[ Midtown Madness 2 Central ] [ Midtown Madness 2 Central ]

Midtown Madness 2 Central > The Bodyshop > A Beginner's Guide To Modeling For MM2
Goto page Previous  1, 2, 3 ... 6, 7, 8 ... 10, 11, 12  Next
View previous topic | View next topic

How did you find this tutorial?
Very helpful
58%
 58%  [ 31 ]
Very helpful
15%
 15%  [ 8 ]
Very helpful
26%
 26%  [ 14 ]
Total Votes : 53

Author
Message Post new topicThis topic is locked: you cannot edit posts or make replies.
alexsim2004
MM2C Forums Addict

Joined: 17 Feb 2005
Posts: 818
Location: Coventry, England

Status: Offline


Post subject: Reply with quote

Nice tutorial -
That Mazda RX7 looks great as well (and time comsuming)

Smile
_________________
Post 16 May 2008 09:37 pm
View user's profile Send private message Visit poster's website MSN Messenger
Silent1Unknown
a.k.a. Silent

Joined: 10 May 2007
Posts: 831


Status: Offline


Post subject: Reply with quote

The last lesson looked a little empty, so I added a little something there. Check it out if you want.


Here are the explanations of the tuning files:

Stereo wrote:
Ok, I thought it would be useful to have a place where the tuning files are explained.. not just the basics, everything that has effects on the handling. So i'll start with the vehcarsim.

vpbullet.vehcarsim - mustang fastback - is the example file..

type: a
vehCarSim {
Mass 1300.000000
The vehicle's weight, measured in kilograms.
InertiaBox 2.500000 2.000000 5.000000
Basically how easy it is to change the car's speed in a direction - left/right, up/down, and forward/backward. Thus the 3rd one will affect acceleration the most, while the others will have effects on the cornering and bump handling (higher inertia will make it harder to turn, and tend to keep going the same direction instead of bouncing on bumps)
CenterOfGravity 0.000000 -0.100000 0.150000
The centre of mass for the car. First value moves it left/right, and probably shouldn't be adjusted, due to causing instability at high speeds. Second value moves it up when negative in terms of effects on performance. As far as I know, a value 1/4 the actual height of the COG in metres is a good value for this, -0.35 will make the vehicle tip when turning sharply at 50-60mph so keep it low, but not positive. If it's positive the car will lean inward to turns. The third value is how far forwards or backwards the COG is, positive values meaning backward and negative meaning forwards.
BoundFriction 0.300000

The amount of friction between the car and walls, ground, etc. When the car is on its roof, this helps determine how fast it will slow down. The higher the mass, the higher this value should be, otherwise it will never stop on hills.
BoundElasticity 0.500000

How much the car will bounce when it runs into something, ie trees, walls, etc. Don't make it too high unless you want it to act like a superball Confused
DrivetrainType 0

The type of drivetrain the vehicle has, 0 is a RWD, 1 is FWD, and 2 is AWD. The AWD isn't simulated that well, as both wheels on the side of the car always move the same speed no matter what.
SSSValue 1.000000
SSSThreshold 0.000000
CarFrictionHandling 1.000000

Adjustments to several of the tuning values that occur when the car is sliding. Leaving it at 1 is usually the best idea, since it affects grip on tires and seems to affect the suspension as well.
Aero {
AngCDamp 2.000000 5.000003 3.000000
I believe this is similar to inertia, haven't really messed with it much
AngVelDamp 0.000000 0.000000 0.000000
This slows down the vehicle on its own when it is travelling in certain directions. Since the cars already slow down when you let off the gas, there's not really much point changing these.
AngVel2Damp 0.000000 5.000006 1.999999
A car's rotation speed is slowed by these. The first one is "somersault" direction rotation, the second is turning, and the third is "barrel roll" type. The higher they are, the faster the car will stop spinning in these directions. Values of 0 will make the car somewhat unstable in that direction, since sudden jolts won't be smoothed out as well, but it's not terrible to have them.
Drag 0.300000

