Arturo's Forge of Mods

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Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:32 am

I'll post everything regarding my Mods here.
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:45 am

OK, ladies and gentlemen, some updates on the BMW!<br />
I decided to use a good quality interior on the BMW, and after such difficult task for me (Re-adjusting meshes positions, textures, some heavy re-mapping in carbon fiber textures, deleting unnecesary polys, some poly adjustments and all the like), I finally finished! Just adjust driver position and re-mapping the driver seat and the steering wheel, easy task, but I'm goin' for a rest now.<br />
Here are some photos, don't forget to help me if you want:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/interior2_zpsa6bae815.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/interior1_zpsc3afe32f.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/interior3_zps010d186d.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:46 am

OK, folks, finally I found some free time to continue modding, and I've got some updates!

1-I was finally able to rip models from Nfs The Run, Thank you so much for the valuable help, Rulerz! Now I'll use Jack as a driver, more cars from The Run should come in the future, as long as the rip tools don't fuck it up.

2-I also finished polishing the BMW M3 GT ALMS and it's ready for MW! I'll have to do the scripts and the like, but the main part is done.

3-The voting has ended! Here are the results:

Audi A4: 2 votes (Greger, Rulerz)
Vauxhall Monaro: 1 vote (Starled)
Corvette C6R: 6 votes (Porsche 4ever, ScourgeConvoy, Pretty Hate Machine, jabba-SnypeRZ, JulienM, Tails)

Thank you so much everybody for participating!

4-Here are some photos of my advance, they aren't so much (As well as the info, for some of you), but I think they'll do it in the meantime:


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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:47 am

OK, folks, some updates for today!<br />
I made and mapped most of the logos, I just need to fix the liveries and everything will be ready, the livery thing will take time, though. Some photos of my progress, enjoy them!<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0001_zpsc7b4573e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0002_zps5712de6e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0003_zps3e3843e7.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0004_zps4e29d9a0.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0005_zps2c6e0eca.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0006_zpsa90deaeb.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0007_zps22592739.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:49 am

Thank you so much for your words, JulienM!<br />
About the textures, I've discussed about it with FOX, I then said I'm gonna use 3 textures sizes so everybody can choose the quality they want, so don't worry 'bout that, my friend <img alt=";)" class="top_vertical_alignment" src="http://drivingpassion.net/themes/default/images/ocf_emoticons/wink.png" /><br />
<br />
Everybody:<br />
I finally finished the liveries and therefore, I finished the main part of the BMW!!<br />
Now, I'll have to tweak some little things, add dummies, performance and everything is gonna be ready! Here are 2 photos, enjoy them!<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/1_zpseca0d0e1.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/2_zps610e881a.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:52 am

UPDATE:<br />
Well folks, in a convo with Porsche 4ever, I decided to upload photos of my Police Force, police cars mods for MW, have you wondered why I made a pursuit mod? This is the answer. These mods are rather old, but I'll re-work 'em soon!<br />
OK, the cars liveries were based in other cars liveries, I know I'm not very creative, but regardless of that, I'm planning in releasing this police force soon, so, meanwhile, here are photos of 'em:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/6-AudiR842FSIQuattroRPD_zpsf397a969.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/7-LamborghiniReventoacutenRPD_zpsabdc2fd3.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/8-KoenigseggCCXRPD_zps35723c14.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/9-LexusLFARPD_zps84a0f41f.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/10-BugattiVeyronRPD_zpsfbe48a4d.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/11-PaganiZondaRRPD_zps19dce13d.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/12-PaganiHuayraRPD_zpsc6227dc3.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFS%20Most%20Wanted%20Police%20Force/13-RockportPoliceDepartmentHelicopter_zps7a3bdc44.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:53 am

Meanwhile, some progress in Jack's shaders:<br />
1-Sneakers, yeah, kinda unnecesary, but there they are anyway:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/40_zps34bdb8f6.jpg~original" title="" /><br />
2-Clothes (And skin too):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/41_zps90b3d92e.jpg~original" title="" /><br />
3-Face and eyes (Yeah, I got kinda serious here):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/42_zps26564044.jpg~original" title="" /><br />
<br />
Now, first person view and interior:<br />
1-Center:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/43_zpsc93984e1.jpg~original" title="" /><br />
2-Left:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/44_zps6d94dfda.jpg~original" title="" /><br />
3-Right:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/45_zps893c74e1.jpg~original" title="" /><br />
<br />
Any help/suggestions/recommendations and the like will be fully appreciated.
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:55 am

