Mod creation progress

Yeah roof flaps are not too hard once you grasp the process, its just models of the roof flaps in an open and closed state. Then with BBOX region for the roof flaps whne they need to deploy the game knows the models in that region that are named in the script will react. In the script you'll see the flaps are controlled by the morph states of them open/closed essentially. In new gen cars it can be a bit more complicated if you have roof flaps on the hood wit open spots like the gen6/gen7/ICR mods but not many mods use the more complicated process.

As for LODs they are not hard but very boring/tedious having to do 3-5 different levels for each car model. It starts to become a logistics game making sure you get all the models named correctly and coded into the script without error. Its why naming conventions are extremely helpful. If all the models across all LOD states are named the same thing except having like L1, L3, L5, L7 L9, L11 for the lod levels then it becomes much quicker copy/replace in your script, notepad++ makes it easy for me to do that.

Now the damage + LODs version of a mod is where it get more complicated, you have to have damage but also LODs for every level of damaged part too. When a car take damage its not technically the same mod anymore, it switches over to a completely different set of models so they can take damage/take more damage if you crash more.
 
Yeah roof flaps are not too hard once you grasp the process, its just models of the roof flaps in an open and closed state. Then with BBOX region for the roof flaps whne they need to deploy the game knows the models in that region that are named in the script will react. In the script you'll see the flaps are controlled by the morph states of them open/closed essentially. In new gen cars it can be a bit more complicated if you have roof flaps on the hood wit open spots like the gen6/gen7/ICR mods but not many mods use the more complicated process.

As for LODs they are not hard but very boring/tedious having to do 3-5 different levels for each car model. It starts to become a logistics game making sure you get all the models named correctly and coded into the script without error. Its why naming conventions are extremely helpful. If all the models across all LOD states are named the same thing except having like L1, L3, L5, L7 L9, L11 for the lod levels then it becomes much quicker copy/replace in your script, notepad++ makes it easy for me to do that.

Now the damage + LODs version of a mod is where it get more complicated, you have to have damage but also LODs for every level of damaged part too. When a car take damage its not technically the same mod anymore, it switches over to a completely different set of models so they can take damage/take more damage if you crash more.
Awesome. I'll give it a try with the roof flaps. However, I want to know something for them. Is it possible to have different roof flaps for each make or at least different position? The roof of each car isn't at the same height and if I put them at the same, the ground clearance for some cars is way to high.
 
I'm now doing the damage. However, I'm facing an issue. The damage version of the car is working (only in 3ds max, I didn't make the code yet), but when I try to make lods of the damage model, the transition from the frame 0 to frame 1 (non-damaged to damaged) stops working. Is there a way to still have the frames working while doing the multires modifier?

I'll join a video so you can see what I'm talking about

 
Hard to see from the video but when I make the damaged Lods I copy every model piece one at a time and apply the modifiers. I've never tried applying a modifier to multiple parts, usually because I remove more and more parts for the farther away Lods as well.
 
Hard to see from the video but when I make the damaged Lods I copy every model piece one at a time and apply the modifiers. I've never tried applying a modifier to multiple parts, usually because I remove more and more parts for the farther away Lods as well.
Doing it one mesh at a time and moving the multires modifier below the ffd box works. Thanks again.
 
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