Maps ini city car driving

Maps ini city car driving

Maps ini city car driving

Full Mod Making Tutorials

Due to the lack of free modders currently in City Car Driving, I think it is important to bring some life back into the modding community. Over the next few weeks/months, I will create an extensive modding tutorial to help anyone who is struggling with modding.
Please use these tutorials to create an abundance of free mods for the community.
If you need any help, please ask your questions in a reply to this thread, I will answer all of them. You can also ask me any questions in a message on VK (vk.com/tjccd). I do not reccommend the forum’s private messages as it is easy to lose the messages.

Part 1: Downloading Useful Files:

— 3D Tire
— Dashboard Signals
— Tow Hitch
— License Plates
— Car28 mesh (Used to position your car in 3DS Max)
— Windshield Wipers for LHD Cars mesh (Used to position your wipers in 3DS Max)
— Windshield Wipers for RHD Cars mesh (Used to position your wipers in 3DS Max)
— Car28 Steering Wheel mesh (Used to position your steering wheel in 3DS Max)
— A base car which has file paths and needed files already built for you
— A document which you can copy important parts for the n2 files after exporting

Autodesk 3ds max for this new version 2010, 2011, 2012 or 2013
my version Autodesk 3ds max 2013

3Ds Max 2013 will only be used to convert the car model in 3DS format. Once you export 3DS, we will switch to 3DS Max 9

Part 3: Installing 3DS Max and Plugins— Mostly taken from FullOyunMod’s Tutorials

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Maps ini city car driving. Смотреть фото Maps ini city car driving. Смотреть картинку Maps ini city car driving. Картинка про Maps ini city car driving. Фото Maps ini city car driving

Maps ini city car driving. Смотреть фото Maps ini city car driving. Смотреть картинку Maps ini city car driving. Картинка про Maps ini city car driving. Фото Maps ini city car driving

Maps ini city car driving. Смотреть фото Maps ini city car driving. Смотреть картинку Maps ini city car driving. Картинка про Maps ini city car driving. Фото Maps ini city car driving

NOTE: Make sure to run 3ds Max as administrator

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then the 3ds max 9 also replaced the Nebula 2 folder

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Part 4: Downloading 3D Models

When making your first mod, I reccomend Assetto Cora, as they are high quality and you don’t have to detach many parts.

Part 5.1: Importing 3D Models from GTA SA Mods

Required Tools:
— Zmodeler 2
— Zmodeler 3
— TXD Workshop (For converting textures)
— RWAnalyse (For unlocking locked GTA SA models)

Part 5.2: Importing 3D Models from Forza Horizon 3, 4 and Forza Motorsport 7

Required Tools:
— 3DSimED 3.1s or 3.1v(For opening Forza models) Download
— Swatchbin Converter (For converting textures) Download

Part 5.3: Optimising High-Poly 3D Models (Optional)

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Part 6: Repairing Models and Removing Unwanted Parts

In this stage we will remove unwanted parts such as the engine bay, low poly interior and high poly doorjambs. Then we will fix the small forza wheels and repair any visible polygons on the body.

Part 7: Setting Up Filepaths and Preparing Textures

Part 8: Scaling and positioning your car for City Car Driving

In this step, we will scale our car using the Car28 as a base. GTA SA, Assetto Corsa and Forza are already the correct size, but you still need to move the model to the correct position. Other models might need to be scaled down to the correct size.

Part 9: Attaching/Detaching Models Based on Textures or Functions (Exterior)

In this stage, we will begin texturing our model. You should find high quality images of the car you are making, and pay close attention. I suggest using www.caricos.com for images. For my car and Assetto Corsa models, I am attaching the parts. For Forza and GTA SA, you will need to detach parts, which will take longer. I have included a second video which just gives you a bit of help for detaching parts. You should watch both videos if you are making a Forza/GTA video.

Important notes:
Wipers and the undercarriage should be kept seperate from the normal plastic.
Silver and chrome should be kept seperate so that you can have different reflections in the game.
We will texture the red of the tail-lights, but not the light itself. That will be the next step.

Video Tutorial (Everyone must watch):

Part 10.1: Creating Functional Glass

Part 10.2: Creating Functional Mirrors

In this stage we will name and UVW map the mirrors
The following names are given for these parts:
mirror_left (Exterior mirror to the left)
mirror_right (Exterior mirror to the right)
mirror_center (Interior mirror which also functions as the reverse camera in some mods)

Part 10.3: Adding License Plates

In this stage we will import and position our license plates. We will separate the front and rear plates, then group them. This allows us to have a light on the rear plate.
The following names are given for these parts:
license_plate (The vehicle’s license plate)

Part 10.4: Creating Functional Lights

In this stage we will give important names to the lights, and also texture them.

The following names are given for these parts:
hwd_front_light (The first headlight that comes on)
head_light (Low Beam)
far_light (High Beam)
stop_light (Rear brake lights)
hwd_back_light (Rear tail-lights)
back_light (Reversing Lights)

Part 10.5: Naming Other Exterior Parts

In this stage we will give name the rest of our exterior parts.
You must name your wipers ‘cleaner_windshield_left’ and ‘cleaner_windshield_right’. For all other parts, the names do not matter, however you must not use the same name twice.

