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stetson

Quick Modding Tutorial

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Things needed:

-3dsmax any version, I use 2014 and this guide is for 2014. 3ds max can be had for free if you tell them your a student 3dsmax can be found here (http://www.autodesk.com/education/free-software/3ds-max)

-A Direct x plugin for your 3dsmax version, I suggest you use the AXE exporter found here (http://www.cgdev.net/download.php)

-Marijns spring weight tool (optional but highly recommended found here (http://www.oovee.co.uk/forum/files/file/905-3ds-max-spring-weight-tool/)

PreStep One:

follow this if you are using a Sketchup model(http://www.oovee.co.uk/forum/topic/11093-quick-guide-for-sketchup/)

while your doing that delete any suspension that's on it(you can keep the axles if it’s a solid axle). As you get more experienced feel free to use that suspension but for now get rid of it. also group your axles and anything you want attached to them together as mentioned in that guide

Step One: Prep Work

Ok you've got your model in to 3dsmax now what? First things first you will need to scale, move, and rotate your model so it will be facing the correct way be the correct size and be in the correct spot. This is typically done by trial error.  You’d just keep scaling moving rotating and exporting till it’s the size you want it facing the way you want it.  BUT…

You can also use this little tool I made to do it quickly and easily just make sure you group your model before you try to move scale or rotate it.

(http://www.oovee.co.uk/forum/files/file/1204-3ds-scaleing-tool-for-3ds-newbies/) ( https://drive.google.com/file/d/0BwjfE2H2ics-QzFNaDdFNEZPdTA/view?usp=sharing)

Each bump represents roughly one foot in game just merge your model into the scene (this will also setup your scene correctly, just make sure to select “Adopt files unit scale”). then google your vehicles size and scale it till it fits. You can move this tool around the scene but do not rotate it or scale it.

 After your done scaling and rotating your model it needs to be oriented the same way I have the arrow oriented into the tool. Then you need to move your model to 0,0,0 followed by moveing it up (up the z axis if your using the text input) till all of your model is above the ground (above the x and y axis)

picture1_zpsc03cqnij.png

 

When you’re done delete the scale tool and the CXT model if you left it there.

Now ungroup your model select everything and reset the xform(its under the little hammer on the side menu).

Picture2_zpsgbobmgtv.png

 

 Next create a box about the size of the model and name the box “cdt”.

 

Picture3_zpso7be62cf.png

 

you can now export the model to your meshes folder using the axe exporter overwriting the .x file of an existing MOD. Here are the export settings

 

picture3.1_zpshhjkvejc.png

 

 

 Now clear the game cache install the mod and run the game. What you should get is an all-white version of your model facing the correct way and approximately the correct size. If not you did something wrong. But if this is what you’re looking at you did this step right.

picture4_zps3vvxouhq.png

 

And you can also begin setting up your classes xml now. This should get you started with the xmls (http://www.oovee.co.uk/forum/topic/5276-how-to-tweak-a-vehicle-under-construction/page-1)

Step Two: model your suspension

 At this point you need to have decided what type of suspension your model is going to have, a leaf sprung solid axle, or coil sprung solid axle(anything else is on you to figure out). This step will cover how to make a basic version of each

LEAF SPRUNG SOLID AXLE: this only works if your springs and shocks are vertical

First thing download Tattoos leaf springs (http://www.oovee.co.uk/forum/files/file/966-set-of-4-leafsprings-max-2011/

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COIL SPRUNG SOLID AXLE: this only works if your springs and shocks are vertical

Same as above except you don’t need tattoos springs you will make your own, by going to dynamic objects and selecting spring.

Then click and hold at the bottom of where you want the spring to be, set the diameter then release and drag it up to the top of where you want it to be and click.  Now you’ll need to positon it. Do not scale it.

picture9_zpsvrdik6m4.png

 Now go to the modify panel and you’ll see the spring parameters. adjust the height, diameter, turns , and wire diameter, till it looks right.

picture10_zps5anworav.png

When you got it were you want it clone it to both sides of each axle (so you got 2 springs on each axle). Proceed to step 2.1

picture11_zpsgfeqzo2x.png

 

STEP 2.1 Shocks, drive shafts, suspension links, radius arms, control arms, drag links, steering components

All the above are made the same way… with Cylinders. You make a cylinder with 1 height segment 1 cap segment and 10-16 sides. Adjust its size in the modify panel and position it where you want it.

picture12_zpsjn2sem1d.png

 

picture13_zpshc0tayig.png

 

For shocks you use two(or more) cylinders, one large diameter, one small diameter and once again position them where you want them

picture14_zpsugttgsme.png

 

picture15_zpsvzeykdvh.png

Step Three: Animation

General:

Ok now it’s time to get to business and make some bones.

