Ok, so it's my first Stunts mod project. As I'm more of artist background, I decided to go for the car1 model first. It's got more polies than the original models (133, to be exact), I hope it won't be a problem. Now, I'll go for car0, and then, after making different paintjobs, car2 model and those debris thingies, I'll start drawing the dashboard. (I'll leave the res file for the end)
3D: Done, not tested yet
2D: In progress
Statistics: Not started.
I really like it!
One of the best 3D models, comparable to Zapper's work!
It reminds me of Eagle Talon model from Car & Drive :D
(Couldn't take a better picture :D)
(http://image.gxzone.com/images/c/7/c72df03a70e.jpg)
Beautiful! I love how curvilineous it looks. Don't hesitate to ask us any technical questions that might arise :)
Quote from: Kubby on October 09, 2013, 09:28:17 PM
It's got more polies than the original models (133, to be exact), I hope it won't be a problem.
Should not be a problem. Zapper's F40 has 196 polygons, though I would not recommend going that far with car1, as it risks frame rate issues with two cars in an external camera.
finally a hatchback! :) and a candidate for next season :)
I had to look for the car (I didn't know which one it was) before I could comment and now I can say it looks really cool!
OK then. What would be the appropiate poly count for car0? Is 335 okay for showroom performance?
Quote from: Kubby on October 10, 2013, 03:36:38 PM
OK then. What would be the appropiate poly count for car0? Is 335 okay for showroom performance?
You can't go beyond 255 (a single byte is used for polygon indices). Though no one has tried to go beyond 200 yet, showroom performance should not be a concern, as there is just a single car on screen.
P.S.: You probably have already noticed that, but anyway note that you can easily generate a base model for car0 by exporting car1 from stressed to an .obj file and scaling it 20x in a 3D modeling program.
What kind of specifications would you like to give? As far as I see, the real Abarth is quite a slow car...
Quote from: Duplode on October 10, 2013, 08:27:43 PM
You can't go beyond 255 (a single byte is used for polygon indices).
I see. Taking this into account, I've created a new car0 model, with 144 polies, mainly adding some details, and adding curvature to front windshield.
Quote from: CTG on October 10, 2013, 10:06:28 PM
What kind of specifications would you like to give? As far as I see, the real Abarth is quite a slow car...
Well, I'll first start with stock stats and then tune it a little bit to be on par with Lancia. Oh, and I won't try to simulate lack of lower-gear traction in more powerful FWD vehicle.
Quote from: CTG on October 10, 2013, 10:06:28 PM
What kind of specifications would you like to give? As far as I see, the real Abarth is quite a slow car...
The coarse performance stats for the Abarth (0-60, top speed, quarter mile) are in the LM002 range, so arguably it is not
that slow. In any case, either in stock form or slightly tuned up I can picture it becoming a less extreme counterpart of the Superkart, which could be interesting.
Quote from: Duplode on October 11, 2013, 02:46:34 AM
The coarse performance stats for the Abarth (0-60, top speed, quarter mile) are in the LM002 range, so arguably it is not that slow.
In Stunts world, it is definitely slow. :D
Quote from: CTG on October 11, 2013, 09:04:00 AM
In Stunts world, it is definitely slow. :D
Not slow enough to give it any extreme tuning.
Ok, so after some tedious repainting job (or is there some more or less hidden way or recoloring all the polys with one color?), I began working on the dashboard. I have the layout in mind and basic outline already, not it's time for all the shading, etc. I will got for more traditional gauge layout, as the retro-styled original layout would be:
1. Impossible to recreate with fixed center point in Stunts.
2. Pretty illegible in low resolution.
As you can see, the steering wheel (the middle position, that is) is pretty much done.
Quote from: Kubby on October 13, 2013, 01:40:34 PM
Ok, so after some tedious repainting job (or is there some more or less hidden way or recoloring all the polys with one color?)
Right-click on the materials list; there are "Replace all" and (in the latest release) "Move first/up/down/last" commands which make repainting a lot less painful.
Quote from: Kubby on October 13, 2013, 01:40:34 PM
I will got for more traditional gauge layout, as the retro-styled original layout would be:
1. Impossible to recreate with fixed center point in Stunts.
2. Pretty illegible in low resolution.
By original layout you mean this (http://www.motortrend.com/roadtests/hatchbacks/1204_2012_fiat_500_abarth_vs_2012_mini_cooper_s_coupe/photo_16.html)? If so, while showing only the needle tip is impossible having needles with the same centre and different radii should work.
Quote from: Duplode on October 13, 2013, 04:04:41 PM
Quote from: Kubby on October 13, 2013, 01:40:34 PM
Ok, so after some tedious repainting job (or is there some more or less hidden way or recoloring all the polys with one color?)
Right-click on the materials list; there are "Replace all" and (in the latest release) "Move first/up/down/last" commands which make repainting a lot less painful.
Quote from: Kubby on October 13, 2013, 01:40:34 PM
I will got for more traditional gauge layout, as the retro-styled original layout would be:
1. Impossible to recreate with fixed center point in Stunts.
2. Pretty illegible in low resolution.
By original layout you mean this (http://www.motortrend.com/roadtests/hatchbacks/1204_2012_fiat_500_abarth_vs_2012_mini_cooper_s_coupe/photo_16.html)? If so, while showing only the needle tip is impossible having needles with the same centre and different radii should work.
So there's no way to use a mask there... Too bad!
OK, I'm done with the gauges, I think. Tell me, are the digits legible enough?
Amazing!
Quote from: Kubby on October 15, 2013, 04:21:45 PM
OK, I'm done with the gauges, I think. Tell me, are the digits legible enough?