How much force is pushing back on the car as it goes faster. If you make it less than zero, the car will accelerate by itself once it reaches a certain speed. Pretty low values are good, combining it with gear values can give a realistic top speed as well as reasonably accurate lower gears.
Down 0.000000

The force pushing down on the car as it goes faster. Don't make this too high, as the car can get pushed down past the suspension limits and have the bottom hit the ground, which really damages it. Making it negative causes the car to fly up when it reaches a certain speed, resulting in the airplanes. Never make both Down and Drag negative or when you hit a certain speed you will just launch into space and never come down.
}
Engine {
AngInertia 1.000000
The rotational inertia of the engine. Thus, how hard it is to change rpms when you hit the gas. Also affects body roll when in neutral and revving. Higher means slower revving, lower means faster. A high value will help out a slow vehicle on hills, because it is not as easy to slow it down.
MaxHorsePower 550.000000

Approximately 2-3 times the real life horsepower, adjust this and the optRPM to produce accurate acceleration figures.
IdleRPM 750.000000

The RPMs of the engine when idling, ie when your wheels are stopped.
OptRPM 6128.000000

The RPMs of the engine at which the MaxHorsePower is reached, also might affect when the automatic transmission shifts.
MaxRPM 7615.000000

The redline of the engine, where you can no longer accelerate without shifting up a gear. If you downshift so the engine is going faster than this, the car quickly slows down until you reach this rpms.
GCL 0.250000

The higher the number the longer it will take to change gears, a negative number hasn't been tested by me.
}
Trans {
ManualNumGears 6

The number of gears in the manual transmission, including neutral and reverse.
AutoNumGears 6

The number of gears in the automatic transmission, including neutral and reverse - if this is less than the manual transmission, switching to automatic when in a manual gear that doesnt exist will move you to a gear calculated based on the other automatic gears - in other words, you can go maybe 30-70mph faster than the automatic should let you.
Reverse 30.000000

The approximate maximum speed the car can go in reverse, affected by the MaxRPM value.
Low 30.000000

The approximate maximum speed the car can go in first gear, again affected by the MaxRPM. Play with it to get the right speed.
High 110.000000

Same as previous two, except in the top gear. This is usually at least 30 below the actual top speed of the car.
GearBias 0.500000
UpshiftBias 0.050000
DownshiftBiasMin 0.050000
DownshiftBiasMax 0.300000
GearChangeTime 1.000000
}
Drivetrain {
AngInertia 4460.000000

One of several values affecting how easily the car can accelerate - higher for heavy vehicles, and vehicles with lots of power. This, as far as I know, is for the powered wheels.
BrakeDynamicCoef 1.000000
This affects the brakes' capability on the wheels. Interestingly, setting it to 0 lets the car run at very low speeds (1-2mph) and stops the 'jerk' when starting and stopping, but unfortunately the regular brakes also stop working.
BrakeStaticCoef 1.200000
}
Freetrain {
AngInertia 2000.000000

Another value affecting the ease with which the car changes speed, I think this is for non-powered wheels.
BrakeDynamicCoef 1.000000
BrakeStaticCoef 1.200000
}
WheelFront {

I'm only going to list this stuff for the front wheels, the back wheels use the same variables.
SuspensionExtent 0.200000
How far the suspension will let the wheels drop when the car isn't putting weight on them, ie. in the air. Measured in metres.
SuspensionLimit 0.100000

How far the suspension can compress when force is put on it, again measured in metres.
SuspensionFactor 1.300000

The strength of the suspension, putting it low will make the car's suspension softer, high will make the suspension tougher.
SuspensionDampCoef 0.020000

Affects how much the car bounces, lower makes the car more bouncy. It basically controls how quickly the suspension stops bouncing, higher will make it like having wet clay for springs, lower will make it very springy.
SteeringLimit 0.400000

The max angle the wheels can turn. As far as I know, 90 degree turn is 1.56 so stay around 0.3 to 0.6 so you can steer but not too sharply.
Note: This limit is on the inner wheel when turning
SteeringOffset 0.260000

