Re: 1969 Toyota Corolla Sprinter That model you have there looks photorealistic! You are doing an awesome job so far.
Re: 1969 Toyota Corolla Sprinter I got Xoliul Viewport Shader working, sort of, for the following screen grabs (Direct3d, not renders!). Shadows don't seem to work, but I feel like this is very much what the car will look like in game. The model with wheels right now is about 50k tris, still needs seats, steering column/wheel, and doodads like knobs, mirrors and wipers. I could probably knock some polies out of the body shell but we'll see if it really matters whether its 50k or 75k. The jbeam will be fairly simple like the hatch so the car shouldn't be a resource hog. I'm feeling fairly comfortable with the workings of JBeam now, just time to get to work! Model is locked down until the Jbeam is good!
Re: 1969 Toyota Corolla Sprinter I have spent many hours creating the jbeam, still having issues with mesh spikes even on areas of the mesh that are right next to nodes. My firewall and dash, as well as the rear valance, all do it really bad :/ Big random holes tunnelled through, like 1 vertex that just goes out to lunch. Tried lots of things, several variations of structures in the firewall and rear end/c pillar area, to no avail. Started basically as hatch structure, then evolved, but very little improvement to the spikes. This being such a delicate car with no crumple zone or cabin reinforcement, there is going to be a lot of cabin intrusion and folding of the a pillars in a decent head on. That, coupled with a steel dash, is going to pose a real challenge. So far, the damage is realistic at low speeds, but when speeds get higher and there is deformation in the firewall c pillar area, things go out to lunch. I know its really hard to decipher jbeam structures from pictures, but here goes nothing. The firewall is now two rows deep at the top, with the a pillar mounting to the rear, because the Corolla has a longer cowl area than the hatch.
Re: 1969 Toyota Corolla Sprinter Hmm, strange. It appears that you've adjusted the jbeam to fit pretty well on the KE17, so I don't really know why it's spiking like that. One option is to use a scratch made jbeam tailored exactly to the model. If you create a low poly mesh with a verticy at every node, like so: You can use blender to export this model into nodes (just delete the edges and faces first) and connect up the nodes with beams. It's also very important that the jbeam follows the edgeloops of the model, otherwise it seems to give strange effects, i.e spikey bits. Anyway, the jbeam I used on the Banpei didn't result in any spikey stuff, although that model has less polys than this, which may change things. Regardless, I think that if your jbeam fits perfectly and follows all the main edgeloops, there should be no odd effects. Also, from my experience, having large amounts of mesh where there are no nodes usually results in the mesh spiking (I guess because the next node is not exactly on the mesh, weird stuff happens). You should ideally have some nodes right on the face of the dash, that way it won't spike. You should always avoid having mesh where there are no nodes, it will usually deform badly.
Re: 1969 Toyota Corolla Sprinter Hard to tell from my photos, but my jbeam actually looks nearly identical to what you showed, which would make sense as the body style is similar. I currently have the dash face as a separate part, and there are 6 dash nodes envoloping the face of the dash. As a result, the dash panel stays very predictable. However, the dash top is still incorporated with the body mesh, and although it is linked to the same nodes, it goes apeshit! as does everything in the upper firewall to roof areas. Both parts are linked to the same node groups, yet behave totally different. I am starting to think that maybe having complicated geometry, such as inner fenders, a firewall, and pillars, all intersecting, and double walled at that, is giving it some trouble. If I split the body up into separate parts, the deformation seems to getless spikey, but then there are obvious gaps at the seams between parts.
Re: 1969 Toyota Corolla Sprinter Another thing I just noticed there were some broken beams. If beams are breaking in the chassis, then the node is going to fly away and do odd things. Try setting all of the beamsStrengths to "FLT_MAX" while debugging, and see if that helps.
Re: 1969 Toyota Corolla Sprinter Hmm, the plot thickens. In the crashed photo, there are broken beams from rf1 to f6l and f6r. But in the uncrashed photos, those beams do not exist! The other beams are engine limiters, I'm pretty sure its ok for those to break... edit: Plot thinned. Those were beams from glass.jbeam. I updated them to meet at the correct nodes, no change to mesh spikes.
