On Hold (V1-4 RELEASED) 1968-1972 Mazda Cosmo (L10A, L10B)

Discussion in 'Land' started by Driv3r1142, Feb 22, 2019.

  1. loba04

    loba04
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    Having seen the car in real life 2 times (2 separate vehicles) once in Padova, for the Auto e Moto D'epoca event (out, in plein-air), and once in Munich, at the mazda museum, i can surely say that in real life, in the sunlight the headlights look a bit fooged up, whilst in picture, and at the museums, they look clear because they are indoor and have proper lighting. From what i've seen from your picture the new broken version, while a bit too messy, is a bit more realistic that before. If i were you (but i'm not because i can't do a decent autmation car if my life depended on it and only thinking about blender gives me a headache) i would go after the foggy look.
     
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  2. Gradarobett

    Gradarobett
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    Good lord, that looks fantastic.
     
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  3. Driv3r1142

    Driv3r1142
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    Sadly I've yet to see one IRL :( But thanks for your insight :)


    Thank you! :)



    Click on spoiler for progress (Pic dump warning)

    screenshot_2019-05-05_22-03-00.png screenshot_2019-05-05_22-03-04.png screenshot_2019-05-05_22-03-06.png screenshot_2019-05-05_22-03-10.png screenshot_2019-05-05_22-03-12.png screenshot_2019-05-05_22-03-15.png screenshot_2019-05-05_22-03-17.png screenshot_2019-05-05_22-03-19.png screenshot_2019-05-05_22-03-21.png screenshot_2019-05-05_22-03-23.png screenshot_2019-05-05_22-03-26.png screenshot_2019-05-05_22-03-28.png screenshot_2019-05-05_22-03-31.png screenshot_2019-05-05_22-03-33.png
    Colors taken from this;

    Mazda_paintcodes.jpg

    I will be tweaking and refining these further, this is a rough idea of what they will all look like in-game.
     
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  4. Kueso

    Kueso
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    do you happen to know which color is the rarest to find?
    --- Post updated ---
    why does the registration sticker on the front licence plate change between photos? does it just do that?
     
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  5. Driv3r1142

    Driv3r1142
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    No I do not... The various shades of white are the most common (They're hard to tell apart,) however I'm aware of one Herschel Orange Cosmo, one Sunrise Red Cosmo or Mars Red Cosmo, and one Polarlight Blue Cosmo. The rest either weren't on any production Cosmo, or are much rarer. Given the low production numbers, I'm betting that there are some colors that were available but were never ordered.

    And as for the registration sticker, I guess that's a feature? I just now noticed that too. Ask the devs about that one :)
     
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  6. Kueso

    Kueso
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    oh cool
    i love the Mercury Blue color, sad to see its so rare/ never ordered.
    and about the sticker- it might be based on the year the car was produced as defined in the car's info.json?
     
  7. loba04

    loba04
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  8. Driv3r1142

    Driv3r1142
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    What does that have to do with what I posted? Just curious
     
  9. loba04

    loba04
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    Sorry my computer whent wierd for a few minutes. That fiat has a similar shade of the only color i can remember that was never ordered on the cosmo.
     

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  10. Driv3r1142

    Driv3r1142
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    Alright, well thanks I guess? :) Idk how useful it will be, but anything helps :)




    This is the current set of configurations;
    6281e388a44447460d07c977f81fa6af.png

    I will need to reorder the configurations, they should go; "Rusty" , "Factory Original" , "Race" , "Marathon de la Route 1968"


    I had to manually take the thumbnails, unfortunately the thumbnail generator is butchering them. Garage previews look ok though.
     
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  11. CaptainZoll

    CaptainZoll
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    this?
    cosmo1.jpg
     
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  12. Kueso

    Kueso
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    hey- HMU for configs
    i can make some cool stuff.
     
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  13. CN877

    CN877
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    Thumbnail generator seems to work on my end. I tested it a week ago and I had no issues. (although I haven't tested it since 0.16) I would be happy to do them for you if you would like :)


    OT: Will the rust on the 'rusty' configuration be normal mapped? I'm guessing it would be incredibly hard to do, but it would make a huge difference and bring the mod to a new level...
     
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  14. Kueso

    Kueso
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    i just realized how bad that sounded
    ok- what i meant was i can make more configs if i am permitted, it would be a fun side project for me.
    i would not make anymore parts unless allowed.
    jeez im kinda dumb sometimes. I understand that you probably dont want to give out the mod @Driv3r1142 too soo...
     
  15. Driv3r1142

    Driv3r1142
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    No, you didn't understand what I meant by "Butchering"

    The thumbnail generator works fine, the only problem is that it has a hard time with where the refNodes are in my mod (Aka how the game knows the directional orientation of a vehicle.) Since the refNodes are biased towards the front of the vehicle, the vehicle gets offset towards the left in the thumbnail generator screenshots. I need to fix this somehow, as for I'm pretty sure it's affecting how the AI drives the vehicle.



    As for rust skin normal maps, I tried that and it didn't work out, I don't think it's possible atm with the skins system currently, unless I were to completely replace the regular normal maps on the body panels (Which won't work for obvious reasons.)

    None of the official rust skins are normal mapped either, I think they just use some clever texture work and tricks with the compression format.

    If anyone has any ideas for that I'd be interested in hearing them.
     
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  16. Kueso

    Kueso
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    have you tried layering the skin in anyway or any type of shading?
    thats might sound vague and it is, but its a simple idea to experiment upon to give the skin a more vibrant/ in depth look.
     
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  17. CN877

    CN877
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    Ah ok, sorry I misinterpreted that.

    As for normal mapping, I have no idea how to do it myself, although if I'm not mistaken it was done on this mod on the rusty/beater config:
    https://www.beamng.com/resources/gavril-h-series-addon-by-ar162b-sergentfido.1249/
    I think the skin was done by SergentFido...
     
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  18. Driv3r1142

    Driv3r1142
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    Technically it is layered, just set up in the image editor and flattened vs set up in the materials.cs file to use multiple images.

    The layering isn't going to do anything, a normal map would be the only way to truly enhance a skin like this, and unfortunately there's no way that I know of to implement a normal map into a skin on the second UV layer.

    It achieves this by redoing the regular normal maps, not creating new ones for the skin.

    That would only work to add, lets say some dents here and there, it wouldn't work to enhance the actual rust itself... Which is what this skin would need.
     
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  19. CN877

    CN877
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    Ah ok, that makes sense.

    Another alternative would be to have the rust on a 3rd diffuse map, and adjust values to make it look less reflective than the rest of the skin. (I'm not sure if this is what you have done already)
     
  20. Driv3r1142

    Driv3r1142
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    Oh that?
    screenshot_2019-05-06_05-00-27.png

    It's already made to be non-reflective.
     
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