In this part we will learn how to add a 3D tire to your model, and texture it correctly.
There are no specific names required for the wheels. Just don’t use the same names that you have used already.

Part 12: Detaching and Attaching Models Based on Textures or Functions (Interior)

In this stage, we will texture and sort our interior model. You should find high quality images of the car you are making, and pay close attention. I suggest using www.caricos.com for images. For Assetto Corsa models and a few others, You must attach parts. For Forza and GTA SA, you will need to detach parts, which will take longer. I will be using a Forza model, since more mistakes can happen there.

Part 13: UVW Mapping Parts and Adding Bump Textures

Part 14: Creating Functional Dashboard Signals and Gauges

In this stage we will give important names to parts of your car, and set them up to work properly.
I have included a tutorial for cars with traditional guages, and a second video for cars with digital speedometers.

The following names are given for these parts:
signal_right (Right turn signal)
signal_left (Left turn signal)
signal_lowfuel (Low fuel warning light)
signal_brake (Parking brake warning light)
signal_discharge (Battery is low)
signal_engine (Check engine light)
signal_nearlight (First headlight is on)
signal_headlight (Low beam is on)
signal_farlight (High beam is on)

Part 15: DirectX11 Support for Non-Lightmapped Parts

In this stage we will ensure our car functions and is visible in DirectX11.
You do not have to lightmap any parts that are completely black, as the lightmap cannot make it darker. For example, gloss will only need DX11 support. Also, some parts that are outside do not need lightmaps as they will just be completely white, such as 2D logos and parts of the wheel, so you can DX11 support them.

Do not DX11 Support the following parts:
Glass, mirrors, lights, undercarriage, wipers, any part you wish to be partly transparent such as decals, and any part you wish to lightmap.

You must DX11 Support the following parts:
Interior signals (Already done for you if you use the ones I gave)
Speedometer, tachometer, fuel and temperature arrows.
Interior displays and buttons (Unless you plan to lightmap the buttons)

Part 16: CompleteMaps/Rendering The Painted Parts

Important Notes:
Move glass, and wheels to the side, or else they will cast shadows on your paint.
If you have transparent parts like decals, move them as well.
Once you have finished the render, delete Sky01.

WARNING, THERE IS AN ERROR IN THE TUTORIAL:
During the rendering stage, when you have opened ‘Render to Texture’, it is important you have ‘Use Existing Channel’ selected.

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Part 17: Normal Lightmaps

We will lightmap parts of the exterior, interior and wheels.

Important Notes:
Move the wheels to the side when lightmapping, as you dont want shadows casted by the car.
Move glass, interior/steering wheel stiching (if applicable), buttons, dashboard signals and arrows. We will move the interior and steering wheel stitching + buttons back into the cabin when we lightmap them.
Do not lightmap mirrors, glass, windshield wipers, undercarriage, displays, signals, gauges.

Part 18: Adding Trailer Hitch (Optional)

In this step, we will add a tow hitch to our model for when we use trailers.

Important Notes:
It must be named ‘tow_hitch’

Part 19: Detaching Parts Over 60,000 Polygons For Export

In this step, we will detach parts that are over 60,000 polygons so that they can be exported without errors. You should detach parts that cannot be seen from the inside of the car. We will also remove the roof from our paint so that it lightens up the interior in-game. Even if the body is under 60,000 polygons, I still recommend removing the roof.

Part 20: Grouping Parts Together For Export

In this step we will group parts to be roughly 60,000 polygons each before exporting them.

Important Notes:
Each group of parts must be around 60,000 polygons. 65,000 tends to be the absolute max, but it doesn’t always work.
The steering wheel must be separate from the rest of the car.
The exterior wheels must be separate from the rest of the car.

Part 21: Exporting Parts

Important Notes:
We will export all parts in around 60,000 polygon groups.
We will separate the steering wheel and exterior wheels into their own exports.
We will export the steering wheel after the car is in-game.
After export, import your meshes to check if they are corrupted or not. If they are, split the group or part up, and export again.

Part 22: Preparing the exterior to go in-game

In this part, we will add our meshes to the mod, and then work on CarLod0.n2 and wheels_0.n2. We will apply textures and effects to our model so that it looks real in-game.

Part 23: Putting the Exterior in CarLod0.n2, In-Game and Positioning Wheels

In this part, we will load our exterior into the game. We will then position the wheels. If your car has a problem with the complete map of the paint, and black lines appear everywhere, we will fix that too.

Part 24: Putting the Interior in CarLod0.n2

In this part, we will load our interior into the game. It will only be visible from the outside cameras until the next step.

Important Notes:
Exclude dashboard signals and arrows from the CarLod0.n2

Part 25: Putting our car into Saloon.n2

In this step we will copy most of our car into the saloon.n2 file. However, you should exclude lights, glass, mirrors and the tow hitch. You should also remove the roof of your car and some other unseen parts.
We will then add dashboard signals, arrows, working mirrors and glass.

Part 26: Animating and Positioning the Steering Wheel

In this part we will animate the steeringwheel and then position it.

