Poll
Question:
What to do with original "vanilla" cars paint jobs
Option 1: correct color tone for the original paint jobs
votes: 1
Option 2: maintain original and add extra "popular/caracteristic" ones
votes: 6
Option 3: replace all according to actual real model year paint jobs
votes: 3
Option 4: leave them without any changes
votes: 0
Hello,
As one of my first modifications in stunts, back in 2002, I created a car pack (https://wiki.stunts.hu/wiki/Zapper%27s_car_pack) containing mainly all the vanilla cars tuned in match to real performance figures and some dashboard speedo and rev needle corrections, this was achieved as much as possible as the tools available allow to achieve it on that time period.
Several weeks ago, with all the tools and resources available nowadays I took on the evolution of this car pack and go on full modification of all 11 original "vanilla" cars (this excludes the "pseudo" Audi Quattro TDI and Porsche 911 Turbo 964 3.3 since it got a full mod (https://forum.stunts.hu/index.php?topic=2677.0) back in 2011), detailing and correcting various aspects of the car generically such as size, weight, wheel positions, descriptions and shape proportions, but also its specific key shape elements that also extends to the dashboard according to the actual car model year.
As a first sight of this evolution here are some pictures with comparison of new vs standard car's 3d shape (CAR0 and CAR1) and dashboard.
- Audi Quattro Sport:
ZAUDvsAUDI_0b.png
ZAUDvsAUDI_0f.png
ZAUDvsAUDI_dash.png
ZAUDvsAUDI_1.png
- Lamborghini Countach 25th Aniversary:
ZCOUvsCOUN_0f.png
ZCOUvsCOUN_0b.png
ZCOUvsCOUN_dash.png
(*)
ZCOUvsCOUN_1.png
The rest will be presented as progress continues, for now I leave you with the "spot the differences" game ;)
NOTE: (*) - The orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Wow - how much love for detail there is in this modifications! The Audi is so cool!!
Great news! Those 3D models sure look commanding. On the poll, I like both option #1 (paint job bugfixes) and #3 (model year paint jobs) about as much as each other.
I hope I've understood the options correctly for the poll. To be more explicit, I'd like to still have the original DSI colours, but also the ones that you'd really find for those cars and if I have to pick between the two, I'd go for the latter.
The option #2 is intend to get a mix of DSI originality and add some color options like, a full black, white or some dual tone paint jobs.
With this poll I think it is also possible to get top 2 choices. Taking Cas preferences as an example, it could be like "Original colors + real paint jobs" ;)
That would be a good solution!
What about the performance of the cars with the tools and insights we have now (including a way to alter the power gear characteristics)..?
Love the new models and dashboards by the way.
I voted option 2 :D
@Daniel3D as far as I know these cars hasn't PG.
Quote from: Daniel3D on September 22, 2024, 11:00:15 PMWhat about the performance of the cars with the tools and insights we have now (including a way to alter the power gear characteristics)..?
Love the new models and dashboards by the way.
Quote from: alanrotoi on September 22, 2024, 11:19:42 PMI voted option 2 :D @Daniel3D as far as I know these cars hasn't PG.
Yes, the currently available (https://zak.stunts.hu/dl/zapper-cars.zip) version of the pack has no PG/antiPG featured in any car (as long as I remember).
Haha, I never knew. I rarely reach PG speeds so i didn't notice it 8)
Hello, just to give update on progress, this time on:
-Honda NSX: (maintaining brand exchange Acura <-> Honda from car pack's first release)
ZHNSvsANSX_0f.png
ZHNSvsANSX_0b.png
ZHNSvsANSX_dash.png
(*)
ZHNSvsANSX_1f.png
Although dsi's 3d shape dimensions were close to real proportions, it had some gaps/holes on it, an asymmetrical form and the missing of rear wing in CAR1 as well.
NOTE: (*) - The red customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Quote from: Zapper on October 06, 2024, 06:13:49 PMAlthough dsi's 3d shape dimensions were close to real proportions, it had some gaps/holes on it, an asymmetrical form and the missing of rear wing in CAR1 as well.
