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Midtown Madness 2 Central > The Bodyshop > A Beginner's Guide To Modeling For MM2
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How did you find this tutorial?
Very helpful
58%
 58%  [ 31 ]
Very helpful
15%
 15%  [ 8 ]
Very helpful
26%
 26%  [ 14 ]
Total Votes : 53

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Tonywolfe121
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Joined: 20 Nov 2007
Posts: 778


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Where is my monster truck?

lol I wonder if them cars where just ideas.
[Roadster: PlayerVehicle]
ReqCentroidOffsetGeom+=FNDR0 FNDR1
LOD.High+=FNDR0 FNDR1
LOD.Med+=FNDR0 FNDR1

[MonsterTruck: PlayerVehicle]
ReqGeom+=VPTAXLE0 VPTAXLE1
LOD.High+=VPTAXLE0 VPTAXLE1
ReqBound=BOUND

[BajaBuggy: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.High+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.Med+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3

[TrophyTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1

[MassiveTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE0 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1
Post 24 Jan 2009 01:48 pm
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b12man
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Joined: 07 Aug 2006
Posts: 2153
Location: Lurking somewhere near...

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Xbox Live Gamertag:
ForeignBrian 12
Post subject: Reply with quote

tonywolfe121 wrote:
Where is my monster truck?

lol I wonder if them cars where just ideas.

[Roadster: PlayerVehicle]
ReqCentroidOffsetGeom+=FNDR0 FNDR1
LOD.High+=FNDR0 FNDR1
LOD.Med+=FNDR0 FNDR1

[MonsterTruck: PlayerVehicle]
ReqGeom+=VPTAXLE0 VPTAXLE1
LOD.High+=VPTAXLE0 VPTAXLE1
ReqBound=BOUND

[BajaBuggy: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.High+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3
LOD.Med+=ARM0 ARM1 ARM2 ARM3 SHAFT2 SHAFT3

[TrophyTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1

[MassiveTruck: PlayerVehicle]
ReqPivotGeom+=ARM0 ARM1 ARM2 ARM3 AXLE0 AXLE1
LOD.High+=ARM0 ARM1 AXLE1
LOD.Med+=ARM0 ARM1 AXLE1

That's what I was thinking - there's also objevts named HUB# that I think might work for hubcaps. That'd be pretty cool.
_________________


Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]
Post 24 Jan 2009 04:01 pm
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random.monster1981
Amateur Modeller ftw!

Joined: 18 Oct 2008
Posts: 832
Location: under your bed dropping wind.

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Post subject: Reply with quote

is this tutorial available in .pdf format or in some kind of help file where all the chapters are in the same file?

would be great to be able to flick through the entire thing without needing to go to diff webpages Razz
Post 08 Mar 2009 02:22 am
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b12man
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Posts: 2153
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Post subject: Reply with quote

You can find it here Wink
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Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]
Post 08 Mar 2009 05:22 am
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random.monster1981
Amateur Modeller ftw!

Joined: 18 Oct 2008
Posts: 832
Location: under your bed dropping wind.

Status: Offline


Post subject: Reply with quote

thanks man Smile

much much appreciated =]
Post 08 Mar 2009 05:34 am
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Silent1Unknown
a.k.a. Silent

Joined: 10 May 2007
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Post subject: Reply with quote

ALRIGHT!!! I have edited all the lessons to include this updated section:

Quote:
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

The good thing is that now the links take you directly to the lesson, not just to the top of the page. If you have trouble playing the videos, get the K-Lite Mega Codec Pack 4.1.6 from here.


Some other "tutorials" or "useful threads" I have links to are:

-VEHICLE REFLECTIONS
-DASHBOARD MAKING TIPS
-dgBANGERDATA DESCRIPTIONS
-SPLINES


The different suffixes used for the different daytime and weather conditions are below. So for example, if you want a texture to be used only at night, your texture's name could be "example_ni.tga" or if you want it only during rainy weather, "example_r.tga". I think combinations are allowed too ("example_m_r.tga").

Time:
_m = Morning
_n = Noon
_e = Evening
_ni = Night

Weather:
_c = Clear
_cl = Cloudy
_f = Foggy
_r = Rain


Also, some people might be looking for ZModeler 1.05 and it doesnt seem to stay in one place. So get it while you can here:

alexsim2004 wrote:
Just to add to that - my second 'new link' for Zmodeler 1.05 is no longer working, so I have mirrored it here:

Z Modeler 1.05 New Download Link

Smile



Well, I think I've redeemed myself after my embarrasing and nooby first post here at MM2C. Anyone still having any grudges, I ask you forgive me. I did myself what I asked you all to do. Wink

Moderators can lock this topic now since I wont be adding anything more here.
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Last edited by Silent1Unknown on 03 Apr 2010 04:39 pm; edited 3 times in total
Post 08 Mar 2009 01:23 pm
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