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Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.
When you finish the mod you should compare the old one to the new one
Yeah I should do a comparison like that, but still not sure if I should compare it to Wojak's version or the 1.0 remaster, since the remaster was already a massive improvement
you should make a comparison to the Wojak one
So, I wanted to make door card texture placeholder as I know it will take a while to get texture properly done with dashboard under works too.
Sanely I found myself spending over 6 hours refining meaningless little details on window levers...
Obviously 2000 polygon handle might be too high poly after all few years ago medium detail car body was that much, so left one is 'only' about 1400 poly and I already cut down on details...
Now need to figure out if it is possible to somehow make lower poly version to get details of that higher poly version, I know skillful persons can make that happen, for me it is lot of learning.
Also I separated door cards from the doors, as well as handles, it should make it easier to make different versions of door cards and if doors get some work on them, then door cards should be not affected by that.
There is at least three different type of window levers that I have seen, but with this I had to rely on single really poor quality photo as other reference stuff was on another computer at the house and I was too lazy to walk up from beach cabin to main house.
Lol if you make every single interior component detailed like this, it will be the most detailed mod ever, I already separated the handles and stuff on main version, but I didn't know there were 3 types of these tiny levers
About making these details on lower poly version, maybe baking the normal maps is what you need? Not sure what it would do to the texture but you should try it. But maybe before that you should finish the floor mats.
Floor mats I think just needs texture work and of course export with different material name I guess, so I thought door card uv mapping could be useful as then it would too need just different texture, but I can do doormats next of course, that might be tomorrow though as today starts to be enough computer time for me
There is 4 kinds of window levers, although ones at lower right corner might be aftermarket pieces?
Also ones at lower left corner, I have seen only those two pics of, but those resemble most what is in game currently, ones at top left corner are earlier models, I think and ones at top right are late models, maybe, but it is bit confusing as door cards can be pretty much anything with these parts, so not sure if different trim had different parts again.
Those two at middle with orange background were my only references when I made first window lever thing, kinda hard to see all the details from such tiny pics and that pic above is 200% enlarged version even.
Then I see that my window lever is not so realistic, kinda pretty, but useless for the game for sure, 4000 polygons for two window levers!? We can't have that, people would complain about lag.
So I modeled this thing from scratch after last post and put it into game, in a way that is as it is static object for the map:
Blender says it is 480 Tris, okay original one is 86 Tris, but I think that at this modern day bit more detail goes a long way.
Also texture is only 512 instead of 4k of earlier one, yes, 4k texture in window handle, with normal, AO etc. maps which all multiply it, that would kill GPUs or at least people would run out of vram quite quickly.
I think that I try to figure out how to put door handle to same texture, it should fit there, hopefully, then there is map box too, but might not fit, unless I chance texture to bigger size and use it differently, somehow, these are new things to me, so I learn as I do.
In zip file is this new window handle thing and blender file, .dae might not be so useful, copy paste from Blender file and it should then work fine when exporting, importing .dae might give odd results as it is triangulated and might miss sharp edges data.
Not sure if materials file misses some lines again, not really sure how different map materials are from vehicle materials, but that should give starting point at least.
For Cannonball run map I used height map for detail normal map where it seems to help a bit with colors, haven't got slightest idea about that really, but certainly would like game to support tesselation
I won't be putting it in game in its current state, you should try baking the normals on a lower poly model, I don't want the mod to double in size from small details like this. Also what the heck, that's a ton of research you did on window levers lol
That is lower detail model, lol
It is not much more than what autobello part has, which has 434 Tris, while my part is 480 Tris...
Oh. Then I'll put it in game later, thanks. I need to separate all door accessories.
day 2 of checking the maluch jbeam forum if theres something new
Leave them alone, you can't expect new things every day, they got lives too.
I don't have much time this week, working on a private mod commission (that might become public if some permissions stuff is sorted), so no progress on this mod yet
yo chill XD
I'm not angry, i'm just telling you.
day 3 of checking the maluch forum
(this is a joke)
i know this is a joke but you probably shouldn't actually continue doing this, it could clog up the thread easily and probably demotivate the creator
Patience is the key to success.
Meaby i will post some model things today but im not making any promises.
bruh such a soulless world we live in.. no one has a sence of humor :\
it's more that our senses of humor don't align with yours much