OK, I'll choose the TrafWin white option, I'll upload pics asap.<br />
UPDATE: The photos:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0063_zps70f733d2.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0064_zps94574e7a.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0065_zps90805fb1.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0066_zps5320abde.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0068_zps19cf99b3.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0069_zps1bf4fdf5.jpg~original" title="" /><br />
<br />
Everybody:<br />
Just a question: Is it possible to modify the direction of a mount point (Dummy)? I didn't want to add a dummy in a part of the brake lights (Inside the green circle) because it would look bad. Am I mistaken? What should I do? Here's the photo:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0067_zps426de5b2.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:57 am

Reight, Greger, ACLambor, Tails:<br />
Thank you so much for your comments!!<br />
<br />
Everybody:<br />
Finally I fixed my PC!<br />
In the meantime, I'm testing some shaders, I also found a way to improve the reflection of the rearview mirors, just look at the pics:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0421-54-23-40_zps43a8ae3c.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0421-54-28-56_zpsf1053c5a.jpg~original" title="" /><br />
I have to make the texture clearer, I'll do that later.
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:58 am

Make the mirrors convex, that's all, Victor.<br />
Any problems, just tell me.<br />
<br />
UPDATE:<br />
Here are more photos of the BMW, feel free to give me some hints if you want, enjoy 'em!<br />
<br />
1-Brake lights with their glasses<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0502-57-15-87_zps8fa1f9e9.jpg~original" title="" /><br />
2-The grill is now transparent<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0502-57-28-91_zpsacfc1b0b.jpg~original" title="" /><br />
3-Windows and black glass textures, I think I managed to make the exhausts look better than before, the other one looked like plastic<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0502-57-58-98_zps75638f08.jpg~original" title="" /><br />
4-Transparent grill, chromed grill, head light glasses and better-looking head lights thanks to JulienM (Thank you so much, bro!)<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0502-58-54-35_zps4e0cf40b.jpg~original" title="" /><br />
5-I'll have to smooth the tires, I guess. I'm using a new shader in the tire treads, what do you think?<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0502-59-57-36_zps142ebfe4.jpg~original" title="" /><br />
6-White interior, OK or bland, it just meets its purpose, I guess, I think another shader could do if needed<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-01-13-39_zps2daf0977.jpg~original" title="" /><br />
7-I'm just fixing the front rearview mirror, the others look rather good! Plus, look at the interior details<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-05-33-60_zps28044a93.jpg~original" title="" /><br />
8-Checking the right mirror, look at the alcantara texture (Am I right?) too<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-05-39-48_zpsf5287222.jpg~original" title="" /><br />
9-The left mirror<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-05-41-24_zps13c915db.jpg~original" title="" /><br />
10-Plastic parts and windows in a better lighting<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-06-28-58_zpsb75e5e21.jpg~original" title="" /><br />
11-Added missing buttons<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-06-42-71_zps741595cc.jpg~original" title="" /><br />
12-The CF is barely notorius (Kinda blurry), I'll work on it later<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-07-26-23_zps8183f74a.jpg~original" title="" /><br />
13-More details in the interior<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-07-42-47_zps0b2429ff.jpg~original" title="" /><br />
14-More shader tests on Jack<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-08-34-11_zps6b2554a5.jpg~original" title="" /><br />
15-Brake lights glow<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-09-42-37_zpsec86b6fc.jpg~original" title="" /><br />
16-Body kit and windows shaders test<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-10-09-27_zpsb5cfb389.jpg~original" title="" /><br />
17-Tire tread shader test<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-10-12-60_zps2295797d.jpg~original" title="" /><br />
18-Front grill shader test<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-11-45-63_zpsd2e554c1.jpg~original" title="" /><br />
19-BMW and M3 badges aren't the right ones, they don't get dark<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-12-03-15_zps9ceb2fe4.jpg~original" title="" /><br />
20-Rims shader test<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0503-14-20-47_zpsc4578f9c.jpg~original" title="" /><br />
<br />
As soon as I totally repair the front mirror, I'll give detailed instructions on how to do it, either in a public tutorial or private docs, I just want to make sure that you can make them, too. Overall, I still have to use better shaders in some cases, in others, I think I'm OK, there's a handful of shaders with specular reflections, so it's kinda hard to make variety of 'em, hope the ones with diffuse reflections could do. The good news is that the BMW has a 80-85% progress <img alt="Happy Smile 1" class="top_vertical_alignment" src="http://drivingpassion.net/themes/default/images/ocf_emoticons/grin.png" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:58 am

