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Hello..; ..and help lol
Topic Started: Apr 20 2013, 03:27:29 AM (1,165 Views)
shonen
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Hello I'm new here but I'm not new to car modding.. Wanna say hello to this forums haha :D ..

But can someone help me? I said I'm not new to car modding but I can only do modding/converting if I have a finished model (like I can only put parts).. And I want to convert the Zonda Cinque from Forza 4 (my first complete conversion) but I'm not fast in converting and I'm confused in the empty materials and don't know what textures to apply.. I'm also lacking the common textures for forza (kinda like the vehshare from GTA IV) so any tips on how to convert faster and how to know what texture to apply to a certain part?

Thanks!! :D
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Kotton
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★SoCal CrackHead★

seen your reply @Zanoza, glad my suggestions workd

about the Cinque, I seen you say it's autovista, and that's going to be a rough one, as Zm takes a complete shit when dealing with large file sizes and the exported wft will crash the game if it's roughly 10megs or more, and unfortunately, just changing out the bodyshell won't do it, especially being that you'll need all 4 wheel meshes

a good place to start would be with the normal lod0 and incorporating the engine, engine bay, sills and under boot shiz from the slod mesh, leaving the cockpit lod0, as the slod cockpit ads serious weight ..it'll still be pushing the limit tho I'm sure

on the materials; Forza's pretty comprehensive in this regard - the entire engine bay and engine will get the engine_slod texture, the interior gets the interior_slod and interior2 maps, and just about everything exterior will get the nodamage_slod - the exception to this is parts labeled carbon fiber and grill, whereas you use the common maps, which can be found here

Welcome to the Shop :toast:
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shonen
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nvm the cinque, I got lazy lol.. :lol:
I did this one instead, but don't say it's another wald gtr because it's a little bit different (but it's still a wald lol).. I will put the wald bodykits from forza 4's gtr to my conversion of horizon's 2012 gtr, you can see in the grille and seats that's it's the 2012 (btw this car is the one I'm talking about the window problem)

Front bumper done (just posted this here to connect with our posts, but don't worry I saw a wip section here lol)
Posted Image
My pc sucks btw lol look at the graphics :lol: Hey kotton can you assist me a bit in the cockpit? It has some bugs like doors doesn't fit in properly... Also the part where the door attaches (what do you call that?) isn't that good.. This car is actually based off a friend's car that gave me his gtr unlocked...
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Kotton
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you mean the door sills? ..if so, linkage
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shonen
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Do you have a nissan gtr mod for gta iv too? if so can I have the door sills and the part where the door attaches when closed (kinda like the bridge connecting the bodyshell to the cockpit/interior)? I actually tried to do door sills from the tut you linked but they're messed up, they clip everywhere, they're double sided and messed up normals (I think it's normals). Btw I stopped doing that wald gtr because I think it's too common and I am currently making a racing kinda GT-R...

Thanks!! :D

EDIT: Who did this? http://s1065.photobucket.com/user/KotChopShop/media/vr38dett_zps1d898f55.jpg.html
Edited by shonen, Apr 21 2013, 06:39:08 AM.
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Kotton
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me; and no, you can't 'have' any door sills or anything we scratch model bro.. I and many here spend countless hours modeling these details for our mods, so we don't just give that ish away lol

however quite a few kats like to use existing sills from other meshes, and they just shape them to fit whatever model they're doing.. maybe something to consider
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shonen
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Ye lol I actually did that, I took door sills and other shiz from a different model of the gtr and just scaled it, it's not perfect though..
lol who made this? wanna try it... http://s1065.photobucket.com/user/KotChopShop/media/vr38dett_zps1d898f55.jpg.html
EDIT: WOW at this... What's the settings for the disc? http://www.imagebam.com/image/ecf5f1247886285 (ill be the one to do the textures dw lol)
Edited by shonen, Apr 21 2013, 10:55:21 AM.
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DesMan
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Nah.....

He made it, the guy who talked to u, own this website lol, and clearly no will be his ans
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Kotton
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already answered that.. ME lol
it's not released yet, and when it is, it won't be available to the public

edit; that rotor is also my scratch work (and scratch textures)
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shonen
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yea i know but the reflections are kinda different.. I can make the texture though just tell me the material settings or whatever you call it lol

also some tips on spec textures? I just desaturate the main texture then brighten it a bit lol...
Edited by shonen, Apr 21 2013, 10:59:35 AM.
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Kotton
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I don't use any particular material settings (user definitions), it's just the results of texturing - spec textures do 2 things; they control specular and reflection - the lighter (brighter) your spec map, the more reflective it will be; the darker it is, the less reflective and less specular highlights it will have - it's actually a very crude way of controlling both effects and a hindrance
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shonen
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Oh thanks, I'll try that.. I just thought that it has custom settings because it has the blurry reflections that made it look like a real rotor/disc.. But is there a way to make an object have specular highlights but without reflection?
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Kotton
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yes and no, you can use an interior shader, but that's extremely limited; say for example you wanted to have a matte body (painted) parts, if you use an interior shader on them, they won't register gunshot data

there's a little trick we use which overcomes this specular/reflection issue, but we normally keep that knowledge in reserve for our decorated members
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