Indeed! I finally noticed that early this year, while using Stressed renders to update the car icons used at ZakStunts:
(https://zak.stunts.hu/pics/side/ANSX.gif)
This is great news! I love the work you've done so far! :)
Quote from: KyLiE on October 08, 2024, 02:50:18 AMThis is great news! I love the work you've done so far! :)
Thank you for your words!
So far NSX and Countach were those where I found more 'holes' to fix. I'm now working on the 911 Carrera 4.
Great work! It looks so much better! 8)
- Porsche 911 Carrera 4:
ZPC0vsPC04_0b.png
ZPC0vsPC04_0f.png
ZPC0vsPC04_dash.png
(*)
ZPC0vsPC04_1f.png
This time the 911 (964) has present its characteristic high speed retractable rear wing. Unfortunately it cannot lift automatically above 50MPH, so it's always on at race (only in CAR1) ;)
NOTE: (*) - The bright reddish/orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
- Chevrolet Corvette ZR-1:
ZCZRvsVETT_0b.png
ZCZRvsVETT_0f.png
ZCZRvsVETT_dash.png
(*)
ZCZRvsVETT_1f.png
Presenting the Corvette with correspondent 1990 ZR-1 model's dashboard.
NOTE: (*) - The orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
The widened B-pillar and the two-tone LCD look nice!
- Ferrari 288 GTO:
ZFGTvsFGTO_0b.png
ZFGTvsFGTO_0f.png
ZFGTvsFGTO_dash.png
(*)
ZFGTvsFGTO_1f.png
Presenting the Ferrari 288 GTO, now with its exact name, and other aspects such as its dashboard, which should have been represented equally with the same orange (reddish) color on both the tachometer and speedometer (and also on its colored needles with mod*).
Also because the dashboard was considerably low, the steering wheel was raised and the windshield wiper appeared (likewise applied on Countach).
The harder part on this one was to make the 3d shape showing it's characteristic black body stripe. (Corvette should also have this but It run out of vertices available)
NOTE: (*) - The orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Quote from: Zapper on November 22, 2024, 12:00:07 AMPresenting the Ferrari 288 GTO
Great work!! Do you draw the dashboard pixel by pixel?
Quote from: Erik Barros on November 22, 2024, 03:17:41 AMQuote from: Zapper on November 22, 2024, 12:00:07 AMPresenting the Ferrari 288 GTO
Great work!! Do you draw the dashboard pixel by pixel?
Yes, since there are only a few of them, why not ;)
One particular difficulty in Stunts color palette is getting enough tone of oranges to represent correct colors, other than that it's just mimic the best way possible the real model within game's engine rendering capabilities.
- Lamborghini LM-002:
ZLM0vsLM02_0b.png
ZLM0vsLM02_0f.png
ZLM0vsLM02_dash.png
(*)
ZLM0vsLM02_1b.png
Presenting the Lamborghini LM-002, with a proper size as the big SUV it is (and the long missing headlights!).
Now the dashboard has a visible hood bulge and windshield wiper, also more corrections were made like on the tachometer (0-8k rpm), speedometer, indicators, air vents, etc.
NOTE: (*) - The orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
The details of the LM002 were much better, the body and hood were very good!! I'll test it as soon as I get it. Thank you
Quote from: Erik Barros on December 06, 2024, 02:44:56 PMThe details of the LM002 were much better, the body and hood were very good!! I'll test it as soon as I get it. Thank you
I'm planning the release of the pack in next 2 months, there are 4 cars to work on till then ;)
And if you have to work in a new car, what would it be? ::)
We are close to the 35 year anniversary of stunts.
I'm would like to make a release of stunts 1.0 modded version with your car pack instead of the original cars (old cars separately included) and a few bonus cars like super7, Melange or so.
I was working on new graphics before my computer crash for this, but lost everything.
Quote from: alanrotoi on December 07, 2024, 12:13:37 AMAnd if you have to work in a new car, what would it be? ::)
I'm thinking about making one of the "Group S" spec Rally cars that unfortunately never raced. I'll tell you during the next Zakstunts season what car will be :P
Quote from: Daniel3D on December 16, 2024, 01:01:06 PMWe are close to the 35 year anniversary of stunts.