Go to systems then bones

 Make one bone for each axle and place it in the center of the axle. Now place a bone roughly where your tailshaft or transfercase would be. This will be your chassis bone.

After you make each bone press esc then delete this will make it stop making bones and delete the extra bone.

Select everything to be animated and the bones and reset the the Xform.

picture16_zpscyfb58vi.png

 

Now apply a skin modifier to everything to be animated (don’t apply it to the bones).

 

picture17_zpsbhusecc9.png

Add the bones to the skin modifier.

picture18_zps4vnnyzxf.png

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Axle:

 Select an axle then hit edit envelopes, check select vertices, right click and select weight tool dialog. 

Select all the verts on the axle. Select whatever bone is in the middle of the axle in the skin modifier menu.

 Press 1.0 on the weight tool dialog. Click edit envelopes again.

 

picture19_zpssxi7dgz9.png

 

Repeat for each axle.

Leaf Spring:

 select all verts and weight it fully to the chassis bone ( select the chassis bone then set the weight to 1).

picture20_zpsat6c3hb3.png

 

Then  select the axle bone and set all verts immediately above the axle to 1

then work your way to the edges of the spring gradually reducing the weight as you go. The verts on the ends have to be set to zero on the axle bone and 1 on the chassis bone.

picture21_zpsiln5ydvj.png

Coil Spring:

 use Marijins weight tool and the instructions for it. the Chassis bone will be the top bone the axle bone will be the bottom bone.

Links, driveshafts , draglinks ect:

 select the verts at the axle end and set them to a weight of 1 on the axle bone select the verts on the other end and set them to a weight of 1 on the chassis bone. ( it’s that easy if you followed step 2.1 and made your links in 3dsmax)

picture23_zpsb309qtxy.png

Shocks:

select the top cylinder select its top verts and set them to 1 on the chassis bone set its bottom verts to .5 on both bones.  Set the bottom cylinder so that the top verts are set to .5 on each bone and the bottom bone is set to 1 on the axle.

picture22_zpsqcivhbpk.png

Classes xml:

Change the classes xml as such

                                <Axles>

                                                <Axle

                                                                Frame="your-front-axle-bone-name"

                                                                LeftWheel="0"

                                                                RightWheel="1"

                                                />

                                                <Axle

                                                                Frame="your-rear-axle-bone-name"

                                                                LeftWheel="2"

                                                                RightWheel="3"

                                                />

                                </Axles>

Export clearcache install the mod postion the wheels in the classes xml. You should now have a basic suspension that moves when the wheels move.

picture24_zps4h4c0v4d.png

 

picture25_zpsuyegsib6.png

 

STEP FOUR: UV Mapping

watch these

(https://www.youtube.com/watch?v=c91e0bpYMeE)

https://www.youtube.com/playlist?list=PLnKw1txyYzRlVrCjLUCrJOvdxj5h2YZJB

                Alright you’re ready to apply detailed textures to your mods to make them look nice, but before you can do that you’ll have to uv map them. this is a very basic tutorial to get you started

 First open up 3ds max and your model, select everything and type ”$.mat = null” into the box in the lower right of the screen, now select whatever mesh it is you want mapped and apply a unwrap uvw modifier to it. Click on the red square off to the right, to make it select by polygon then hit CRTL+A on your keyboard. Now click “open uv editor”. Then click “mapping” followed by “normal mapping” and uncheck “rotate clusters”. In the drop down pick which ever one you want (no one mapping type will work for all meshes, so find one that looks ok). Once you find one that looks ok click “tools” then “render template”, in the menu that pops up uncheck everything except “force two sided” in the drop down box select “solid” then hit “render template”. In the window that pops up hit the floppy disk and save the image as a “yourname.png” file you’ll want “RGB 24bit” and “alpha channel” checked in the pop up window. Once you’ve saved it you can close all the little pop up windows and delete the uvw modifier (you’ll need to reapply it the same way later). Now go to the materials editor and click double click “bit map” and find the png file you just saved, now in the materials section double click “standard”(the one with the grey sphere next to it). Now in the center of your screen you should have two boxes with words and circles next to the words click the only circle on the box that says “map” and drag it to the circle that says “diffuse color” on the other box. Now double click the material box and click assign to selection in the top left corner. Close the material editor. Now reapply your unwrap uvw modifier again the same way except this time when you get to where you rendered your map last time go to the drop down menu in the top right corner and select your png file (it will be called “map# something(yourname.png)”) if you mapping lines up right on your rendered map then close the uv editor. Hit “render production” in the top right corner of your screen just to make sure it looks right. Then save and export your model.