Sup, folks, I've got good news!<br />
<br />
The real way to improve the mirrors reflection wasn't make them convex, I recently discovered that you have to project normals in a determined way to get the correct reflections, something like this:<br />
(Depends on the type of mirror, though, you have to project normals accordingly via trial and error)<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0075_zps3f3914e5.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/0076_zpsdc8f1b84.jpg~original" title="" /><br />
How to project normals in ZModeler 2:<br />
1-Activate the Vertex level<br />
2-Click on the mirrors meshes<br />
3-Select all the vertices of one of the meshes, once you've finished projecting normals of the first mesh, make the same to the others<br />
4-Press the SELECTED MODE so it turns red, and the normals (Green lines that indicate reflections direction) appear<br />
5-Click on Surface/Normals/Projection<br />
6-Adjust the pivot helper in x, y and z axes behind of the visible part of the mesh, keeping some distance (Use the screenshots as a guide)<br />
7-Hold shift, then click on the mesh to project normals<br />
<br />
If everything is right, it should look like this:<br />
(Don't worry about the dark tone, just clarify the texture)<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0606-58-22-59_zpsa43a707f.jpg~original" title="" /><br />
<br />
That's all.
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:00 pm

OK folks, some updates:<br />
Here are more photos of the front rearview mirror, with bugs corrected in the middle part, about the corners, I'll see if I can solve that, whatever, here are the photos:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0718-18-17-25_zps256151de.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0718-18-25-95_zpsefc7e579.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0718-18-33-60_zpsb8901625.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0718-18-38-70_zps7dc9ee8e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0718-18-43-24_zps041ec0f6.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:00 pm

I FUCKING MADE IT!!!<br />
<br />
Well, ladies and gentlemen, I finally repaired the rearview mirrors! Here are some photos showing the mirrors, enjoy them!<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0722-08-00-61_zps6cc0a956.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0722-08-06-10_zps813e2ae7.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0722-24-41-64_zpsec48b54e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0722-24-45-29_zps2789ba4e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-0722-24-47-88_zps280cef38.jpg~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:02 pm

Windows shader test, tell me what do you think:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-33-30-34_zps82272721.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-33-34-91_zps8d5d756d.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-33-42-35_zps11b5c88d.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-33-51-39_zpsab709731.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-34-03-32_zpsf7d896c5.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-34-10-89_zps937225c2.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1214-01-29-04_zps1e03340c.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-25-45-78_zpsb7384f89.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1215-30-59-52_zps5062be00.jpg~original" title="" /><br />
<br />
<br />
&hellip; And this is the windows (Inside part) shader test, check it out:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1216-08-31-54_zpse42af54e.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1216-27-27-78_zps6085dc3a.jpg~original" title="" />
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ArturoPlayerOne
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:03 pm

Another little update:<br />
I fixed the exhausts shaders, and the exhusts, too! I also modelled the exhausts so they could look better! OK, it's almost unnoticeable, but it looks better.<br />
I just have to fix badges shaders, map correctly the carbon fiber, make the performance, and it'll be finally done! Ah, and before I forget, here are some pictures showing the new exhausts:<br />
(They're a little dark, so look 'em closely)<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1618-23-59-26_zpsded46f68.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1618-00-01-60_zpsc9040ca5.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1618-04-09-19_zps808a742c.jpg~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-03-1618-23-59-26_zpsded46f68.jpg~original" title="" />
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ArturoPlayerOne
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:07 pm

Finally some updates regarding to the BMW!<br />
(Although this update could be either meaningful or meaningless for you).<br />
<br />
Well, I decided to create some little 3D meshes to use them with the BMW for a change of pace, and fix the bugs at the same time.<br />
<br />
I also want to thank Rulerz because he helped me to solve a 3ds Max issue I had, thank you, bro!<br />
<br />
OK, without further ado, here are the photos, enjoy them!<br />
<br />
<br />
1-The right side &quot;things&quot; weren't lights, I was able to make the rings and model the red things, one of the few bugged meshes that I could repair. I'm now replacing the rest with a mesh Speedmach sent to me some time ago (Thank you, man!), despite I still don't know the name of them, I made the job!. The complicated thing here was to place the grey rings.<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/bmw_update_01_zpsb9e74438.jpg~original" title="" /><br />
<br />
<br />
2-I made this bolt for the rear wing of the BMW, 114 polys and very basic textures, I liked the result!<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/bmw_update_02_zpsbf04b103.jpg~original" title="" /><br />
<br />
<br />
3-The rear grill I made 2 weeks ago, I got a lot of trouble doing it and if you look closely, it's not 100% perfect, but I'm happy with my work <img alt="Happy Smile 1" class="top_vertical_alignment" src="http://drivingpassion.net/themes/default/images/ocf_emoticons/grin.png" /><br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/bmw_update_03_zps903dd5c0.jpg~original" title="" />
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ArturoPlayerOne
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:08 pm