This number is the only control we get over the ackerman steering. Appears to be approximately the track divided by the wheelbase, divided by 2. Track - distance between front wheels (center of object to center of object). Wheelbase - distance from front wheels to back wheels.
BrakeCoef 0.400000

The maximum force of the regular brakes for this pair of wheels, don't get it too high or the car will stop unrealistically fast.
HandbrakeCoef 2.000000

The force of the handbrake, generally higher than the brakes. The handbrake is also more likely to start a skid, thanks to another tuning file.
CamberLimit 0.409000

The camber of the wheels at maximum suspension extension. Positive means the top of the wheels go outward, negative means they go inward. There's a limit to how much the wheels will turn because of this.
WobbleLimit 0.000000

This doesn't seem to have much of an effect on how much the wheels wobble when damaged, but it could mean how "off-centre" the wheels get when damaged (?).
TireDispLimitLong 0.125000
TireDampCoefLong 0.250000
TireDragCoefLong 0.020000
TireDispLimitLat 0.125000
TireDampCoefLat 0.250000
TireDragCoefLat 0.050000
OptimumSlipPercent 0.200000

The chance that the wheels will lose grip and you will start sliding. Adjust carefully or you will get strange effects.
StaticFric 3.000000

The grip of the tires when not sliding. Don't go too high on this or you might have handling problems, but also don't make it too low. 2-5 is about the range of good values.
SlidingFric 2.700000

The grip of the tires when you're sliding, this seems to be measured on a different scale than StaticFric, so values almost the same or even higher than the StaticFric can sometimes be appropriate.
}
WheelBack {
SuspensionExtent 0.200000
SuspensionLimit 0.100000
SuspensionFactor 1.300000
SuspensionDampCoef 0.030000
SteeringLimit 0.000000
SteeringOffset 0.000000
BrakeCoef 0.400000
HandbrakeCoef 2.000000
CamberLimit -1.000000
WobbleLimit 0.000000
TireDispLimitLong 0.125000
TireDampCoefLong 0.250000
TireDragCoefLong 0.020000
TireDispLimitLat 0.125000
TireDampCoefLat 0.250000
TireDragCoefLat 0.050000
OptimumSlipPercent 0.057000
StaticFric 3.000000
SlidingFric 1.400000
}

AxleFront {
TorqueCoef 1.000000

I'm not exactly how sure this works, but it affects how easily the wheels will start turning. If your car accelerates fast enough with 2WD, the other pair of wheels can be left skidding and slowly speeding up if this is too different between the axles.
DampCoef 0.500000

This affects the same thing, I assume in a different way. I haven't tried adjusting these much beyond making them higher for heavy vehicles. If this and previous value are high a vehicle may not accelerate too fast, but it will still be able to accelerate well up hills.
}
AxleBack {
TorqueCoef 1.000000
DampCoef 0.500000
}

}





vpauditt.vehstuck - the file for when you hit something to help you get away.

type: a
vehStuck {
Turn 1.570000

Adjustment to turn speed, I think
Rotation 0.000000
Translation 0.100000

Movement sideways?
TimeThresh 2.000000

Time stuck before it starts
PosThresh 1.250000

Min distance to be from something to be stuck?
MoveThresh 1.750000

Distance it will keep going until?
}

I'm pretty sure these are close to what they do.. you should probably just copy it from a default car around the same size to be sure Confused





vpcaddie.vehCarDamage - damage factors

type: a
vehCarDamage {
MaxDamage 400001.000000

Maximum amount of damage, car is destroyed
MedDamage 100001.000000

Amount of damage required for smoke to start appearing
ImpactThreshold 100.000000

Amount of damage sustained in a collision required for it to affect car (probably so running over curb shocks and driving on grass don't damage you)
RegenerateRate 0.000000

Amount of damage reduced, probably per second, when car recieves damage (set this high and the car will get undamaged quickly, set it negative and I suppose the car would have a limited lifespan Razz
SmokeOffset 0.000000 0.800000 -1.800000