Now go to your favorite photo editing program ( I recommend “paint.net”ß not a web address it’s a program) and open your png file you made earlier. paint it(texture it) the way you want it, paint a little outside of the lines. Then save it as “yourname__d.tga” the end tag(__d) may need to be changed to whatever the game is currently using when you read this. Make sure to save it as a tga file type. Also the end tag tells the game what type of map it is “d” is for albedo mapping “s” is for specular mapping(shine) and “n” is for normal mapping (bumps) and “a” added to the end is for alpha (transparency).

No go to your meshes xml and open it up

      Set it up like this for a normal body texture

     <Material

           Mesh="your-mesh-name"

           AlbedoMap="trucks/yourfolder/yourname __d.tga"

           NormalMap="trucks/yourfolder/yourname_n.dds"

           SpecularMap="trucks/yourfolder/yourname__s.tga"

           Type="shiny" or Type=”matte”

         TwoSided="true"

        

     />

Or like this for a transparent texture

<Material

           Mesh="yourname"

           AlbedoMap="trucks/yourfolder/yourname__d_a.tga"

           NormalMap="trucks/yourfoler.yourname__n.dds"

           TwoSided="true"

           Type="matte" or Type=”shiny”

           Blending="default"

/>

Save it clear your game cache install the mod fire it up and it should be textured properly if not try again.

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CLASSES/TRUCKS xml
this is the classes xml for the uaz translated into english


 

<?xml version="1.0"?>

<_templates    
<---templates section start
tag

 

Include="trucks">  
<------include the xml "trucks" from templates
folder


<Wheel>
<-----wheels section start
tag


<FrontWheel 
<-----front wheel
section
style="color: rgb(139, 69, 19);">
DefaultWheelType="uaz_wheel"
style="color: rgb(0, 0, 0);"><----change wheels here
SteeringAngle="40"
<-----how sharp it can
turn
style="color: rgb(139, 69, 19);">
Torque="full"         

<----4x4 or not, other option is
"default"
style="color: rgb(139, 69, 19);">
ConnectedToHandbrake="false"
style="color: rgb(0, 0, 0);"><-----is this wheel connected to the parking
brake true or false
style="color: rgb(139, 69, 19);">
>


<Suspension  
<----front suspensionstyle="color: rgb(139, 69, 19);">
MinLimit="-0.3"
<----how
far above the start point the wheel will travel in meters

Strength="0.03"
<----how much weight the suspension
can carry( also strongly influenced by tire mass- gets stiffer with heavier
tires)

Damping="0.2"
<----shock absorber / how fast the
suspension will be allowed to move set it so the truck bounces once or twice
after a bump
style="color: rgb(139, 69, 19);">
/>


<Steering
Castor="8" />
<----steering
caster/ how many degrees the tire will tilt  when
turned


style="color: rgb(139, 69, 19);"></FrontWheel>

<RearWheel
<---rear wheel section adjustments
the same as the front wheel section
style="color: rgb(139, 69, 19);">
DefaultWheelType="uaz_wheel"
SteeringAngle="0"
Torque="default"
ConnectedToHandbrake="true"
>


style="color: rgb(139, 69, 19);"><Suspension
MinLimit="-0.3"
Strength="0.03"
Damping="0.2"
/>
</RearWheel>
</Wheel>


style="color: rgb(47, 79, 79);"><Flare>
<Sublight Color="(122; 61;
0) x 0.6" Size="0.2" />  

<--- this is a template for part of the lights, this is the little globe part
(the bulb) this one references the marker lights color and size
style="color: rgb(47, 79, 79);">
</Flare>


<Body>  
<----this is section is for an
animated mud flap, you don't need it not gonna explain it

<Mudguard
Mass="10"
AngularDamping="3.0"
Collisions="None"
>
<Constraint
Type="Hinge"
MinLimit="-45"
MaxLimit="15"
Axis="(0.0;
0.0; 1.0)"
/>
<Shape>
<Box HalfExtents="(0.08; 0.12; 0.12)"
Translation="(0; -0.06; 0)" />  
<------this
from <shape> to <shape/>  is an in xml cdt

