• 1969 Dodge Charger (B-Body) WIP Model
    2,493 replies, posted
Now that I see all this detail, I must ask... Will the headlight covers flip over when you turn on the lights if you can?
[QUOTE=noobcake;18271668]Now that I see all this detail, I must ask... Will the headlight covers flip over when you turn on the lights if you can?[/QUOTE] I'm hoping to do that in a later update but I think that at first I will probably have to use bodygroups.
Its almost done, hot damn
This is gonna be epic
OK That is really Awesome!!! OMG
This is better than sex, on second thought....its not...but it sure is close.
Just a thought...is there a way to make a functioning trunk?
[QUOTE=StratocasterTB;18283017]Just a thought...is there a way to make a functioning trunk?[/QUOTE] I could make it an ammo box like the HL2 jeep, that would make it open and close when you 'use' it in-game.
[QUOTE=Master Chris;18283587]I could make it an ammo box like the HL2 jeep, that would make it open and close when you 'use' it in-game.[/QUOTE] nice idea and have the trunk filled up with weapon like from the TV show supernatural
[QUOTE=Master Chris;18283587]I could make it an ammo box like the HL2 jeep, that would make it open and close when you 'use' it in-game.[/QUOTE] I mean a trunk with cargo space.
[QUOTE=gmod dude 66;18284513]nice idea and have the trunk filled up with weapon like from the TV show supernatural[/QUOTE]Thats a great idea....
[QUOTE=StratocasterTB;18290684]I mean a trunk with cargo space.[/QUOTE] Well I don't know a way of doing that without going into lua. Unless you just want an empty area of the physics model to drop stuff in.
I just had an idea: You can create more than one weapon crate on a vehicle, right? If so, I had an idea. You could use the weapon crate property to create opening trunk, doors, and hood. The idea is quite simple. Have each of the aforementioned parts be a weapon crate, that when used, opens, then closes after X amount of seconds. 2-3 for the doors, and 4-5 for the hood and trunk. It'd be excellent for roleplay, where you can pretend to fish something out of the trunk, or fix the engine. The possibilities are endless. Also, the crate wouldn't give you any ammo, so it's like it's not even there. Oh, and have the trigger zone only be on the part itself, so looking at the side window of the charger wouldn't make you open the door, just get in it. You'd have to look at the door itself.
it's funny I only check the modeling section maybe once every other month and this thread is always here tomorrow it'll be 1 year old and it's still exciting [editline]01:51AM[/editline] fucking finish it already :v:
Gezz my 68 chevelle came with a bigger exhaust then that stock. And it was just a 307 lol. I think you need some bigger pipes/tips! And IMO I think it would look better with the leaf springs on top of the axel. And I am pretty sure chargers were not a unibody. Should put some frame rails on that thing!
it was/is a unibody [editline]06:35AM[/editline] and springs on top of the axle isn't accurate to the real thing
[QUOTE=Master Chris;18298305]Well I don't know a way of doing that without going into lua. Unless you just want an empty area of the physics model to drop stuff in.[/QUOTE]If it go's wrong, Just add a ammo crate in the back.