Place smoke comes out, values are left/right, up/down where positive is up, back/forward where negative is forward. This can change the place where smoke comes out of the car.
TextelDamageRadius 0.400000

The area on the texture sheet that will show damage on collision, higher is larger spots. Apparently MM2 knows which part of the texture sheet was closest to the collision.
Position -1262.222534 6.007218 -697.186768
PositionVar 0.000000 0.000000 0.000000
Velocity 0.000000 1.000000 0.000000

Smoke starts out shooting upwards, probably at 1m/s
VelocityVar 1.000000 2.000000 1.000000

Variation in speed from smoke cloud to smoke cloud, in order to make it look less constant.
Life 0.800000

Length of time the smoke lasts before fading
LifeVar 0.400000

Variation in the length of time the smoke will last, as other Var values.
Mass 0.200000
MassVar 0.000000
Radius 0.300000
RadiusVar 0.100000
Drag 1.000000

Smoke starts out moving forward at the same speed as the car, this slows it down at a certain rate otherwise there would just be smoke right near the engine if you stayed at one speed, and if you braked it would go forwards.
DragVar 0.000000
Damp 1.000000
DampVar 0.000000
DRadius 0.030000
DRadiusVar 0.000000
DAlpha -15
DAlphaVar 0
DRotation 0
DRotationVar 0
InitialBlast 0
SpewRate 0.000000
SpewTimeLimit 0.000000
Gravity 3.000000

+gravity is gravity pulling from above, -gravity is gravity pulling from below. The smoke is lighter than air, so it goes up. Units are m/s/s.
TexFrameStart 0
TexFrameEnd 0
BirthFlags 0
Height 0.000000
Intensity 1.000000
Color -1

Colour of the smoke, there are other values that work but I'm not quite sure how they are made into colours.
SmokeOffset2 0.000000 0.000000 0.000000

Some cars have a second smoke cloud coming off of them.
DoublePivot 0
MirrorPivot 0
}





vpcab_BREAK01.dgBangerData - tuning files for things on the car that are not a part of the BODY object.
I really don't know much about these, so anything you know will be a help.

type: a
dgBangerData {
AudioId 0
Size 1.599810 0.100000 0.368910

Dimensions of the object, from their local axis (zmod 1.06+, before that just their centre)
From what I know, it's the entire size end to end, not centre to end or something. It's basically a rectangular prism around the local axis as a bound.
CG 0.003002 0.325782 -2.237384

Centre of gravity for the object, as this is not necessarily the same as the local axis.
NumGlows 0
Mass 47.214870

Weight of the object, affects things hitting a breakable when they fall off.
Elasticity 0.500000

Springiness of object when hitting things - how much it bounces.
Friction 0.900000

How much it rubs on the ground, this is what slows something down if it falls off at 100mph Razz
ImpulseLimit2 1475.464722

Apparently not the same as the damage in the vehicle file, as low numbers are sometimes hard to break off, and enormous numbers still fall off.
SpinAxis 0
Flash 0
NumParts 0
BirthRule {
Position 0.000000 0.000000 0.000000
PositionVar 0.000000 0.000000 0.000000
Velocity 0.000000 0.000000 0.000000
VelocityVar 0.000000 0.000000 0.000000
Life 1.000000
Mass 1.000000
MassVar 0.000000
Radius 1.000000
RadiusVar 0.000000
Drag 0.000000
DragVar 0.000000
DRadius 0.000000
DRadiusVar 0.000000
DAlpha 0
DAlphaVar 0
DRotation 0
DRotationVar 0
InitialBlast 0
SpewRate 0.000000
SpewTimeLimit 0.000000
Gravity -9.800000

Natural earth gravity, since inertia and mass are two different things Confused
TexFrameStart 0
TexFrameEnd 0
BirthFlags 0
}
TexNumber 0
BillFlags 0
YRadius 0.000000
ColliderId 0
CollisionPrim 1
CollisionType 16
}





vpbus.info - basic file for the vehicle, lists some important things.

