1969 Mclaren M7A, B And C Texture Update
TvO - guest
Posted Sep 26 2013 - 07:11 AM
Any plans for the Brabham?
Here's a first preview of the Brabham I'm working on. It's still early, early days, but the coolant pipe and 3d exhaust headers are getting there, and there is a brand new tire model as well. Removing the coolant pipe again and change the shape of the headers to reflect the Repco 760 engine should be relatively easy, so you get a '68 BT26. The cockpit surround is also going to be edited to fix the lighting and mapping bugs around there. Would you be interested in the '68 Honda and Matra MS11 as well? The Honda should be relatively straightforward, the Matra might be a little bit more tricky but maybe I can give it a try.
I can show you what I did so you can do stuff too in the future? Thanks to Gustavo Oliveira, Charles Mark, Bruce Johnson, Paul Skingley, Keido and others, there are already so many car models made, so usually I steal a part from another car and merge it with mine with the 3domerge program, and reshape it with 3doEdit if necessary.
Posted Sep 27 2013 - 04:43 AM
Honda relatively straightforward? If you are happy to make it and the Matra then I would certainly use them. Honda is probably more important because using the 69 physics I'm not sure what slot I would use for the Matra. If you made a Honda RA301 half as good as your recent updates that would be enough for me.
My main problem is going to be time for editing. It's not really that I dont want to do it.
And lastly if there is a simple way to explain it do you know how to make some objects appear differently like in this screen of McLaren at Mexico. It's the wing supports that are the problem. How to make some objects appear from one side only or not through other objects. I'm hoping its just some numbers that need changing or something easy haha.
Edited by pioujd428, Sep 27 2013 - 04:45 AM.
TvO - guest
Posted Sep 27 2013 - 06:09 AM
I think the wing plus support struts are one single 3do file. I would split them into three, one for the wing, one for the left strut and one for the right. Then I would rearrange the 3do tree a little bit so the left strut is situated in the left part of the engine block 3do tree and most importantly has the right plane node (that is why your wing strut is clipping), and the right strut on the right part. I would probably leave the wing at the same location in the 3do tree.
I would take a look at a car with similar wing struts to see how they solved this problem, and maybe nick the plane node from to implement with 3domerge so you don't have to create one yourself (I'm a lazy person ). Maybe taking a look at the '69 Brabhams high front wing would suffice, as I don't remember the struts clipping with the bodywork.
I mainly use GPL Editor to look at and edit the 3do's, as Charles Mark told me when I was starting out, it's a buggy program but if you know how to avoid it's quirks it's an amazing tool and the sky is (almost) the limit for editing GPL cars . I go to the PRIM (primitives, where everything how GPL reads the car is stored) and click on a node (branching point of a tree) and hit F2 to see it. Sometimes the tree is too deep or confusing for GPL Editor to draw, so it can be tricky to find stuff, but luckily there's the node repository so you just look around there clicking nodes and hitting F2 untill you find something you look for (or close to, say you're looking for an engine and you find a rollbar or exhaust header) and then hit F3 to fill in it's offset to have GPL Editor find that node for you in the tree.
If you know what to do this job takes between half an hour and an hour, but if you are just starting out it will probably take at least ten times that because the amount of information given to you by GPL Editor is quite overwhelming at first and you need to first figure out what you need and what you don't. A thing to remember with GPL 3do's is that the planes are at least as important as the polygons, as GPL is not 3d in the true sense of the word and needs some help sometimes to figure out in what order to draw something. So when I merge stuff from one car to another I always try not to forget to include the plane nodes (usually just one branch up from the polygons themselves) .
I'll put a thread up at the GPL Repository soon to show how I do stuff, and I'll attach the programs. Paul Skingley and Charles Mark were very helpfull in giving me advice a couple of years ago and providing me with the programs I needed, and thankfully I had a tiny bit of brain so I saved all our conversations, as I had forgotten everything when I returned to editing this past June .
Especially in the beginning it will be tricky, for instance when I tried merging the coolant pipe of the Brabham to the 3do file, I got CTD's in GPL. Turns out the cleaning program I used to remove unused polygons and other stuff from the 3do messed up the brabham 3do somehow, literally the last step in the editing proces but it took me a day to find that out . It's stuff like this you've got to be prepared for, constantly keeping track of what you've done and making sure you've made no mistakes in the process, before moving on. It's frustrating at first but very rewarding later on, much like driving GPL really hahaha.
Posted Sep 27 2013 - 08:39 AM
-Excellent work TVO is there any possibilities in the future, also improves the texture of the RBM (my favorite)?. Thanks for your effort and dedication. Google translator. Forgiveness.
TvO - guest
Posted Sep 27 2013 - 08:43 AM
Posted Sep 27 2013 - 05:27 PM
-Great news, look forward to it the work of BRM, thanks for your dedication.
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