OK, I finally fixed the save/load issues I was having with the BMW!!<br />
<br />
Due to this (And a videogame break I took, too, I really needed it <img alt="Happy Smile 1" class="top_vertical_alignment" src="http://drivingpassion.net/themes/default/images/ocf_emoticons/grin.png" />), I haven't advanced too much in the BMW. However, I'll show to you all some photos of my progress and some things I'm trying so far to improve the BMW, and therefore, the rest of my mods.<br />
<br />
At the moment, 99% of the bugged meshes were repaired. Well, 'nuff talking, here are some photos:<br />
<br />
1) I decided to merge both my signature and GTR one, I have to re-locate it yet:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/signature_logos_zps6fa837c5.png~original" title="" /><br />
<br />
2-I also modified Jack's textures and added a shader to achieve a leather-like effect (Yeah, the texture size was reduced to 1024x1024):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/leather_jacket_reflection_zps01f001ec.png~original" title="" /><br />
<br />
3-The side red plastic things weren't lights, I made the &quot;metal ring&quot; and I modified the red things (The red things, along with the side windows were the only meshes sent by FOX that I could save, apart from some bolts) so they look like the real thing. well, here's a photo of how they look in-game:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/side_plastic_zpsf05f00e1.png~original" title="" /><br />
<br />
4-I Added some bolts to the rear window mask:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/rear_glass_bolts_zpsdeffd2ed.png~original" title="" /><br />
<br />
5-I replaced the old, crappy Shift 2 rear wing with Forza 4 rear wing:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/rear_wing_sides_zps44250d89.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/rear_wing_holder_01_zps70b8b7e5.png~original" title="" /><br />
<br />
&hellip;And I also added bolts made by myself on the rear wing, apart from adding the metallic white-ish part to the rear wing:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/rear_wing_bolts_zps5d1e2c3f.png~original" title="" /><br />
<br />
6-I added the headlights from Forza 4 (Meshes courtesy of speedmach, thank you so much, bro!), the brake lights are the same, except for some details. Here's the off status:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/headlights_off_zpsa70aa64c.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/brake_lights_off_zps9cf703ae.png~original" title="" /><br />
<br />
&hellip;The off status of the brake lights in Free Roam (I have to perfect it yet):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/activated_lights_off_zps57c955d8.png~original" title="" /><br />
<br />
&hellip;And the on status:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/activated_lights_on_zps5bf713c0.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/brake_lights_on_zps2d9733b2.png~original" title="" /><br />
<br />
&hellip;Here are the head lights in on status, I said I won't take Nono1's idea, but I decided to change my mind, of course credits go to him for his great idea:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/headlights_on_01_zps5665220d.png~original" title="" /><br />
<br />
&hellip;I wish the headlights looked like this all the time:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/headlights_on_02_zps0d08e4a5.png~original" title="" /><br />
<br />
7-I also got a mesh from Assetto Corsa (gamemodels.ru) to replace low-quality meshes with these ones, but I don't know if I'm gonna use all meshes (BTW, FOX, I know you were complainting about the quality of the current mirrors bodies, now I found better ones):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/ac_meshes_zpsf9ec57d5.jpg~original" title="" /><br />
<br />
8-And here are some less technical, more artistic photos for you to enjoy:<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/01_zps65d023c3.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/02_zpse97ee478.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/04_zps7e60f182.png~original" title="" />
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:09 pm