Maybe there is room for making a few of the numbers, such as the "40" in the speedometer or the "8" in the rev meter, one pixel larger or a bit crispier - as long as it can be done without compromising the nested gauge layout, which looks awesome :)
Well, I've made 8s one pixel taller, but 40 is kind of beyond my pixelart skills to make more legible in given space.
However, there is some progress...
Quote from: Kubby on October 15, 2013, 08:57:58 PM
Well, I've made 8s one pixel taller, but 40 is kind of beyond my pixelart skills to make more legible in given space.
However, there is some progress...
COOL!
Btw one vote for Abarth in ZakStunts 2014!
OK, so the rest of the dash is done. Now, I'll start making the rotated versions of the steering wheel. Thanks to having a separate file with steering wheel in separate layer, it shouldn't be that difficult.
EDIT: Forgot about the attaching the progress...
Quote from: CTG on October 16, 2013, 04:16:17 PM
Btw one vote for Abarth in ZakStunts 2014!
...unless it won't be revealed before the deadline. ::)
What a pity... It was a good idea.
Oh, I agree! It'd be great if this project could be resurfaced!
Seriously the dashboard is amazing...what happen to kuby ?
Ryoma, what about finishing this car? Looks nice, but I don't have the skills to make any new cars
Why not but I am lazy when I knew that it's already exist.
Actually my next project.
(https://imagenes-cdn.autofacil.es/multimedia/fotos/2019/07/16/164259/jaguar-8_g.jpg)
(https://alchetron.com/cdn/stunts-video-game-9be061b8-79dc-49ff-8fd7-152df03a806-resize-750.gif)
I did some testing.
WOW! Finally! The car will be ready after 7 and a half years
Am I the only one who think, that this dashboard looks advanced compared to the others?
Don't sell the skin of bear before kill it.
It's difficult with the grip of wheel.
Do you have a car model to? Or does it have to be remade?
No, I don't have the shape :'(
This is an Abarth 500 shape
For the moment, I give up. The wheels is difficult to manage with the grip and it's so close to the dashboard. I played with the mask but without results. I Lost the needle or the grip... The jauge is little and de can not reduce it more. We can increase the wheels or simplify it...but it's not real.
I prefer to give up for the moment...here my work.1
The car is drivable, so why bother about grip values?
He means the grip handles on the steering wheel.
When you turn the wheel they overlap with the gauge.
As for the mask. That only works with hights that are already used.. but I have troubles with it too.
I'll have a go at it (when I have time)
If anyone else wants to have a go, that's fine too..
Or make the wheel static is one solution too...
Yeah
Quote from: Ryoma on March 02, 2021, 08:53:08 PM
Or make the wheel static is one solution too...
It is a solution, small compromise for such a good look.
Yes because the wheels of kubby is not round...it is very strange in rotation...look the bmp on my zip.
But how to deal with the center display ?
Turning will be a lot of fun, I can't wait :D
I prefer static than this.
I made some simplification....
Quote from: GTAMan18 on March 02, 2021, 07:13:18 PM
This is an Abarth 500 shape
This is shape. You can work with it.
Always in progress
So, you're made through the wheels?
Yeah, I move the dashboard to the bottom and simplify the wheel. It almost finish to my opinion.
Nice job! I hope it'll be released very soon
Quote from: Ryoma on March 03, 2021, 08:03:27 PM
Yeah, I move the dashboard to the bottom and simplify the wheel
This confirms that everything has a solution, just find the way
The car is on my MEGA.
And attached.
Can you upgrade the specs a little?
ABARTH 500 RALLY R3T
http://abarth.hr/site/uk/abarth-500-rally-r3t.html (http://abarth.hr/site/uk/abarth-500-rally-r3t.html)
Deserves a rally edition :D
I use this spec :
https://zeperfs.com/fiche5762-fiat-500-abarth-695-biposto.htm#GRDB
190hp 1030kg and this curve...it seems close to the rally version.
Improvment of the dashboard...and a duel...which finish by a software crash
Excellent work! :) I just have a few suggestions:
- The gear shifter would look better if the white line at the top was removed.
- The headlights should be light grey for all colour schemes.
- For the grey colour scheme, which is the default, the lower sections of the car blend in with the showroom turntable, which looks strange. Since this is the first time that people will see the car in the game, is it possible to change this to a different shade of grey?
Done.
-remove the white Line.
- grey is dangerous so white #18
- remove the grey #57 by #56
Another winning duel lol
I update the RES file on my MEGA. The car has more weight box.
Thanks for the update, however the following issues remain:
- The white line at the top of the gear shifter is still visible. I have attached a screenshot of what I am referring to.
- With white headlights, they are now invisible with the white colour scheme, which is why I suggested light grey. Perhaps you could use light grey headlights for the white colour scheme only.
- Some of the crash debris is purple for all colour schemes. I'm not sure if this is intentional or not.
Maybe I forgot to upload stdaf500.vsh because I remove this white Line.
Ok for the light grey but which number ? Grey is dangerous with the road, showroom, wheels etc... I used problèm with it.
For the debris I don't really work on it
I think 79, 106 or 128 would work nicely. The colour of the crash debris can easily be changed by changing the colour of the exp0, exp1 and exp3 elements in STF500.3SH with stressed.
Ok for 128.
For the debris only exp3 had problem.
Correction made
@Duplode or @diesten maybe we can remove the WIP.
Yes, because it's done. If Ryoma didn't register, this car wouldn't be done to this day
Quote from: Ryoma on March 08, 2021, 06:21:28 PM
@Duplode or @diesten maybe we can remove the WIP.
Done!