</Shape>
</Mudguard>
</Body>

style="color: rgb(128, 0, 0);"></_templates> 
<----templates section endtag


<Truck>
<----truck section start
tag

<GameDatastyle="color: rgb(75, 0, 130);">  style="color: rgb(0, 0, 0);"><---game data start tag
style="color: rgb(75, 0, 130);">Recallable="true"  <
-----can be recued to the garage true or false

 

FuelCapacity="80"> 
<----- fuel capacitystyle="color: rgb(75, 0, 130);">
<WinchSocket Offset="(1.92; 0.675; 0.35)"
/>   
<----single
winch point "(forward/backward; up/down; left/right)"

<WinchSocket
Offset="(1.92; 0.675; -0.35)" />
<WinchSocket Offset="(-1.69; 0.595;
0)" />

style="color: rgb(105, 105, 105);"><AddonSockets> 
<----addons sectionstyle="color: rgb(105, 105, 105);">
<UazTrunk
Offset="(0.0;
0.0; 0.0)"  
/>
<---- name of the addon socket in
the addon xml followed by offset and then postioning numbers
style="color: rgb(105, 105, 105);">
</AddonSockets>

style="color: rgb(178, 34, 34);"></GameData> <----game
data end tag


<TruckData
<---truck data start
tag

SteerSpeed="0.02"
<---how fast it will steer ie how
fast you can turn the wheel
style="color: rgb(218, 165, 32);">
SteerResponsiveness="1.0"
style="color: rgb(0, 0, 0);"><---- how fast it will respond to the wheel
turning ie how worn out the steering is

BackSteerSpeed="0.06"   
<--- how fast it will return to
center
style="color: rgb(218, 165, 32);">
EngineStartTime="1.5" 
style="color: rgb(0, 0, 0);"><---how long It takes to start the
engine

>
style="color: rgb(0, 100, 0);"><Damage
Capacity="300"  
<-
---how much damage the truck can
take

SensationOrigin="(-0.29;
1.7; 0)"  
<--- air
intake/ engine location for water damage

SensationSize="(1.64;
0.5; 1.6)"  
<--- how big
the air intake/engine is?
style="color: rgb(0, 100, 0);">
/>

<Sound
<----sound section style="color: rgb(64, 224, 208);">
_template="Uaz"
<---get
the sounds from the templates section/ templates folder....use the template
called "Uaz"

Offset="(0; 0;
0)" 
<----- where do the
sounds originate from
style="color: rgb(64, 224, 208);">
Range="12.0"
<-----how
far away can the sounds be heard
style="color: rgb(64, 224, 208);">
/>

<Steam
Origin="(1.0; 0.9; 0)" />
<
----steam for when you drive through water where does it originate
from

<Camera
RadiusMultiplier="0.8" />
style="color: rgb(0, 0, 0);"><---how far out do you want the
camera

style="color: rgb(128, 128, 128);"><OcclusionMap   style="color: rgb(0, 0, 0);"><----not sure about this section think it covers
shadows and small collisions like with grass and mud

Texture="occlusion/chassis_small__d_a_uncmp.tga"
Size="(4.5;
3.2)"
Offset="0.2"
/>
<OcclusionVolume
Size="(3.7;
2.2)"
HeightFront="1.0"
HeightRear="1.0"
/>

<Axles>
<----axle animation
section
style="color: rgb(255, 0, 0);">
<Axle
Frame="BoneAxleFront"

<---front axle bonestyle="color: rgb(255, 0, 0);">
LeftWheel="0"     
style="color: rgb(0, 0, 0);"> <--- #s are references the wheel order in the
wheel section below I think
style="color: rgb(255, 0, 0);">
RightWheel="1"
/>
<Axle
Frame="BoneAxleRear"
LeftWheel="2"
RightWheel="3"
/>
</Axles>

style="color: rgb(0, 128, 0);"></TruckData>
<HeadLight
_template="Small" Offset="(0.0; 0.5; 0.0)" />
<----headlight
template using the color and size from a light template in the
templates folder

<PhysicsModel
Mesh="uaz_chassis.xml">
<---the
meshes xml for the truck
style="color: rgb(0, 0, 255);">
<Body
Mass="1400" 
style="color: rgb(0, 0, 0);"> < ---how much the truck weighs in
kilograms
style="color: rgb(238, 130, 238);">
CenterOfMassOffset="(1; -1.2; 0)" 

<--where that weight
distribution is centered, the distribution shape is controlled by the
cdt