I'm would like to make a release of stunts 1.0 modded version with your car pack instead of the original cars (old cars separately included) and a few bonus cars like super7, Melange or so.
I was working on new graphics before my computer crash for this, but lost everything.
This is a good move! :D I would be happy to combine this car pack with the new modded Stunts version 1.0!
What an unfortunate incident... :( I strongly advise using a source code repository like GitHub for these developments, it doesn't need to be used for coding related files but also for other resource files. ;)
Great work! I'm looking forward to the finished product!
Quote from: Zapper on November 22, 2024, 12:00:07 AMPresenting the Ferrari 288 GTO, now with its exact name
I think you'll find that officially, it's simply called the GTO. I'm not saying your change is incorrect, but if you're going for realism, that's what Ferrari (https://www.ferrari.com/en-EN/auto/gto) call it. ;)
Hi
@KyLiE first of all thank you for your words! It's been a joyful work on vanilla cars, and the theme that you pointing out is one of the points and decisions I also take in consideration while studding and researching for each car.
This case is trickier one because this Ferrari as no presentable or visible labeling of the "288" part, but it is also called "288 GTO" even at Ferrari (https://www.ferrari.com/en-EN/magazine/articles/honouring-a-legend-the-ferrari-gto). Other brochures and technical documents that I could find online shows the same dubious fact...
But in this case I personally opted for the explicit nomenclature primarily because the name "GTO" was also used on the 1962 "250 GTO" and the 2010 "599 GTO" (this also only shows "GTO" label).
In summary I think this a conflict of an "model identification vs marketing name" thing that Ferrari allowed to happen to this car model, and in the end both of them are correct :)
Yet the most consensual name could be with an with omittable numeric part like "Ferrari (288) GTO" or "Ferrari GTO (288)" .
(https://wheelz.me/wp-content/uploads/2015/12/IMG_3629.jpg)
That's kind of special name containing parentheses, no doubt ;)
@Zapper, I completely agree! I simply thought I'd point it out because you specifically mentioned the name, and since the car is so well-known as the 288 GTO, I got the impression that you may have thought DSI had gotten it wrong. Calling it the "Ferrari 288 GTO" is perfectly fine. In fact, I use the same name when referring to that car. :)
We are in tune ;)
Although thinking of which, maybe DSI forgot something while naming "Porsche Carrera 4" strangely omitting 3 digit part ::)
- Lancia Delta HF Integrale 16V:
ZLANvsLANC_0b.png
ZLANvsLANC_0f.png
ZLANvsLANC_dash.png
(*)
ZLANvsLANC_1f.png
Presenting the Lancia Delta HF Integrale 16V, including now the same missing headlights in game model "CAR1" like hapened with DSI's LM-002.
The dashboard is completely new and corresponds to the 1989 "16V" model, it was made from scratch using real pictures and same angle and distance as the original DSI's version (and mistakenly from the Lancia Thema 8.32).
NOTE: (*) - The orange customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Looks great! I had a little confusion at the beginning because, as the dashboard image sits directly aligned under the showroom image, the dashboard corresponding to each car appears swapped, but then I understood it's two separate images.
Amazing work, as always!
Thank you
@Cas for pointing the swapped comparison images of Delta's dashboard. It's now in order ;)
Now that all the road cars are almost ready, there are some aspects of braking and grip values that may need some tweaking before releasing the pack, but until then the race cars still need to be done. :)
- Porsche/March Indy 90P:
ZPMIvsPMIN_0b.png
ZPMIvsPMIN_0f.png
ZPMIvsPMIN_dash.png
(*)
ZPMIvsPMIN_1f.png
Presenting the Porsche/March Indy 90P, named as such with "/" as DSI's uses in it's "shortname" (visible in highscore table) and completing with the specific racing model from the 1990 CART season. This was the final year of the March-Porsche indycars since 1987 that also matches the performance specifications of DSI's original car.
The 3D shape this time wasn't modeled from blueprints, instead only car photos were used as reference.
It includes two "Quaker State" livery paint schemes in which one of them reveals a "speedway" version of 3d model with specific aerodynamic package (smaller front wing and lower rear wing seen on last above image).