[QUOTE=noobcake;18307905]I just had an idea: You can create more than one weapon crate on a vehicle, right? If so, I had an idea. You could use the weapon crate property to create opening trunk, doors, and hood. The idea is quite simple. Have each of the aforementioned parts be a weapon crate, that when used, opens, then closes after X amount of seconds. 2-3 for the doors, and 4-5 for the hood and trunk. It'd be excellent for roleplay, where you can pretend to fish something out of the trunk, or fix the engine. The possibilities are endless. Also, the crate wouldn't give you any ammo, so it's like it's not even there. Oh, and have the trigger zone only be on the part itself, so looking at the side window of the charger wouldn't make you open the door, just get in it. You'd have to look at the door itself.[/QUOTE] I don't think that it's possible to have separate ammo crates, you may be able to give it multiple triggers but they would be opening the same box and therefore the same part of the car. I think I can add opening door animations to the car though. The movement of the player view when they enter a jeep is an animation which is triggered as they get in, I could add an animation for the door alongside that. [QUOTE=absinthe;18307978]fucking finish it already :v:[/QUOTE] Because of that I will now delay it for an additional year. Meenie! [QUOTE=CybBobaFett;18311425]Gezz my 68 chevelle came with a bigger exhaust then that stock. And it was just a 307 lol. I think you need some bigger pipes/tips! And IMO I think it would look better with the leaf springs on top of the axel. And I am pretty sure chargers were not a unibody. Should put some frame rails on that thing![/QUOTE] There are plenty of pictures [url=http://www.collectormotors.com/68b5/under.html]here[/url] that show the leaf springs on the bottom of the axle. I do agree on the exhaust though but I'm not adding any further underside details as most people aren't going to see them.
I can't wait to use this bad boy, driving up and down gmod with this baby. :)
Damn, This guy put alot of hard work into making this model great job man :D
[QUOTE=Master Chris;18318342] Because of that I will now delay it for an additional year. Meenie![/QUOTE] Lol......I hope your joking......
[b]Small Update:[/b] I did a quick test compile with a flat grey texture and it has gone without incident, it seems that I won't have to use bodygroups to get the whole mesh in after all. I will probably add them anyway though since they make the model more versatile for machinima and mod use. I have also made a few tweaks to the model, mostly to the roof as it was too low before and it went inwards too much at the rear. I have also widened the exhaust. [img]http://img33.imageshack.us/img33/6290/compilednouvs.png[/img] I'm doing UV's right now.
[QUOTE=Master Chris;18332654][b]Small Update:[/b] I did a quick test compile with a flat grey texture and it has gone without incident, it seems that I won't have to use bodygroups to get the whole mesh in after all. I will probably add them anyway though since they make the model more versatile for machinima and mod use. I have also made a few tweaks to the model, mostly to the roof as it was too low before and it went inwards too much at the rear. I have also widened the exhaust. I'm doing UV's right now.[/QUOTE]Looking good, i have a question though. Will this vehicle have reflections?
[QUOTE=madmax678;18332991]Looking good, i have a question though. Will this vehicle have reflections?[/QUOTE] Yes and phong as well.
[QUOTE=Master Chris;18333262]Yes and phong as well.[/QUOTE] Oh good, this would look good with the L4D models.
How long do you think the UV's would take at the rate you're going? Also will you do a General Lee reskin?
[QUOTE=noobcake;18350255]How long do you think the UV's would take at the rate you're going? Also will you do a General Lee reskin?[/QUOTE] Well considering my film needs to be finished by the 27th I think I will be doing a slightly simplified UV map for now so that I can continue with other things that need to be done for the film. It should be done by tonight and the textures done over the next couple of days after. I will add to it over time so even if I release the first version with a simplified UV map it will probably be fixed soon after. I'm thinking I may actually use SVN to ease updating but that's something to think about later.
Another problem with vehicle packs is that when you hit the windows, you get the effect you would see by striking metal. Any chance this model will have glass effects?
[QUOTE=StratocasterTB;18355051]Another problem with vehicle packs is that when you hit the windows, you get the effect you would see by striking metal. Any chance this model will have glass effects?[/QUOTE] I think this is a limitation of models in source. A whole model can only be made from one material, that's why all the vehicle models from CSS and L4D have their windows and other glass parts separated as a different model which is alligned with the car in hammer. I don't think there is a way around this problem except to make all the windows separate, you would then have to spawn them as props and weld/parent them to the vehicle.
[QUOTE=-Xemit-;18356647]Maybe bodygroups complied with different material will work?[/QUOTE] As far as I know meshes added using bodygroups have no collisions applied to them, they are basically just parented to the base mesh. I don't really know if they also share the same material as the base model but it seems likely. This is something I will need to experiment with later.
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