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During the process of a Driv3r vehicle conversion to GTA 4..
Posted: Mon Nov 10, 2014 8:21 am
by Skylabh
...should the low resolution textures, HeadLights/tailLights/Indicators, "squared" steering wheel be replaced/removed ?
These are the parts that i listed.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Nov 10, 2014 12:11 pm
by VAIMAHDO
No, never! Also since most polygons on each car are individually separated, we can get a ripping metal effect. Or, we could have both options! Two files, one containing original cars and another file containing modified versions, and the user is able to decide which they would like to use.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Nov 10, 2014 1:31 pm
by PostalDude
DaRkProDucTioNs00 wrote:No, never! Also since most polygons on each car are individually separated, we can get a ripping metal effect. Or, we could have both options! Two files, one containing original cars and another file containing modified versions, and the user is able to decide which they would like to use.
Uhm, what.
The car is divided up into parts because that's how stock IV car models are, and the damage (free form mesh deformation, it's been around since Viper Racing in 1998, even Super Runabout SF Edition and Midnight Club Street Racing from 2000 have it) is built into the game's engine, it has nothing to do with how the mesh is configured. IIRC there's also a variable in handling.cfg that controls how much the car deforms.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Nov 10, 2014 1:54 pm
by Fireboyd78
Yes, the sh*tty steering wheels should be fixed, as well as any Alpha issues. Textures might need to be fixed due to Reflections somehow screwing up during conversion...
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Nov 10, 2014 4:28 pm
by Skylabh
There is one good reason to replace the steering wheel, it's because of this:

As you can see, only one side is rendered but not the other (maybe there is a specific shader for this).
Of course i can duplicate the polygons of the steering wheel, reverse the normals and combine the two together, but use the steering wheel of the replaced car (or why not from another model), is probably the best option. And also you can admire a full prototype of Tanner lol.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Nov 10, 2014 6:48 pm
by VAIMAHDO
Am I the only one who likes the original model aspects?
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Wed Nov 12, 2014 8:45 am
by Fireboyd78
DaRkProDucTioNs00 wrote:Am I the only one who likes the original model aspects?
Of course not. But sometimes it's best to make changes like this, especially to help it fit better into the game.
By the way, why does Tanner look so funny? Haha
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Wed Nov 12, 2014 10:43 am
by Skylabh
CarLuver69 wrote:By the way, why does Tanner look so funny? Haha
Mmm because Tanner is a funny guy ?

Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Sat Feb 28, 2015 1:49 pm
by Wheels
As long as I see cars from Istanbul, I will be impressed. Overall, I am, actually.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Sat Feb 28, 2015 2:04 pm
by DatDirtyBananas
Hey Mr. Skylabh, anything new happening with that project of yours?

Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Sun Mar 01, 2015 9:07 am
by Skylabh
Well currently i'm busy with DPL assets and Rage ( i said one day on youtube, that i was not really interested by DPL but i changed my mind since ). So i'm experimenting a few things.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Sun Mar 01, 2015 10:02 am
by DatDirtyBananas
Skylabh wrote:Well currently i'm busy with DPL assets and Rage ( i said one day on youtube, that i was not really interested by DPL but i changed my mind since ). So i'm experimenting a few things.
Too bad you don't have EFLC. The TBOGT player has a smiliar movement animations as T.K

Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Mar 02, 2015 7:49 am
by the kid 78
Skylabh wrote:Well currently i'm busy with DPL assets and Rage ( i said one day on youtube, that i was not really interested by DPL but i changed my mind since ). So i'm experimenting a few things.
Are you able to import maps and vehicles, if so I guess it will be a good idea also better graphic fun, maybe some self made missions.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Mar 02, 2015 8:28 am
by Skylabh
Currently the only way to have proper maps and vehicles, is by ripping them. That sucks because Ubisoft had this "great" idea to "obfuscate" the models. Whether Ninjaripper or Antilli, the models are distorted.
Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Mar 02, 2015 8:35 am
by DatDirtyBananas
Skylabh wrote:Currently the only way to have proper maps and vehicles, is by ripping them. That sucks because Ubisoft had this "great" idea to "obfuscate" the models. Whether Ninjaripper or Antilli, the models are distorted.
Why not 3D Ripper DX? that works with 3ds Max 2011 and under

and how did you get driver pl work on Antilli?

Re: During the process of a Driv3r vehicle conversion to GTA
Posted: Mon Mar 02, 2015 9:45 am
by Skylabh
Yes 3d Ripper is what i'm using actually but only for the maps and vehicles. About Antilli, it's Mark who tried to get the models. There is a topic about this here :
http://forum.xentax.com/viewtopic.php?f=16&t=11008