The dashboard was replicated using DSI's approach since it contains small parts of the real cockpit. The digital speedometer is now enabled on the "Bosch MSP DIS08" multi information LCD display, although I have no sure if that would be one of its possible readings.
NOTE: (*) - The yellow customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Hehe it looks very nice!
Ah! You've recreated the King! :D
Wow, that's beautiful :)
- Jaguar XJR-9 IMSA:
ZJAGvsJAGU_0b.png
ZJAGvsJAGU_0f.png
ZJAGvsJAGU_dash.png
ZJAGvsJAGU_1f.png
Presenting the Jaguar XJR-9 IMSA from 1988 season. This one was one of the DSI's original car with the least correspondence against the real model, starting with its specifications that were replicated from the "Porsche 962 3.5L flat-6 turbo", passing to its the 3D shape also very similar to 962 but with irregular/asymmetric gaps and ending with the dashboard that was somewhat themed by the colors of the "Silk Cut Jaguar" team's livery from Le Man's endurance WSPC cars (not IMSA's "Castrol Jaguar" team livery).
The car specification is now based on the Jaguar V12 in 6.0L iteration for IMSA 1988 cars and not the later 7L + engines revisions ('88 WSPC and IMSA following years) in order to stay under 700HP and maintain their top speed below 245MPH in game.
The 3D shape contains, like the previously posted Porsche March Indy, a normal and a speedway aerodynamic package being the later with lower rear wing. Using this aspect there is respectively a paint job for the Castrol Jaguar IMSA team and paint job for the livery of the "Silk Cut Jaguar" WSPC team.
The carbon fibre dashboard has now an offset steering wheel, visible front wings, a 5 speed "dog leg" gear pattern and a digital speedometer present in one of the lcd displays although on the real car it could not be dedicated for that.
Great to see! And indeed, a lot of liberties were taken with the original design of the Jaguar.
Looks great! Among all the details I particularly liked the front lights made with the semitransparent material.
Beatiful enhancement. You know I'm a fan of your work.
Really, extremely good looking! Very neat, professional work!
Oh my! That Castrol livery... 🤤
Thank you for all your words. They are all likely to get motivation and my best effort in making these improvements.
Jaguar XJR-9 IMSA is one of the vanilla cars that took the longest path to get right!
I expect that the remaing one, the Porsche 962, should be easier.
- Porsche 962 IMSA:
ZP96sP962_0b.png
ZP96vsP962_0f.png
ZP96vsP962_dash.png
(*)
ZP96vsP962_1f_anim.gif
Presenting last but not least, the Porsche 962 IMSA from the 1988 season.
Being one of the most successful race cars due to its decade-long career (since 1984) and its extensive use (+100 chassis) in both IMSA and Group C (962C in WSPC and JSPC), the research process to find the version to be portrayed in the game was naturally more challenging.
In this way the resulting 3D model is based on various aspects of the most successful chassis, the 962-121 (https://www.racingsportscars.com/photo/1988/Sebring-1988-03-19-086.jpg) in 1988, and others such as the 962-120 (https://www.racingsportscars.com/photo/1988/Road_Atlanta-1988-04-10-016.jpg), 962-122 (https://rmsothebys.com/auctions/mo20/lots/r0059-1986-porsche-962-imsa-gtp/) that also competed in the IMSA championship in 1988 and 1987 respectively.
Three paint variants (main sponsors "Blaupunkt", "Havoline" and "Dyson/Royal Crown (https://www.racingsportscars.com/photo/1987/Riverside-1987-04-26-016b.jpg)") were incorporated to portray different aerodynamic package options (rear diffuser and/or front side wing flares) used by the "Dyson Racing" and "Bayside Disposal Racing" teams. Unfortunately a low drag rear wing aerodynamic package associated with a longer body (used for example by 962C in Le Mans races) was not possible to replicate due to limitation of vertices and/or polygons available.
In IMSA specification the 962 in 1988 used a 3.0L air-cooled engine (Type 962/72) with single turbo, instead of the water-cooled twin turbo used in its equivalent 962C in Group C championships. The performance of the 962 IMSA is thus somewhat restricted which translates into 695HP which is more comparable to Jaguar XJR-9 IMSA in game competitor. If it were chosen to use a 962C engine with 720-740 HP performance, it would be more like an Indy's competitor.