Part 27: Positioning mirrors, lights and cameras

In this part we will position the mirrors, lights and cameras. I will also show you how to flip the mirrors if they are backwards in the game.

Part 28: Animating and Positioning the Windshield Wipers

In this part we will animate the wipers and position them in the game.

Important Notes:
The wipers must be named ‘cleaner_windshield_right’ and ‘cleaner_windshield_left’.

Part 29: Showing the Selected Gear on Displays

Part 30: Illuminating Buttons

Part 31: Collision Files

In this step we will make a collision file for our car.
You will need Havok Content Tools: Download

Warning:
There is an error in the tutorial. Please change the file type of your collision file to ‘hkx’ instead of ‘hkt’ after the write to platform part.

Furthermore, once you do the write to platform once, you will not need to keep adding it each time you use the program.

After this, you will need to press ‘Run All Configurations’ to generate your hkx file.

Part 32: Passenger Transport and Cargo/Trailers (Optional)

In this part, we will be adding support for trailers and passengers/taxi.
Not all cars suit a trailer.

Part 33: Adding Colours and Menu Pictures

In this step we will add colours to our car and put images on the menu.

Part 34: Creating a Custom Sound (Optional, but recommended)

In this step, we will create a custom sound using Forza Motorsport 4 sound files.

Important Notes:
If you find or record your own sounds (Such as indicators, handbrake), make sure they are Mono, not Stereo. You can change this using Audacity.

Part 35.1: Adding Power (With Torque Curves)

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We will be using the Torque (Nm) for the mod.

For 100% Throttle, you should use the torque provided in the graph.
However, for the other throttle percentages, you should provide a greater percentage of torque than the pedal is pushed. Otherwise, the car will be too slow with light accelerator press.
I use this as a guide:
Where it says 25%, do 40% of max torque
Where it says 50%, do 70% of max torque
Where it says 75%, do 85% of max torque

Before you can use the physics customiser, you will need to add your car to player_cars.xml. User_cars folder will not show up in the physics customiser.

We will continue using the information from this website: www.automobile-catalog.com/

Part 36: Speedometer/Tachometer Calibration

We will configure the speedometer/tachometer. If your car has a MPH speedometer, you should use the USA driving rules to get the speedometer calibrated.

Key Notes:
DivCount is the limit for the arrow. Higher number means the arrrow can go further, and a smaller number means the arrow gets stopped earlier.
DivValue is the speed of the arrow. Higher number means a slower arrow, and a smaller number means the arrow moves faster.

If your car has a fuel/temperature gauge, add these to carproperty.ini. Then, using your fuel and temperature gauge in 3DS Max, rotate the arrow to the max position, take the angle given by the rotate tool. Convert it to Radians. Then use that answer for your DivAngles.

Part 37: Adding a Reverse Camera and 360 Camera (Optional)

You can add a reverse camera and 360 camera to your car without compromising your original mirrors as of the 1.5.9 update. The camera is essentially an extension of the mirrors. We create a new object and name them mirror_reverse and mirror_360.

After exporting the new mirrors, you should place them in your n2 the same way as the normal mirrors. Then you will move your screen to the P,R,N,D groups we created under Part 29. The P, N and D groups can contain the original display. However, for group R, you should change the display to a ‘static’ shader and change the display texture to a camera texture.

Now the cameras will appear when you enter the game and put the car in reverse. It will only work for automatic transmission cars (The game does not change the display for the manual cars when in Reverse).

While the 360 camera should be aligned already, you may need to adjust the position of the reverse camera in viewports.xml to bring it closer to the car, or further away from the back of the car. This will make sure the lines are accurate and that the view is not obstructed by the inside of your car. You should change the Y value (3rd number) in the ‘Position’ line.

Video Tutorial for Reverse Camera Display Cloning:

Part 38: Adding Functional Brake Calipers (Optional)

Before following this part of the tutorial, you should texture and lightmap your brake calipers. This can be done as one object, as long as you detach it into the 4 different calipers after the lightmap is finished. Some models have brake calipers, while others do not. I will not provide a 3D Model of brake calipers, as each caliper is different and you can find a similar model yourself.

After detaching your calipers and naming them as separate parts, follow the video tutorial.

Part 39: user_cars.xml Code

In order to upload your car to the Workshop, you need a user_cars.xml code. The player_cars.xml file is not necessary in the game anymore.

Part 40: Publishing Your Mod On The Steam Workshop

You should publish your mods on the Steam Workshop, where tens of thousands of people download mods.
I also you should also release your mods here on the forum.

Key Notes:
You must have a user_cars xml file.
You should have a cover photo named ‘workshopImage.png’ in export/gui/ccd/imagesets/cars/

Contact me in a PM if you have any concerns about users or the forum.

Location: Melbourne, Australia (GMT +10:00)

Full Mod Making Tutorials (W.I.P) 11 Jan 2020 04:53 #113586

Added Parts 1-8. Part 9-13 will take me a bit of time to work on.

More steps will be announced with time.

Contact me in a PM if you have any concerns about users or the forum.

Location: Melbourne, Australia (GMT +10:00)

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