1erickf50, Greger, thank you so much for your suggestions!<br />
<br />
<br />
Everybody:<br />
<br />
<br />
Regarding my modding activity, I finally managed to learn how to convert cars to Nfs Carbon!!<br />
<br />
<br />
Look at the quick pics, as you can notice, I still have a lot to learn (I didn't put the headlights dummies to make it quick), but I'll take care of all this in due time:<br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/Nfs%20Carbono%20Mods/NFSC2014-06-1703-13-48-86_zpsf95619bc.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/Nfs%20Carbono%20Mods/NFSC2014-06-1703-14-42-21_zps3e7988b3.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/Nfs%20Carbono%20Mods/NFSC2014-06-1703-15-35-39_zps579f0092.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/Nfs%20Carbono%20Mods/NFSC2014-06-1703-30-31-96_zps599da448.png~original" title="" /><br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/Nfs%20Carbono%20Mods/NFSC2014-06-1703-32-25-46_zpsd9c77743.png~original" title="" /><br />
<br />
<br />
<br />
<br />
All Modders, and everybody who are interested in these details:<br />
<br />
<br />
As always, I made a kind of a research of what can be done and what can't be done by exploiting the limits, and I got the following conclusions:<br />
<br />
<br />
1-Carbon cars can handle much less triangles (polygons) than Most Wanted ones, because Carbon loads more content in-game: 8 cars in Career races and 12 cars in Race Wars, unlike the 4 cars max of Most Wanted.<br />
<br />
<br />
2-Due to this fact, car vanishing issues aka &quot;ghosting&quot; are much more common with mid to high-poly cars, specially when you have several Mods installed and some or most of them appear in a 8 or 12 cars race.<br />
<br />
<br />
3-Any mod of 100,000 triangles or more will increase the &quot;ghosting&quot; and crashing issues, specially when other hi-poly car/s (100,000+ triangles) appear.<br />
<br />
<br />
4-Even with extremely reduced texture sizes (4x4 pixels), cars with 150,000+ triangles per body kit will disappear in any moment, and even make the game crash.<br />
<br />
<br />
5-Apparently, cars with <b>65,535 triangles per body kit or less, and reasonable texture sizes</b> won't make the car disappear or make the game crash.<br />
<br />
<br />
6-In case you must have more than 65,535 triangles in your Mod, <b>you MUST add less detailed geometry in each Level of Detail aka LOD</b> (LODB=-20%,LODC=-40%,LODD=-60%,LODE=-80%), because (To be honest, I didn't know this) I think <b>the game loads the cars with all LODs in the memory</b>; so, the less detailed the other LODS be, the better.<br />
<br />
This happens because I think (I'm not really sure of it) both NFS Most Wanted and NFS Carbon have severe memory problems, kind of a bad memory usage regarding what and how the game loads things in tne memory or something like that.<br />
<br />
Strangely, the game loaded 3 Audi R18s in a Race Wars track, and the game didn't crash because all of them used the same body kit configuration, but as soon as I used a R18 and made a crew member use a R18 with a different config, the game always crashed.<br />
<br />
Perhaps a memory patch for both games should allow both games to load much more things without problems. Sorry for my ignorance, but I don't know what's the cause of the specifical bug I mentioned in the previous paragraph.<br />
<br />
<br />
7-As you can guess, I won't make the R18 for Carbon, at least not in LOD0.<br />
<br />
<br />
8-I won't make it for Most Wanted either, because the car ripping author didn't gave me his permission <b>(Practically the only things that are mine are the tire, the rim and the carbon fiber textures)</b>, so, unfortunately, it's gonna remain in private, sorry. The reason of why I showed this car is because this car is the highest-poly car I converted, and it was the ideal car to test NFS Carbon limits.<br />
<br />
<br />
9-I'm not sure if I'll convert the BMW M3 GT ALMS to Carbon since the poly count of it has increased notoriously, but in case I find a way to do it without problems, I'll definitely do it!<br />
<br />
<br />
10-Finally, I want to conclude that I'll convert my future Mods to both MW and Carbon!
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:10 pm

I'm back with more info regarding Modding:


I tested TexMod to load heavy textures of my hi-poly cars (Once more, R18) for NFS MW, and it worked!!! No more fucking ghosting!!!




Why TexMod worked?


Because (I think) TexMod loads the textures to another "memory slot", different from the ones MW and Carbon use, thus dramatically reducing ghosting probabilities, since the memory slots MW and Carbon use are not being overused.




How to make it work?
(For MW/Carbon Modders, but this should apply for Modders of other games too, in case they can be able to "translate" this information)




It's somewhat complicated, but you'll be able to make it:


1-Copy all the textures the car uses to a different place.


2-Reduce all the copied textures to a size of 4x4, conservating the alpha channels the textures have, in case they have one.


3-Paint the different textures with a different color each, so you can easily recognize them later, and TexMod can give them a different hash code. If you don't do it, the hashes will be the same for 2 or more textures that have the exact same color, even if their names are different, and, of course, you'll have to start over. Save afterwards as .dds, with the appropiated DXT options.


4-Compile them with NFSMW Texture Compiler (MW) or NFS Carbon texture Compiler (Carbon) by Nfsu360 using the appropiated names and parameters.


5-Open TexMod, go to Logging mode, select the game you want to create the textures package for (MW or CBN), adjust the options and run the game with TexMod (Make sure you to add an exception in your antivirus for TexMod and your game .exe if TexMod doesn't work).


6-Red lettering should appear in the upper left corner, indicating that TexMod is running along with MW/CBN.


7-Choose your Mod in which you are gonna apply this trick and go to View Car mode.


8-Use + and - in your keyboard to navigate the textures until you find the ones your car uses, you'll know this if the area where the texture should be is turned green and/or the texture appears in the upper left corner (Don't filter the textures).

Normally, all textures are loaded together in order, so if you don't find the driver and the brakes in "on" status textures (Or others that can't be seen in menus, for example), don't worry, and look closely to the upper left corner until you see the texture those meshes use (I strongly recommend that you paint those textures with notorious colors so you can see them).

It's very important that you remember the color of the texture which you assigned the respective color to.


9-Press F10 or the button(s) you assigned to that function, to export the texture (It's one by one) and its hash code for TexMod. A .log file should be created, with the hashes and the exported textures names.


10-Once you're done, copy your original, unaltered textures (Neither the reduced textures nor the exported ones) to another folder.