BaseName=vpbus
This is the name that is shared through all the tuning files for a car, and is also the file name of the .pkg model.
Description=City Bus

The name of the vehicle that gets displayed in-game at the car selection menu.
Colors=White|Red|Orange|Blue

The colours available for the vehicle, seperated by a |. The character limit on this seems to be 110 characters total Confused
Flags=16
Order=-1
ScoringBias=100.0

Multiplier for the points given when you win a race, the city bus and other large vehicles have 100 while the cars have 10 or 20. The very fast cars, ie. Panoz GTR-1, have 4.
UnlockScore=0

The Professional score required to unlock the vehicle.
UnlockFlags=32

There's a file that lists the various ways to unlock a car. This indexes one.
Horsepower=650

The actual horsepower of the vehicle, usually, used in the selection screen for comparison.
Top Speed=60

again, for the car select screen.
Durability=2000000

again, for car select screen.
Mass=7650
UIDist=11.3

select screen distance from centre of vehicle.
ForceFeedbackModifier=1.0
RoadForceModifier=2.0






vpcentury.mmMirror - defines the rear-view mirror.

type: a
mmMirror {
Position 0.000000 2.521999 -1.000000

Location of the mirror on the vehicle, left/right - up/down - backward/forward. I.e., where it is viewing the scene from.
Size 0.300000 0.160000

I suppose this affects what you see in the mirror in some way Confused width/height.
Fov 10.000000

Size of area you can see in mirror.
Aspect 2.000000
NearClip 1.200000

Minimum distance from mirror to appear
FarClip 100.000000

Maximum distance from mirror to appear
}




Any values not listed are either always the same or I'm not sure what they do. So if you can explain one, please do. If you have experience with the values in the bangerdata files also, I haven't done much with them so I don't know what much does.


Thanks Dudes__Tuner_ Smile

Edit - August 29, 2005. Realised this was out of date, so I went through it fixing things.



You can read about some more interesting things mentioned in the same thread: http://forum.mm2c.com/viewtopic.php?t=6654
Also check HummersRock's website for tuning files info.



Here's what some of the audio stuff mean:

Stereo wrote:
Min Volume - Volume at fade in end RPM
,Max Volume - Volume at fade out start RPM
,fade in start RPM - Sound starts to be played very quietly, gets louder to:
,fade in end RPM - Sound reaches full volume
,fade out start RPM - Sound finishes being at full volume, starts to fade to:
,fade out end RPM - Sound is completely silent again
,Min Pitch - Multiplier on the sound pitch at Pitch shift start RPM, slides smoothly to
,Max Pitch - Multiplier on the sound pitch at Pitch shift end RPM (1 is directly as the sound is recorded)
,Pitch shift start RPM - RPMs for Min Pitch
,Pitch shift end RPM - RPMs for Max Pitch


This was in response to:

Van2005ko wrote:
Howexactly does the Audio CSV files work?

I checked the resource thread and the link for the audio in MM2 does not work..


...here is what i know...I tried a 22550 MHZ file that is requre the sounds stays there until it reach a certain rpm instead of the car getting louder it's get quieter...

Anybody here could explain how exactly these funcations works?

Min Volume,Max Volume,fade in start RPM,fade in end RPM,fade out start RPM,fade out end RPM,Min Pitch,Max Pitch,Pitch shift start RPM,Pitch shift end RPM


Thank you.


I will look for some more info later on. These won't be a part of my tutorial (final PDF version). I'm just gathering all the useful stuff in one place.

To Moderators: Can I request a sticky?


