Discussion in 'Vehicles' started by juanarg70, Feb 10, 2021.
Big updates to come. The históric is in paint process. An user is helping with sounds and they are coming out great. The modern mod will have a cup versión with 670hp and a Challenge versión with 952hp
The modern version has been updated into steam. Cup and challenge versions are a single mod. But lets you choose between cup or challenge in session setting for IA. Unfinished sounds also uploaded. Test them and tell me what you think. Cheers
The skin pack for two of the cars in the historic mod.
Hi guys.. new project to come. I would convert this old car from rf1. The idea is to publish them as old nascar cars from de 50s
I'm having trouble with the skins. The original skins only covered the main body cabin. fenders and hood were separated from the skin. In rf1 there was an entire car for each team. But I merge the cabin with the hood and fender and redo the UV map so to have 1 car model and different skins.. otherwise the hood and fender colors wouldn't match. We cant use original skins. Theres seems to be a weird transparency on th skins. I bake the textures in blender like I did with previous cars. Any idea on whats happening here?
I fixed it. It was a problem with material. But a new issue come up. To do the uv map I exported the model as collada.dae.. and now the model seems broken or something. its showing the polys. Original models were smooth.
You can see that Effect also in the Screenshots from your former converted Cars, in this Post.
I don't know which Software(s) you use, but you should use a Smoothing Modifier somewhere, before you export the Meshes to gmt Format and apply Smoothing Group 1 to all Polys.
That should solve the Problem
I tried the smooth modifier in blender but it doesn't work. If I do this in 3dsmax the uv mapping would work right? Would be nice to sort this out so to do the same with the other mods. But the original blender for american stock car challenge mod got broken. so modifying those blender its imposible. Maybe exporting the final gmts that are right now in the game and smoothing those its posble? The original blender for ASCC got broken when i resize some parts of it by mistake intead of resizing everything. Now I cant recover that blender file. parts dont fit each other. I hope I cant take the gmt and do this smoothing process somehow
If you use 3DSMax it's perfect and it doesn't affect the Mapping.
"Convert" the Meshes to "Editable Poly", go to the Polygon "Sublevel", mark all Polys and click "clear all" and then the Button "1" to apply 1 Smoothing Group (Screenshots below).
Thank you Redapg. I did it but it looks like its not applying.
Can you upload and send me that 3DSMax Scene File, by private Conversation?
Is it 3DSMax 2017 or 2021?
EDIT you can also send me the "unsmoothed" gmt File.
I will put together a drive folder and send it to you. Thanks
OK, i will check it later Today or Tomorrow.
By the way. This car models belong to Sergio Loro. He is ok about this convertion
Just found new mod on workshop
Thank you Mauro. redapg helped me with extra textures settings so I could use the models without breaking them in blender. Thank you Sergio Loro again!! those coups are fun
Anyone knows how to setup starting race one by one or two by two at a time? This is for racing on time and not in position. I know its been done in rf1.
just found this great videos of american stock car 74 mod
onboard is awesome
it remember me GPL times
p.s. i have to spend more time with this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2386776722
Mauro, I lost access to that facebook account. it was hacked. Right now I'm trying to convert a track into Dirt track with no sucess
Heres the new groups page: https://www.facebook.com/groups/946702809328456
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