11-Replace the names of your copied, but unaltered textures with the names of the corresponding exported textures (The ones you just exported with TexMod). It's very important that you remember the color of the texture which you assigned the respective color to, so you don't have any problems with asigning the right textures, but if you make a mistake, you can use the name of the other textures, until you find the correct name. It should be like SPEED.EXE (Or NFSC.EXE)_0X(8 numbers in hexadecimal), for example.

Two examples:
-SPEED.EXE_0X885DABF4
-NFSC.EXE_0X4492ACC1


12-The .log file should be ready. If there are repeated hashes, it should be because you are using two exactly equal textures, but with a different name. Otherwise, re-compile your TEXTURES.BIN until all car texture hashes are all different. This shouldn't happen anyway.


13-Check if all hashes and textures names are present in the .log file, and once you're absolutely ready, go to Package Build mode.


14-Choose the Definition File (The .log file), put your name, add a comment and click on Build to build the package.


15-Once the process has been successful, give it a name and save the created file.


16-You MUST keep the TEXTURES.BIN with the 4x4 textures in your Mod folder so this trick can work.


17-Go to Package Mode, choose your game, click on the folder icon to choose your created file, load it, and run the game from TexMod.


18-If you did everything right, you'll notice a little increase in the first game loading process, and you should be able to see your textures on your car. Congratulations, you've successfully added big textures without making the car to disappear nor the game crash to desktop!


19-Not only that, you also reduced the amount of memory the game had to use for the original EA car textures, from an average size of 256x256 to an average size of 4x4, thus making life easier to your game.


20-As you have guessed, you'll need a very decent amount of RAM to run it, but at least you'll be able to enjoy great quality without making the car to disappear, or making the game to crash to desktop.




You also need to have in mind that textures aren't the only reason for ghosting issues: Meshes too.


Why? Because NFS MW and NFS Carbon load all LODS in memory at the same time, so by reducing the detail of the less important LODs, along with using TexMod + TEXTURES.BIN with only 4x4 size textures, you'll manage to reduce ghosting/crashing issues down to 0, meaning that you should be able to play without any issues!


OK, this should be all, regarding these known issues.




==========================================================================================================================================




About the Bimmer, I was able to perforate the geometry, specifically, the rear wing holders, BTW, thank you so much for your help, Rulerz!!


1-ALMS rear wing holders:



2-Art Car rear wing holders:
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:11 pm