JUMP TO ANOTHER LESSON:
LESSON 1: SOFTWARE & BLUEPRINTS - PAGE 1
LESSON 2 PART 1: MODELING THE SIDE - PAGE 2
LESSON 2 PART 2: MODELING THE REST OF THE BODY - PAGE 3
LESSON 3: TEXTURING - PAGE 3
LESSON 4 PART 1: FINISHING TOUCHES - PAGE 4
LESSON 4 PART 2: THE OBJECT LIST - PAGE 4
LESSON 5: PACKAGING TO .AR - PAGE 5
LESSON 6: THE EXTRAS - PAGE 6
LESSON 7: MODELING REFINED - PAGE 6
TUNING AND AUDIO FILES EXPLAINED - PAGE 7
HOW TO MAKE ANIMATED TEXTURES - PAGE 8
HOW TO MAKE A COP CAR & SIRENS - PAGE 11

DOWNLOADS:
PDF VERSION (LESSONS 1 - 7 ONLY) + JEEP.Z3D + JEEP.AR - MMARCHIVE - MM2X
LESSON 1 - VIDEO
LESSON 2 - VIDEO

_________________
2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award


Last edited by Silent1Unknown on 08 Mar 2009 12:48 pm; edited 2 times in total
Post 17 May 2008 09:02 pm
View user's profile Send private message Send e-mail MSN Messenger
Franch88
Re-Member

Joined: 20 Nov 2007
Posts: 588
Location: Italy

Status: Offline


Post subject: Reply with quote

Great update. Very Happy

There's a thing that you don't have said Silent1Unknown. By default, the ZModeler 1 sets to checked the option of automatic normals calculate.
I council to disable this clicking on menu Option, Normals and then Automatically update. If it's enabled, the car could get normals problems while moving or resizing it. Is better to calculate the normals manually if needed and where is worth.
I have to thank Riva for this tip. Wink
_________________
Fiat 500 = Italian motorization.
|Franch88's MM2 Releases||MM2X.com|
Post 17 May 2008 11:19 pm
View user's profile Send private message Visit poster's website
thenthornthing
MM2C Hooligan

Joined: 18 Jan 2007
Posts: 4409


Status: Offline


Post subject: Reply with quote

I agree, this should be sitcky'ed.
_________________
So it's "Goodnight" from me. And it's "Goodnight" from him. Goodnight!
Post 18 May 2008 06:48 am
View user's profile Send private message Send e-mail
GT
MM2C Guru

Joined: 18 Mar 2005
Posts: 1771


Status: Offline


Post subject: Reply with quote

Great stuff!

If I ever get back into 3d and conversions, then this will be very useful Smile


Thanks.
Post 18 May 2008 09:31 pm
View user's profile Send private message
Silent1Unknown
a.k.a. Silent

Joined: 10 May 2007
Posts: 831


Status: Offline


Post subject: Reply with quote

OK! The PDF version is done! Who wants to host it?

Note: Due to shrinking and pdf-converting, images have lost quality and clarity. For this, I'll be providing the original images. I'll also throw in the AR file. Do you think its wise to add the Z3D file as well?
_________________
2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award
Post 21 May 2008 04:09 am
View user's profile Send private message Send e-mail MSN Messenger
Bradley_Wint
MM2C Guru

Joined: 18 Sep 2006
Posts: 1640


Status: Offline


Xbox Live Gamertag:
braddor
Post subject: Reply with quote

Silent1Unknown wrote:
OK! The PDF version is done! Who wants to host it?

Note: Due to shrinking and pdf-converting, images have lost quality and clarity. For this, I'll be providing the original images. I'll also throw in the AR file. Do you think its wise to add the Z3D file as well?
Yea I could host it... would be able to give you a direct link so you can post it here on MM2c.
Post 21 May 2008 04:22 am
View user's profile Send private message
ITN_Tuning
a.k.a. Jaguara

Joined: 21 Oct 2006
Posts: 537
Location: Rousse,Bulgaria

Status: Offline


Post subject: Reply with quote

So it'll be available as html too? Or if not i can convert to html if you
want.
_________________
Post 21 May 2008 08:44 am
View user's profile Send private message Send e-mail Visit poster's website
Burner
3D Artist

Joined: 22 Sep 2002
Posts: 412


Status: Offline


Post subject: Reply with quote

Wow... That's alot of stuff. I thought it was just a zmod tut, but you cover everything. Great job. I disagree with a few areas in your technique(like using spheres for lugnuts, for example) but overall is a great tutorial.

