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Should we use cars and models from GT2 for some mods for SLRR?

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51 Date 2015-09-19 01:43

Forums \ Street Legal Series \ General Discussion \ Poll: Gran Turismo 2 cars importable to ZModeler to be SLR mods

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#41\2017-01-06 18:42

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I agree. But I have no idea about how it would work to get the textures on the cars.. the actual UVs done.. if not it would take alot of time to do the UV wrappings.. 5 minutes per car model.
For GT2 cars it seems its difficult to get the right colors in the textures. There is a guide I will follow and if I'm able to do UV mappings on a car.. than I'll do all the Mazda cars. And if I can do all the Mazda cars I will then do the rest of the 1000 models there are.
#42\2017-01-08 06:17

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It's going way to slow.. there are 1110 car models variations.. I can do 1 car per day.. It would probably take me 4 years. But I figured out more or less what which palette number does. 2 is always the wheel.. 5 the windows.. and so on
#43\2017-01-08 06:46

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Yes, great idea, I've tried it before. But, how low-poly do you want them? All of the models are basically massive polygons on wheels.

They also have absolutely no interior of any kind.
#44\2017-01-08 07:40

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I don't really mind how low poly they are. It just means its much easier and very quick to create additional car bodies from blue prints at this poly count.
Imagine nearly all the memorable cars in the history of automobile and locations to drive em in. Croatian-Slovenian Istra... Just a part of Normandy France.. various locations around the world and re create em in low poly. Using adaptive tessellation where it matters. Being able to setup your tire pressure and suspensions.. aerodynamics. Paint your cars and put decals on them.. And race in MMO... in each location there are a number of players and they can just press a click and they can quickly get into the lobby of a fan made track around the outskirts of Firenze.. 10 laps 15 minute race around a little village and its woods.

And everyone could play the game on every piece of machinery there is.

Added 16 hours later:

So it would take a bit to much time to use the original textures..
I need to revaluate my strategies... I might try and see how much time it takes to create textures from scratch xD.


This post was edited by NaikJoy (2017-01-08 23:38, 5 months ago)
#45\2017-01-09 07:42

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I believe that this cars will only work as traffic cars.
Use your imagination to build the perfect car.



If you want to contract with me:[email protected]
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#46\2017-01-10 17:31

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^ Could do, but that's not the point as he mentioned in the last post.
#47\2017-01-10 18:40

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Keep up the good work, man!
I am anxious to see the 1972 Charger! :)
CURRENT GC: 13,000
Fuel for 250GC per gallon!


#48\2017-01-17 15:15

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I'm still converting... I'm taking my sweet time. When everything its gonna be converted to 3ds format, ill be concentrating on textures.
For now I converted only 182 car bodies out of 1100.

Link to the cars.. gonna update it from time to time

#49\2017-03-13 04:30

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Leo2236 will create a GT2 Car Viewer. :)
In a month's time or two.. you'll be able to export the car bodies with the UVs and final flattened textures.



While I'm concentrated on playing around with LiDAR data and thinking of a way to create Istria in a primitive PSX 1997 graphics. I'll compose the mesh from LiDAR point cloud data and make a low poly version of it.
#50\2017-03-17 19:47

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Leo2236 from Leo's Games Tools uploaded a video showcasing a bit the car viewer. There is still a lot to be done. Also he is planning to write a function that will make a single texture out of the 16 palettes 4bbps texture.

As for me.. I subsampled all the LiDAR data blocks and transformed them into mesh.
Trying to UV all 600000 tris square area and place its sattelite image on top of it. Problem is I go out of ram and my cpu doesn't like it either.

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