Finally, my research about MW and Carbon Modding limits is done! Here are the results:<br />
<br />
<br />
For NFS Most Wanted:<br />
<br />
<br />
1-Is there a limit I should be aware of?<br />
<br />
The game can load in memory (From now on, just &quot;Load&quot;/&quot;Loaded&quot;, etc) up to <b>1,000,000 triangles</b> for cars that participate in races (Together, not one by one) without problems. If the total number of triangles that are loaded by the cars that participate in a race passes the 1M barrier, problems will start happening the more you pass this limit, and no matter if the teztures size all cars use are as tiny as 1x1 pixel, problems are gonna happen anyway, unless you completely crack the entire game engine code and improve it.<br />
<br />
<br />
2-What parts are loaded in memory?<br />
<br />
-Simple. <b>All LODs are loaded</b>, no matter if you can see them or not, they're ready to be rendered, even if they aren't needed at all.<br />
<br />
-Bear in mind that only the LODs of the parts you're using are loaded, for example, if you're using the Body Kit 2, Hood Style 3 and Spoiler Style 4, all those LODs will be loaded. All LODs of the common parts, logically, are loaded too.<br />
<br />
-Driver model <b>will be loaded in menus</b> with all available LODs, even if you don't see him.<br />
<br />
-LOD E isn't loaded in menus.<br />
<br />
<br />
3-How I can know how many triangles my Mod loads in memory?<br />
<br />
-By doing the following:<br />
<br />
A) In your favourite 3D Program, open your Mod.<br />
<br />
B) Multiply your wheel mesh to a number that's equal to the number of wheels that appear in-game (Should be 4).<br />
<br />
C) Multiply your brake mesh to a number that's equal to the number of brakes that appear in-game (Should be 1x4 if you're using only 1 brake mesh; or 2x2 if you're using front brake and rear brake meshes).<br />
<br />
D) Make appear in your 3D program only the common parts, the wheels, the brakes, the driver, the Hood Style that has the highest amount of triangles (In case your Mod includes any) and the highest detailed body kit part.<br />
<br />
E) If you are going to use a parts linking document such as xlink.txt to avoid creating LOD parts, mutiply the total number of triangles of all parts that you made appear by a number that is equal to the number of LODs you want to use (Should be 5).<br />
<br />
F) If you're using LOD parts, just get the total number of triangles of all parts that you made appear, in case you are also using a parts linking document for some parts, make the respective calculations.<br />
<br />
G) Finally, you should know how many triangles <b>&quot;per body kit&quot;</b> your Mod loads. The triangles &quot;per body kit&quot; are <b>the triangles that are effectively loaded in memory</b>, ready to be rendered in-game. When you change a body kit, or another part, the removed parts are unloaded from memory. This doesn't happen with the driver model, it's loaded in memory all the time.<br />
<br />
<br />
4-Is there a recommended maximum number of triangles?<br />
<br />
-Yes, your Mod should have a maximum of <b>250,000 triangles &quot;per body kit&quot;</b> (Check point 3). The overall number of triangles of your Mod can be much higher, but the important thing is that the number of triangles &quot;per body kit&quot; is under the 250,000 triangles barrier, so in case you play a race, you don't break the 1M barrier <b>(250,000 triangles x 4 racers = 1,000,000 triangles)</b>. You can, of course, pass the 250K barrier, but if you play a race against 1 or more opponents, and the 1M barrier is broken, problems WILL happen. Don't tell me I didn't tell you.<br />
<br />
<br />
5-How LODs are used in MW?<br />
<br />
-Here I made a test with my BMW, the different body kit colors show the different LODs, and the photos show the minimum distance where each LOD is rendered, for a maximum settings graphics configuration. Check these images:<br />
<br />
A)LOD A (White):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/speed2014-06-2205-51-29-60_zps00f9c611.png~original" title="" /><br />
<br />
<br />
B)LOD B (Red):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/speed2014-06-2205-51-55-18_zps8995cc93.png~original" title="" /><br />
<br />
<br />
C)LOD C (Yellow):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/speed2014-06-2205-52-49-19_zps70b9ea90.png~original" title="" /><br />
<br />
<br />
D)LOD D (Green):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/speed2014-06-2205-53-10-90_zps17c9b155.png~original" title="" /><br />
<br />
<br />
E)LOD E (Black):<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/speed2014-06-2205-55-22-76_zps6988da16.png~original" title="" /><br />
<br />
<br />
<br />
6-Any hints?<br />
<br />
-Yes:<br />
<br />
A) <b>Use less detailed geometry for less important LODs</b>, and if necessary, don't use all LODs for all parts, for example, just use 2 or 3 LODs for the driver.<br />
<br />
B) If you want to use hi-res textures, <b>use TexMod plus a TEXTURES.BIN with 4x4 pixels textures</b> (Check post #945 of my thread for more info) to avoid &quot;ghosting&quot; issues and expand just a little bit the 1M barrier.<br />
<br />
C) If your game crashes, check if you have a hi-poly unoptimized Mod, and uninstall it.<br />
<br />
<br />
<br />
<br />
For Nfs Carbon:<br />
<br />
<br />
1-Triangles that are loaded in memory:<br />
<br />
-The number of triangles that all cars that participate in a race load (Together, not one by one) can't pass the <b>1,000,000</b> triangles limit, just like in MW.<br />
<br />
-The maximum number of triangles &quot;per body kit&quot; that cars should load is of <b>83,332 triangles</b>, so you can be able to play Race Wars with your Mod, or against your Mod, without problems.<br />
<br />
<br />
2-Anything else?<br />
<br />
-Yes, the LODs appear in shorter distances than in MW, the lowest LOD appears approximately <b>1/3 of the distance MW lowest LOD appears</b>.<br />
<br />
-The way of getting the number of triangles &quot;per body kit&quot; is the same, just add the Autosculpt pieces, among other common pieces, technically speaking, it follows the same logic that's used for MW.<br />
<br />
-Everything else is just like in MW.<br />
<br />
<br />
<br />
Now you know MW and Carbon Modding limits, you will be able to exploit them as safely as possible.
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ArturoPlayerOne
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:12 pm