About the z3d, I would include it. You ought to look at any car made for a tutorial as a "write off" car and not really think much of it. You should have saved separate z3d files during important steps to further help newbies.
_________________
Post 21 May 2008 10:25 pm
View user's profile Send private message
Riva
Rivalicious

Joined: 29 Jan 2003
Posts: 1130
Location: Belgium

Status: Offline


Post subject: Reply with quote

Another tips, don't let ZModeler save automatically, that can be very annoying Confused Uncheck "Enable auto-saving" from Options > Settings...

Personally I remove the fog depth (same menu as Auto save) and I uncheck the Use fog option from Options > 3D View.

For some basic but good ZM renders, check the Specular Highlight (Options > 3D View), enable your AntiAlasing and Anisotrope settings (more precise wireframe, smoother 3D model). I disable also the Always High Blend (High chrome) option and the mini and normal grids (both from each view menu).

You can also adjust the normals look by using the Normals Tuner tool (from Tools > Adjust Normals > Normals Tuner menu). In vertices mode, select all faces, uncheck lock axis from the Normals Tuner dialog box, set "Current" as 0%, "Calculation" as 75%, "Projection" as 25%.

Finally a final tip, some very detailed 3D models (e.g. with an higher polycount than 40k), the FCE plugin (Plugins > FCE custom settings > check Don't chrome, uncheck High chrome) can be very useful. By removing the ZModeler reflections (but not that for MM2), you will save time for the PKG export. A model having more 120k can take 15 minutes to export Neutral
_________________
Post 21 May 2008 11:18 pm
View user's profile Send private message Send e-mail Visit poster's website
Burner
3D Artist

Joined: 22 Sep 2002
Posts: 412


Status: Offline


Post subject: Reply with quote

Riva wrote:
Another tips, don't let ZModeler save automatically, that can be very annoying Confused Uncheck "Enable auto-saving" from Options > Settings...


Yer nuts. I save every 5 seconds anyway, but my butt has been saved many times by autosave. I have even recovered entire cars I thought I had lost from finding old autosave files in the diferent versions of zmodeler in my backup cds. I have it to where it autosaves every 20 minutes, and it is annoying sometimes because of the pause, which is usually only a split second unless you got some polyhog monster of a car.

I fully endorse autosave. Thumbs Up

Riva wrote:
check the Specular Highlight


Boo. I hate it because it shines on parts I want to be dull in the pics.

Riva wrote:
By removing the ZModeler reflections


Booo. But I guess by doing that, you need specular highlight.

I always model with reflections on, so I can keep an eye on how smooth they are, and correct when nessecary. It helps find errors in your modeling that shading alone wont reveal, and gives the shape mroe depth while working on it. And sometimes, I keep it on high chrome(or always blend) to make the high reflections since it shows even greater detail of the parts that need to be smoother. Reflection problems are always model problems, not just MM(or any game) or Zmod not handling your model properly(Ive heard MM1 blamed countless times for bad reflections, but its not MM1) . If you got a reflection going in a direction you dont want it, or "lumpy" refections, it's a model problem. Sometimes the edges just need to be reoriented the opposite direction. Someting really small can effect the reflections, and I couldnt see myself modeling without them turned on.

Riva wrote:
You can also adjust the normals look by using the Normals Tuner tool (from Tools > Adjust Normals > Normals Tuner menu).
In vertices mode, select all faces, uncheck lock axis from the Normals Tuner dialog box, set "Current" as 0%, "Calculation"
as 75%, "Projection" as 25%.


Boooooo. That's cheating Wink Isn't that a zmod2 only feature? I don't think you can do it in zmod1. I have only ever used the calculate button, that other stuff can be removed from my zmod.. heh.

Everything else you said I agree with, though Wink

And I add as a personal preference, I wouldn't use automatic update for normals (options>normals>) , since they arent representive of what ti would be like to calculate, and can be annoying because you are trying to fix a prob that isn't really there.