As for the instrument panel, it was designed with the options that I considered most suitable for the game, having been composed of several aspects of the previously mentioned (https://cdn.rmsothebys.com/d/3/3/2/e/3/d332e3e8038abe4116f0391ae61bfe24412fd7a6.webp) 962 chassis (and others such as 962-C04 (https://bringatrailer.com/listing/1987-porsche-962-3/) or even 962C-102 (https://www.supercars.net/blog/car-of-the-day-1985-porsche-962/)). In short, I had to consider that over the years the chassis were always adapted/developed and therefore there is no real correspondence with their specific time period based on the photographs found on the web. Similar to what happened with the Jaguar XJR-9 IMSA, being a two seater car the steering wheel is at an offset position and the right front wing is visible, 5 speed gear is "dog leg" patterned and lastly a speedometer was added where a digital compressor discharge temperature gauge resides, but this time a fake feature that was made on purpose. ::)
NOTE: (*) - The yellow customized color needle appears only with Stunts 1.1 Mod 1.0 (http://forum.stunts.hu/index.php?topic=3810.msg82375#msg82375)
Congratulations, that was a mighty work! The 962 can finally open its "eyes" :)
Interesting that the new version has slightly worse values for both 0-60 acceleration and top speed, but the power curve seems to suggest that its performance at typical racing speeds has actually improved.
Quote from: HerrNove on March 06, 2025, 10:14:46 PMCongratulations, that was a mighty work! The 962 can finally open its "eyes" :)
This one got more research work than making the real hands on stuff ::)
Quote from: HerrNove on March 06, 2025, 10:14:46 PMInteresting that the new version has slightly worse values for both 0-60 acceleration and top speed, but the power curve seems to suggest that its performance at typical racing speeds has actually improved.
If you check the stunts wiki (https://wiki.stunts.hu/wiki/List_of_cars) list of DSI's cars, both IMSA cars are actually slower at 0-60MPH than what is shown on their respective descriptions and wich is also true against these new tuned versions.
Hi you all, this car pack is taking it's final tuning touches, and one of them is the brake parameter in order to adjust each car braking power in match (or approximately at best) to their real stopping distances.
The braking test method takes into account the distances taken from 60-0 mph and 100-0mph and it's measured using the information under "Dragstrip testing" section of Car testing (https://wiki.stunts.hu/wiki/Car_testing) page Stunts Wiki, i.e., "a tile amounts to 204.8 feet".
Here is an example image of how it's done with the LM-002 on 60-0mph:
zlm0_60-0_188.png
After doing that to all cars here are the resulting "new brake values" and their real and in game comparisons table:
zcp_v2_braketests.png
As we can check some braking distances are pretty close and I was pleased to get the 60-0mph stopping distances under 1m and even an acceptable 2m error margin, but for the 100-0mph it was not possible to match namely for the LM-002 case with almost 20m shorter distance.
The 100-0mph stopping distances were the most difficult information to gather on the web, they were some times very disparate so I considered the 60-0mph stopping more relevant in this regard. In this respect some compromise adjustments were taken on GTO and ZR-1, getting a little less stopping distance on 60-0mph and minimize the 100-0mph excessive stopping distances.
I hope with this the car pack gets a better approximation to each car braking capacities judging by their braking technology, curb weight and balance.
Next will be the grip tuning ;)
You've done some fine work with this! Remember that you're dealing with a 35 year old game and even older cars, so there's always bound to be a compromise with the performance parameters. ;)
@KyLiE , I completely agree given that the physical model has its shortcomings, as we well know, it is still quite capable of simulating through these adjustments for each car and not as something within the game engine.
These adjustments were reminiscent of when, in a game just 4 years younger, "The Need For Speed" had the collaboration of "Road & Track" magazine to help calibrate the cars to make them more realistic. So much so that in the same game, it was possible to do acceleration and braking tests on the "Rusty Springs" track using the F8 key.
TNFS_NSX_RS_acceltestIMP.pngTNFS_NSX_RS_acceltestMETRIC.png
Such a clever touch that make justice of the a simulation game it also meant to be, and for the fans of racing sims like me. :)