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32 Date 2016-06-25 10:48

Forums \ Street Legal Series \ Work In Progress Mods \ Poll: Need For Speed World To SLRR Map Covertsion

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#11\2016-06-25 13:15

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Traffic will be way to much work.
Valo is the only map that has working traffic, and no one knows how to make traffic AFAIK.
But, you can still try. :)
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#12\2016-06-25 13:18

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In many games traffic follows AI pathing. It should be the same in SLRR. If all else fails I can just have them as static props sitting in the road.

Maybe if it can work we could code police...
#13\2016-06-25 13:20

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Yeah, that is true, Burn Rubber.
The thread below explains traffic.
http://streetlegalmods.com/forums?m=posts&q=11018
This post was edited by Fireful0 (2016-06-25 15:30, 11 months ago)
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#14\2016-06-25 14:23

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2016-06-25 20:05#268668 Burn Rubber : The only real thing I could do is make the actual traffic. Sterling will probably convert the map, you can do the .rpk, maybe I can somehow make the traffic cars. But as far as making them drive, I don't know. I may be able to. But I will need help anyway.

Oh so you in Burn Rubber??

im going to but you as Scripter if it is ok??
maybe if you want to but some stock duhens drive around like any other track..
and the player ho uses it can but there savecar into the map :D

i gotta learn how to make the .rpk i know a LITTLE like frontend.rpk and LITTLE of car mod .rpk
but i checked the monaco .rpk :woah
damn gotta learn about map .rpk rofl

Added 28 seconds later:

I gotta Ask Sterling that is he willing to covert the map :D
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#15\2016-06-25 17:52

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Here is were I sound extremely negative.

The only way I can see us getting the map in a workable format is with 3D ripper DX unless we are the "first" to figure out another much easier way, as I'm sure this map would have all ready been done if it was easy to get into max as a whole map.

My above comment explains why the nfsmw maps on odzona is so small.

Before you jump to conclusions I am fully sportive of doing this. I'm just saying its going to be incredible hard and long winded.

So if its a go don't expect things over night or in the next few weeks. possible months.


#16\2016-06-25 20:23

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# Sterling : Here is were I sound extremely negative.

The only way I can see us getting the map in a workable format is with 3D ripper DX unless we are the "first" to figure out another much easier way, as I'm sure this map would have all ready been done if it was easy to get into max as a whole map.

My above comment explains why the nfsmw maps on odzona is so small.

Before you jump to conclusions I am fully sportive of doing this. I'm just saying its going to be incredible hard and long winded.

So if its a go don't expect things over night or in the next few weeks. possible months.
I was going to say exactly this. I've tried to convert NFS ProStreet track models before, but unfortunately it doesn't work that way (and the ProStreet tracks are much smaller to begin with).
#17\2016-06-25 22:33

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Kind of complicated work around. But I did once see a tutorial for getting Sketchup made maps in game....Is there a way to get the model from NFS into a basic untextured model?...then do all the work in sketchup.

From there do the rest of the scripting and texturing? That's what would take months right?

WIP Early Access: https://www.dropbox.com/sh/dpf0smr4p8p0t76/AADqGTmgyy7o7umfMAx7Q3Lta?dl=0
Early Access Release:
https://1drv.ms/u/s!AvJ3pVScknZFguRb2PRIutYny8asOQ


Offline Multiplayer:(progress paused for online)% Duster 70-71:100%
Online Multiplayer:30% SL1-Source:50%
Catalog LE2MWM Remix:99% GM-pack-Source:0%
(LE,Jacks,BB93)2MWM: 30% MoparDragtirefix:100%
Mazda 787B Rescipt: 100%
#18\2016-06-25 22:38

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# FRjhracing : Kind of complicated work around. But I did once see a tutorial for getting Sketchup made maps in game....Is there a way to get the model from NFS into a basic untextured model?...then do all the work in sketchup.

From there do the rest of the scripting and texturing? That's what would take months right?
Sketchup is really, really not something you want to be using for model processing after importation. You'll usually have to do a bunch of post-processing to get a Sketchup model to work in SLRR anyway - so trying to fix up a map in Sketchup would be counterproductive.

3DS Max is the correct tool for the job. Failing that, even Blender is probably better.
#19\2016-06-25 22:48

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What about the newest Autodesk 3Ds max? I have 2017 right now and Blender.

WIP Early Access: https://www.dropbox.com/sh/dpf0smr4p8p0t76/AADqGTmgyy7o7umfMAx7Q3Lta?dl=0
Early Access Release:
https://1drv.ms/u/s!AvJ3pVScknZFguRb2PRIutYny8asOQ


Offline Multiplayer:(progress paused for online)% Duster 70-71:100%
Online Multiplayer:30% SL1-Source:50%
Catalog LE2MWM Remix:99% GM-pack-Source:0%
(LE,Jacks,BB93)2MWM: 30% MoparDragtirefix:100%
Mazda 787B Rescipt: 100%
#20\2016-06-25 23:49

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# FRjhracing : What about the newest Autodesk 3Ds max? I have 2017 right now and Blender.
The version you actually want for SLRR is version 5 (from around 2001). It is the only version with the official SCX export function.

That said, you can work in a newer version and export to a format that 5 can read, and that would work too.

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