Lmao Tony. I guess I should say..I dunno "yuck".."bleck"?
_________________


Last edited by Burner on 22 May 2008 03:48 pm; edited 5 times in total
Post 22 May 2008 03:29 pm
View user's profile Send private message
Tonywolfe121
MM2C Addict

Joined: 20 Nov 2007
Posts: 778


Status: Offline


Post subject: Reply with quote

oh no burner is a ghost!!!
Post 22 May 2008 03:41 pm
View user's profile Send private message
Silent1Unknown
a.k.a. Silent

Joined: 10 May 2007
Posts: 831


Status: Offline


Post subject: Reply with quote

I personally don't like enabling Auto-save. One time, I was modeling and didn't realize I carried on with a mistake. I exited ZM just when it "auto-saved" so it saved the mistake as well!!! Ever since then, I never used Auto-save.

I like specular highlight..........sometimes. But Burner, you can adjust the amount of shine in Material Editor. Just change the Shine and Size options.

Thanks for the heads-up on Automatic update for normals. I don't use it anyway. And Franch already mentioned it, so it got in the PDF somewhere.

Thanks for all the other stuff too. Big help! But I think this is getting into "expert" territory. My tutorial is only meant for beginners because I myswelf am a beginner. I expect one of you guys to make tutorial that will help beginners --> pros. Smile
_________________
2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award
Post 22 May 2008 05:15 pm
View user's profile Send private message Send e-mail MSN Messenger
Riva
Rivalicious

Joined: 29 Jan 2003
Posts: 1130
Location: Belgium

Status: Offline


Post subject: Reply with quote

Burner wrote:
I fully endorse autosave.

Haha. Same that Silent, I prefer to save myself, free to have several Z3D for only one project but ... of course this option can be very useful.

Burner wrote:
I hate it because it shines on parts I want to be dull in the pics.

You can adjust the intensity and you can cheat with the visual angle but ... yes it's not perfect, very useful also to see whether the model is sufficiently smooth (same rule than a reflection map).

Burner wrote:
I always model with reflections on.

Me too. My tip can help the low PC systems during the PKG export not the 3D modeling Mr. Green

Burner wrote:
I wouldn't use automatic update for normals (options>normals>).

I forgot to quote this tip, I uncheck this useless option. This one plus the auto-save can be spaced out.

Burner wrote:
That's cheating.

No cheat I swear it (j/k) Laughing It's a tool used by some 3D modelers from the NFS Community (not available with the 1.05 version however).

@ Silent : Sure. These are details that we learn thereafter. But that can help those who are not "yet" modelers.
_________________
Post 22 May 2008 08:06 pm
View user's profile Send private message Send e-mail Visit poster's website
Burner
3D Artist

Joined: 22 Sep 2002
Posts: 412


Status: Offline


Post subject: Reply with quote

Aaah, that's what those sliders in the material editor are for. I'm gonna check em out, lol. I remember moving the sliders and wondering why it wasn't changing the enviromental reflections. Heh. Been using the program close to 7 years and still aint got it all figured out.

"Me too. My tip can help the low PC systems during the PKG export not the 3D modeling "

Oooh. Okie. Just having reflections on effects pkg exporting? I wouldn't have expected that.

"It's a tool used by some 3D modelers from the NFS Community"

That might explain why their cars always look diferent. Almost all the cars being made for NFS have that same "look" that MM and other game's cars don't have.

Silent1: We haven't even began on expert tips Wink These are general zmod setup tips to go by before you even start modeling.
_________________
Post 23 May 2008 02:18 pm
View user's profile Send private message
Display posts from previous: Post new topicThis topic is locked: you cannot edit posts or make replies.

Page 7 of 12 All times are GMT
Goto page Previous  1, 2, 3 ... 6, 7, 8 ... 10, 11, 12  Next


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Home - MM2C.com - Contact - Staff & Seniors - FAQ - Community Rules - Syndication


Powered by phpBB © 2001, 2005 phpBB Group