ImpactType="Truck" 
<--whether or not it takes damage
and can damage other things, other options include, collision="none" cant hit
anything ,and collisions="internal" no damage but can hit stuff don't use either
of these options on a truck mesh.
style="color: rgb(238, 130, 238);">
>

<Body
ModelFrame="FrontLeftMudguard_cdt" _template="Mudguard" /> 
style="color: rgb(0, 0, 0);"> <--- this is part of the animated mud guard im
not gonna explain

<Body
ModelFrame="FrontRightMudguard_cdt" _template="Mudguard" />
<Body
ModelFrame="RearLeftMudguard_cdt" _template="Mudguard" />
<Body
ModelFrame="RearRightMudguard_cdt" _template="Mudguard" />

style="color: rgb(0, 0, 128);"></Body>
</PhysicsModel>

style="color: rgb(139, 69, 19);"><ModelAttachments>  
<--- everything in this section is
lights, "flare" which is the bulbs, "model" which is the glare, and "light
template" which is the visable light on other objects like the
ground...
style="color: rgb(139, 69, 19);">
<Ignition>
<Flare
_template="Sublight" Offset="(1.907; 0.829; 0.6)" />
<Flare
_template="Sublight" Offset="(1.907; 0.829; -0.6)"
/>
</Ignition>
<HeadLight>
<Flare
_template="HeadLight"
ParentFrame="CabinBase"
Offset="(1.927;
1.038;
0.553)"
/>
<Flare
_template="HeadLight"
ParentFrame="CabinBase"
Offset="(1.927;
1.038;
-0.553)"
/>
<Flare
_template="BlueStreak"
ParentFrame="CabinBase"
Offset="(1.927;
1.038;
0.553)"
/>
<Flare
_template="BlueStreak"
ParentFrame="CabinBase"
Offset="(1.927;
1.038;
-0.553)"
/>
<Model
_template="HeadLightRay"
ParentFrame="CabinBase"
Org="(1.927;
1.038;
0.553)"
/>
<Model
_template="HeadLightRay"
ParentFrame="CabinBase"
Org="(1.927;
1.038;
-0.553)"
/>
</HeadLight>
<ReverseSignals>
<Flare
_template="ReverseSignal" Offset="(-1.78; 1; 0.453)" />
<Light
_template="ReverseSignal" Offset="(-1.58; 1.2; 0.453)"
/>
</ReverseSignals>
<StopSignals>
<Flare
_template="StopSignal" Offset="(-1.78; 0.733; 0.747)" />
<Flare
_template="StopSignal" Offset="(-1.78; 0.733; -0.747)" />
<Light
_template="StopSignal" Offset="(-1.58; 0.733; 0)"
/>
</StopSignals>
</ModelAttachments>

 

<VehicleConstraint>  style="color: rgb(0, 0, 0);"> <---gear section
<ReverseGear  
<---which gear
Torque="20000" 
<---torque at wheels in 
newton meters after gear ratio multiplication

AngVelMin="-2.0"
<----stall speed
AngVelOpt="1.0" 
<---- max torque speedstyle="color: rgb(0, 100, 0);">
AngVelMax="8.0" 
<---redline
speed/ braking speed in this gear if your engine braking

MaxDeltaAngVel="0.1" 
<----no clue
/>
<HighGear
Torque="20000"
AngVelMin="1.0"
AngVelOpt="10.0"
AngVelMax="12.0"
MaxDeltaAngVel="0.15"
/>
<Gear
Torque="20000"
AngVelMin="-2.0"
AngVelOpt="1.0"
AngVelMax="10.0"
AutoNextLinVel="2.5"
<-
--speed at which it will grab the next gearstyle="color: rgb(0, 100, 0);">
MaxDeltaAngVel="0.12"
/>
<Gear
Torque="16000"
AngVelMin="-1.5"
AngVelOpt="2.8"
AngVelMax="16.0"
AutoNextLinVel="3.5"
MaxDeltaAngVel="0.1"
/>
<Gear
Torque="12000"
AngVelMin="0.4"
AngVelOpt="4.5"
AngVelMax="24.0"
AutoNextLinVel="5.0"
MaxDeltaAngVel="0.05"
/>
<Gear
Torque="8000"
AngVelMin="0.5"
AngVelOpt="8.0"
AngVelMax="32.0"
AutoNextLinVel="6.0"
MaxDeltaAngVel="0.05"
/>
<Gear
Torque="6000"
AngVelMin="8.5"
AngVelOpt="16.0"
AngVelMax="48.0"
MaxDeltaAngVel="0.05"
/>
</VehicleConstraint>

