably be fine. I just like to optimize stuff to make it run smoother.[/QUOTE]
If you actually look at the jalopy's steering wheel wireframe you see that it has nearly as many segments, besides I'm trying to make it look better than that car. As for the hood the scallops are the reason why it's divided like that, you can't have unconnected vertices in the middle of other polygons.
I was not talking about the hood indents, just all the stuff that could be connected and you wouldn't notice a difference with a good texture. Like all the polygons that are used in the "edge"of the hood. You probably got about 100 or so triangles that do not need to be there. And it would add up if you put them on all the doors. And that little trim on the shift console is nice, but you may not even see it with a texture over it. But it is going to be nice regardless. Just depends how much you want to optimize.
[QUOTE=Master Chris;17573271] [img]http://fromthegreenroom.files.wordpress.com/2009/07/gran-torino1.jpg[/img] [/QUOTE]
Isen't that the older shape though,with the oval grill?
[QUOTE=madmax678;17581185]Isen't that the older shape though,with the oval grill?[/QUOTE]
Yes, [url=http://en.wikipedia.org/wiki/Gran_torino#1972.E2.80.931976:_The_Gran_Torino]1972 model[/url].
[QUOTE=CybBobaFett;17578968]I was not talking about the hood indents, just all the stuff that could be connected and you wouldn't notice a difference with a good texture. Like all the polygons that are used in the "edge"of the hood. You probably got about 100 or so triangles that do not need to be there. And it would add up if you put them on all the doors. And that little trim on the shift console is nice, but you may not even see it with a texture over it. But it is going to be nice regardless. Just depends how much you want to optimize.[/QUOTE]
Well I may be doing some more optimisation later but right now it's not one of my priorities, maybe later I'll do some wireframe shots and you can tell be exactly where I need to do the most work.
I was thinking Starsky's ride.
[QUOTE=Master Chris;17582405]Yes, [url=http://en.wikipedia.org/wiki/Gran_torino#1972.E2.80.931976:_The_Gran_Torino]1972 model[/url].
Well I may be doing some more optimisation later but right now it's not one of my priorities, maybe later I'll do some wireframe shots and you can tell be exactly where I need to do the most work.[/QUOTE]
I think he's right, you could probably pull off the same thing you got going on the shifting column with clever use of bumpmaps.
[b]Update:[/b]
A-pillars are done as well as the ceiling and rear parcel shelf. I may still edit the ceiling's shape and number of polygons later but it's not really going to be concentrated on by the player very much, especially in the rear.
[img]http://img19.imageshack.us/img19/2161/interior1.png[/img]
[img]http://img27.imageshack.us/img27/2916/interior2.png[/img]
I will be doing the dashboard next. Current tricount: 25,692
[QUOTE=noobcake;17585728]I think he's right, you could probably pull off the same thing you got going on the shifting column with clever use of bumpmaps.[/QUOTE]
I think that the trim is too deep to be masked by normal maps, it would be very clear that it's actually just a texture and I don't want that. Besides I don't know how to bake normal maps yet although I do want to try that later.
[QUOTE=Master Chris;17609634][img]http://img19.imageshack.us/img19/2161/interior1.png[/img]
[/QUOTE] Question......Will the steering wheel turn like in the HL2 buggy and not just be a solid state?
[QUOTE=madmax678;17614461]Question......Will the steering wheel turn like in the HL2 buggy and not just be a solid state?[/QUOTE]
Yes it will be animated, I have said this before. The speedometer will be animated aswell.
[QUOTE=Master Chris;17615967]Yes it will be animated, I have said this before. The speedometer will be animated aswell.[/QUOTE] Ok.Also i would like to point out that it is next month this threads 1 year birthday!
Indeed it is. Could you possibly include a ramped up scale second speedometer to look like an RPM gauge if you haven't got one already?
[QUOTE=noobcake;17623562]Indeed it is. Could you possibly include a ramped up scale second speedometer to look like an RPM gauge if you haven't got one already?[/QUOTE]
I'm still thinking about what to do for the rev counter. The Jalopy actually has two gauges, one for speed and another one which is rigged but not animated. It's possible that there is some existing code which could be used to make a fully fuctioning rev counter.
Sounds good. Good on you if you figure it out.
[QUOTE=noobcake;17636132]Sounds good. Good on you if you figure it out.[/QUOTE]
Personally I doubt the code is there even if they had started working on such as feature and there are probably much easier methods to do this.
1) Get someone to code something in lua that could be linked to current gear and speed on the vehicle to work out a position. There is code for engine RPM but I've heard it's unreliable for matching with other features such as animation and soundand it's only good for the physical simulation.
2) Clever use of $poseparameters. The buggy has this .qc code for it's speedo:
[code]//speedometer
$weightlist speedo { "Rig_Buggy.Speedo" 1.0 }
$animation slow "buggy_speedo" frame 0 0 subtract neutral 0 weightlist speedo
$animation mid "buggy_speedo" frame 1 1 subtract neutral 0 weightlist speedo
$animation fast "buggy_speedo" frame 2 2 subtract neutral 0 weightlist speedo
$sequence speedometer { slow mid fast blend vehicle_guage 0 1 } weightlist speedo delta autoplay[/code]
Basically there is an animation consisting of 3 frames:
0 - Minimum speed
1 - Medium speed
2 - Maximum speed
and each of these positions is matched to the speed of the vehicle. If I use the gear ratios to work out the speed of the engine when the car is traveling at a certain speed then I could get the rev counter to essentially play an animation of the needle moving back and fourth to represent the change in RPM during a gear change. This method has the advantage of being usable in any source game that the vehicle can already be put into since it's just pure animation.
This would be quite difficult to synchronise so I'm putting this down as an addition to the model to be made in a later update, this definitely won't be in the first version.
[b]Big Update:[/b]
The dashboard is now almost finished! I just need to add the radio, a few more buttons and the needles for the dials. Then I will do the pedals and seats.
[img]http://img242.imageshack.us/img242/7419/dashboard1.png[/img]
[img]http://img242.imageshack.us/img242/2996/dashboard2.png[/img]
[img]http://img242.imageshack.us/img242/415/dashboard3.png[/img]
[img]http://img242.imageshack.us/img242/488/dashboard4.png[/img]
[img]http://img245.imageshack.us/img245/7837/interiorlight1.png[/img]
The current tricount is 26,753.
Seem like the model is almost done, all it needs now is a good texture.
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