Re: 1969 Toyota Corolla Sprinter It has been an exhausting 6 days, but I now have essentially a feature complete jbeam. However, for ease of troubleshooting mesh spikes, everything is overly weak. 20mph head on crashes tend to result in massive A-pillar crunching, metal dashboard to the face style structure collapse. Which probably isnt that far from real haha. Its been a rather morbid experience, I'm going to be even more scared of SUVs while driving my freshly restored auto around :/ To do before Beta release: Modelling: Steering column and wheel 3K-C engine and K40 transmission (discarding current 3T-C/T-50 model for now) Detailed grille Bumper detail Seats Interior accessories Jbeam: Refine beam strengths Add more anti-Stretch and support beams Tune coltri drag Get hubcaps to work Get lighting to work Texturing: Everything. Won't get too crazy before Beta release though. Screenshots! Oh, also, I have done some work on the handling. The front strut design may still need a redesign for more stiffness, but overall I'd say it handles rather authentically (poorly). The unsprung weight of the rear end made it a bit of a handful on bumpy highways, but in the back I've snuck a little toe in and used lateral links that cause some roll steer in the back end, this really helps counter the current tire models dartiness problems.
Re: 1969 Toyota Corolla Sprinter Beautiful. It looks as though you've perfectly adjusted the jbeam to suit the KE17, which you don't see that often, so well done! the model looks perfect as well, no shading errors to be seen anywhere, which is something to be proud of. As far as rigidity, it should be such that there is minimal visible flex while normal driving, although this car, as you probably know is most likely not all that rigid compared to other cars, such that it crumples a lot. Keep in mind as well that you can use beams as a means of chassis rigidity increasing (i.e using strengthening beams to simulate a roll cage and tower braces). That's about all I can think of, I guess it's just a matter of completing the model now
Re: 1969 Toyota Corolla Sprinter Jbeam is BETA ready. This has been a very challenging car to jbeam due to the steel dash, tiny bumpers and panel clearances (clipping and self-collision problems), and sever crumpling in accidents. It's not perfect, but I don't think anybody will be dissapointed. I referenced what I could for deformation levels from 1970sToyota and Datsun crash videos, and this thing buckles like a tin can, just like the test cars In stock form it is slow, but it feels lively. I feel its about as true to real life handling as the tire model can manage. It's rwd, but due to the low hp, not very slidey. I found reducing damping values for all the beams while maximizing stiffness/mass ratio had a very positive effect on handling. Previously I had been upping the damping on suspension/steering/axle beams trying to reduce vibrations, but it actually made things worse. Now, the rear end has some roll steer and toe in to help keep it stable, and I can cruise the rough highway of Blackhills at 70mph without much drama, keyboard or otherwise. I am including a "Sport Tuned" option with a bit more HP, a LSD, and lower/stiffer springs. I might get around to a sporty wheel and tire model before Beta release as well. I'm now moving back into 3dsmax for detail and UV maps. Once I have seats and interior details, the correct engine, and UV maps for all the things, it will be ready to release! I've never done UV stuff and am so-so with paint programs, so it's impossible to give an ETA at this point.
Re: 1969 Toyota Corolla Sprinter But wait you must! Still puttering away at modelling. My last two evenings were spent enjoying the new update by exploring East Coast (success!), experimenting with FFB(some success), and trying to get LFS Car Sound Remixer to work through Outgauge (failed). Completed: Driveshaft 3KC Engine K40 Trans Pedals (Auto and Std) Steering Wheel/Column Steering Box and Steering Gear Heater Box (lol) Manual Shifter Final body panel poly flow tweaks To Do: Grille A10 auto trans Seats Interior doodads Mirrors Exhaust Auto shifter Radiator and hoses ..and probably more things
Re: 1969 Toyota Corolla Sprinter Starting to burn out.. must... finish. I gave up making an auto trans, who the hell is going to drive this thing with a 2 speed Toyoglide anyways. I'm pretty sure all that's left to tackle is mirrors and wipers. Oh and a spare tire well in the body shell. I have to stop somewhere though. This week I should start learning UV unwrap n map. More progress shots. dat grille. 3k tris!