 


style="color: rgb(255, 140, 0);"><Wheels>
<Wheel
_template="FrontWheel" DiffGroup="axle0"> 
<---
use a front tire, attach it to the front axle bone, left wheel because its
first(0)

<Suspension
Hardpoint="(1.39; 0.337; 0.75)" /> <-
--
base wheel position for the suspension min point and hard point
offset
style="color: rgb(255, 140, 0);">
</Wheel>
<Wheel
_template="FrontWheel" DiffGroup="axle0">

<Suspension
Hardpoint="(1.39; 0.337; -0.75)" />
</Wheel>
<Wheel
_template="RearWheel" DiffGroup="axle1">
<Suspension Hardpoint="(-1.05;
0.337; 0.75)" />
</Wheel>
<Wheel _template="RearWheel"
DiffGroup="axle1">
<Suspension Hardpoint="(-1.05; 0.337; -0.75)"
/>
</Wheel>
</Wheels>

 

</Truck

 

>

 

VIDEO GUIDE OF EVERYTHING ABOVE

https://www.youtube.com/watch?v=NmvXb9_ltIQ 

https://www.youtube.com/watch?v=PvgAM2LIJm8 

https://www.youtube.com/watch?v=bkzJ62x_2ik 

https://www.youtube.com/watch?v=dAu-JPQeORo 

https://www.youtube.com/watch?v=vIxkD6ZlDJ4

https://www.youtube.com/watch?v=Ab0ipZM86s4 

https://www.youtube.com/watch?v=MArdcKL-uM8

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Very cool Stetson

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Don't know if you guys realize how much work Stetson has put into this but this had to have taken days to put together. Good job dude!!!!

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Don't know if you guys realize how much work Stetson has put into this but this had to have taken days to put together. Good job dude!!!!

i do sid  :) and i can't thank him enough for taking the time to do this for us all i only put the pdf link up as i done a copy for offline use nothing has been changed its as it is in the fourm and all credits go to stetson  :)  :)

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Awesome! Added to sticky, top of the list too. :)  Great work stetson. This should come in handy for many.

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hello thanks you for this guide it is extremely help ful iam working on a v8i landrover discovery now thats wher i have a problem how do you get these axles iam really stuck on this part this is what i have so far

post-71607-0-35989100-1436558579_thumb.png

first i had so invisble parts the doors,hood and windows but now i have just finished the springs i dont know how to continue as i have no axles?? can you help me??

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post-71607-0-54788300-1436559957_thumb.png

Never mind i found some dana 60s i think might work 

if there is any way you can help me with the invisible panals and windows i will be very grateful:D

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Never mind i found some dana 60s i think might work 

if there is any way you can help me with the invisible panals and windows i will be very grateful:D

pre-step1 fixes the invisible issue. requires you starting over though...flipping the normals might fix it idk i always fix it before i get it in 3ds

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hello thanks you for this guide it is extremely help ful iam working on a v8i landrover discovery now thats wher i have a problem how do you get these axles iam really stuck on this part this is what i have so far

 
 
 

first i had so invisble parts the doors,hood and windows but now i have just finished the springs i dont know how to continue as i have no axles?? can you help me??

 

Your raised air intake won't work  :P

 

In all seriousness, I love it, can't wait to try this out!

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pre-step1 fixes the invisible issue. requires you starting over though...flipping the normals might fix it idk i always fix it before i get it in 3ds

Thanks stetson, iam going to have to start ove anyway i messed up some where so thats no bother when i was sorting my suspension i did everything then when i went to put the disco in game it just didnt load not even loadin, please wait :(

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Your raised air intake won't work  :P

 

In all seriousness, I love it, can't wait to try this out!

thanks man i love these trucks i will try to lift the water level damage above the intake that might work?? :D This is my real life truck its a 3.9 litre v8i XD

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That will work!

 

land-rover-disc.jpg

 

 

hqdefault.jpg

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That will work!

 

land-rover-disc.jpg

 

 

hqdefault.jpg

oh god i remember this its the camel trophy adventures that was unbelievable what they did !

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iam really struggling with this suspension malarkey though XD

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What about it is hangin you up

Its just about the coil spring i cant really get my head around it i thought i did it welll got my bones sorted it looked and acted fine then when i went to put it in-game it didnt even think about working it just said "no not doing it go away" lol

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What about it is hangin you up

its not original like the land rover are always coil spring but iam gonna try the leaf springs you have way more detail there plus i gotta redo my model anyway so might as well start over :D

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