An extra part of my research about MW Modding limits:<br />
<br />
If you are interested in my researches, check posts #945 and #953 of my thread, or click on the quotes buttons below to get to them faster:<br />
<br />
​<kbd class="ocp_keep_block" style="cursor: pointer;" title="quote">[QUOTE=ArturoPlayerOne]Click on the button to check <b>full post #945, the first part of my research</b>[/QUOTE]</kbd>​​<kbd class="ocp_keep_block" style="cursor: pointer;" title="quote">[QUOTE=ArturoPlayerOne]Click on the button to check <b>full post #953, the second part of my research</b>[/QUOTE]</kbd>​I can conclude that the only big problem MW has is memory usage. Why?<br />
Check this photo:<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/NFSMWHintsAndHelp/a_lot_of_r18s_zps1a45add7.png~original" title="" /><br />
<br />
<br />
<br />
<br />
Each one of these R18s has 204,000 polygons, and there are 13, by doing the math, we have: 204,000 x 13 = <b>2,652,000 polygons</b>.<br />
You also have to add the polygons of the Lambo and Rockport.<br />
<br />
<br />
MW can handle a practically endless amount of polygons, the actual limit will only depend on your PC specs. My FPS count dropped in 65% because of my PC specs, high-end PCs can handle really big amounts of polygons without many problems.<br />
<br />
<br />
Now, the only solution we have &quot;in hand&quot; is to reduce the quality of less important LODs and use TexMod to load the textures of the Mods.<br />
<br />
<br />
A way better solution will be (The best idea, I think), indeed, a memory patch so MW can make a better usage of memory, so the game becomes PC specs-dependant instead of game engine-dependant.<br />
<br />
<br />
Another idea would be to find out the way MW makes LODs and other elements like brakes or wheels appear and/or disappear in-game, to be able to control those variables, and apply the configuration that consumes the least amount of memory.<br />
<br />
It would be also good to find a way to <b>force MW to load only one of the LODs for all cars</b>, so we can drastically reduce memory usage since all LODs are loaded in memory, regardless if they are being used or not.<br />
<br />
<br />
Well, that's all, we just need to solve MW memory usage problems (And Carbon ones too, since the game engine is similar, if I recall it clearly) and we'll be all-OK!
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Feb 27, 2017 12:58 pm

<div style="text-align: center"><span style=" font-size: 4em;"><b>So finally I'm back, at a really slow pace because I'm working on the Patch, but I'm back anyway!</b></span></div>
<span style=" font-size: 3em;">Wow, a lot of time has passed sice the last time I've spoken about the Bimmer, it's really good to be at &quot;home&quot;! I've paused the BMW due to the memory issues it causes due to the growing polycount, but I decided to finish it anyway!<br />
<br />
<br />
But don't expect any release dates, I'm in the Patch, but everytime i manage to advance, I'll let you all know it!<br />
<br />
<br />
Without further ado, check these photos:<br />
<br />
<br />
1-Here is how it looks in the garage. In this entire photo set, you'll see some results on shader tests I made in the <b>windows, rims and lights when they are turned on</b>, feel free to give any suggestions, and have in mind that this is a test version, so you should find some bugs. These 3 photos are focused in the rims and the windows, what do you think about the new aspect of them?<br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-35-01-537_zps3d09bcfd.png~original" title="" /><br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-40-33-671_zps9ed945e9.png~original" title="" /><br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-39-31-737_zpse2cc7439.png~original" title="" /><br />
<br />
<br />
<br />
<br />
2-These 2 photos show different &quot;on&quot; status of the lights, but I have a doubt: We all know all lights are completely off when you shut the car down, but when you start the car engine, do the brake lights turn on with a barely noticeable red color, like if they indicate that the're ready to work when you step on the pedal? Sorry for the extremely noob question, but I just wanna be sure about it. Thanks in advance.<br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-46-48-272_zps8152292f.png~original" title="" /><br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-46-28-333_zps00d4750b.png~original" title="" /><br />
<br />
<br />
<br />
<br />
3-In this photo, you'll see the headlights in its &quot;on&quot; status. If you noticed it carefully, the &quot;dark orange&quot; effect in the &quot;outer&quot; lights next to the headlights in &quot;on&quot; status is present too!<br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-54-36-821_zpsaf784452.png~original" title="" /><br />
<br />
<br />
<br />
<br />
4-And here are more photos that show how the windows, the rims and the brake lights are shown in different weathers and moments in the day, please tell me your opinions about it:<br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-48-21-027_zps89837bc8.png~original" title="" /><br />
<br />
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<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-52-34-171_zpsa2298bb7.png~original" title="" /><br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-52-43-502_zps707fbb90.png~original" title="" /><br />
<br />
<br />
<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-50-17-173_zps7829825f.png~original" title="" /><br />
<br />
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<img alt="" src="http://i839.photobucket.com/albums/zz316/ArturoPlayerOne/BMWM3GTALMS/speed2014-08-2218-56-27-187_zps36dbedde.png~original" title="" /><br />
<br />
<br />
<br />
<br />
Well, that's it for now, as soon as I can, I'll post more updates!</span>
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ArturoPlayerOne
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Re: Arturo's Forge of Mods

Post by BloodDrunk on Mon Mar 06, 2017 5:45 am

Damn, looks like somebody has some BBCode tags to fix Happy Smile 1

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Re: Arturo's Forge of Mods

Post by linuxfanatic on Mon Mar 06, 2017 6:46 am

Arturo. BloodDrunk's right, your links are messed up.
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Re: Arturo's Forge of Mods

Post by ArturoPlayerOne on Mon Mar 06, 2017 9:54 am

I know guys, I was in a hurry back then.
I'll do when I get some free time, and overall, enough willpower.
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