Mopar Madness.

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Mopar Madness.

Unread postby jpetersjr » Mon Dec 01, 2014 7:22 pm

A project I started a couple months ago, decided to open it back up today and start to finish it.

The car is a model of a 1969 Dodge Charger, first paint of it will be a paint of the General Lee.

1969 Dodge Charger Progress 1 A.jpg

1969 Dodge Charger Progress 1 B.jpg

1969 Dodge Charger Progress 1 C.jpg


https://www.youtube.com/watch?v=w0m0hTrtlWM

Maybe next will be a 1970 Plymouth Cuda, and then will be the Plymouth Roadrunner.


...Cheers...


Big J
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Re: Mopar Madness.

Unread postby jpetersjr » Mon Dec 01, 2014 9:23 pm

Here comes the General Lee.

Progress on the 1969 Dodge Charger.

General Lee A.jpg

General Lee B.jpg

General Lee C.jpg

General Lee D.jpg


...Cheers...


Big J


Now all we need is someone to build Hazard County in Railworks, so Boah and Luke has someplace to race the General.
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Re: Mopar Madness.

Unread postby jpetersjr » Tue Dec 02, 2014 11:37 am

The General Lee is now in the sim, now all I have to do is figure out how to apply a shiny coat to it, can anyone explain to me exactly how to make the alpha to do this so that the car will shine in the sim, then it would look much better.

General Lee In Game A.jpg

General Lee Side.jpg

General Lee Rear.jpg

General Lee In Game D.jpg

General Lee In Game E.jpg




...Cheers...


Big J
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Last edited by jpetersjr on Tue Dec 02, 2014 9:38 pm, edited 2 times in total.
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Re: Mopar Madness.

Unread postby glenn68 » Tue Dec 02, 2014 4:25 pm

Looks excellent.
MOPAR= Mostly Old Parts and Rust.
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Re: Mopar Madness.

Unread postby wacampbell » Wed Dec 03, 2014 10:30 am

jpetersjr wrote:can anyone explain to me exactly how to make the alpha to do this so that the car will shine in the sim, then it would look much better.


You don't have to play with alpha channels to achieve this.

Just change the material for the shiny bits to use the 'TrainSpecEnv.fx' shader.
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Re: Mopar Madness.

Unread postby jpetersjr » Wed Dec 03, 2014 10:52 am

How do you apply this shader by the way?
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Re: Mopar Madness.

Unread postby jpetersjr » Wed Dec 03, 2014 2:52 pm

Starting to get some shine.
Got Shine A.jpg

Got Shine B.jpg


Of course, I'm going to go back over it again because that's not nearly enough shine.



...Cheers...


Big J
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Re: Mopar Madness.

Unread postby Chacal » Wed Dec 03, 2014 3:36 pm

On a different subject, maybe try painting some shadows.
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Re: Mopar Madness.

Unread postby jpetersjr » Wed Dec 03, 2014 4:15 pm

Here's a better shine now.

Got Shine A.jpg

Got Shine B.jpg

Got Shine C.jpg

Got Shine D.jpg

Got Shine E.jpg




Does anyone know of any tutorials on how to paint shadows on it manually?


...Cheers...


Big J
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Re: Mopar Madness.

Unread postby jpetersjr » Wed Dec 03, 2014 4:28 pm

The future of my cars.

Looks even better at dusk.

Reflection At Night A.jpg

Reflection At Night B.jpg

Reflection At Night C.jpg

Reflection At Night D.jpg

Reflection At Night E.jpg




...Cheers...


Big J
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The Legend Of The New York Central System Shall Live Again In TS2021.


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Re: Mopar Madness.

Unread postby jpetersjr » Wed Dec 03, 2014 9:18 pm

Here's how the General Lee looks in high detail with the shadows on.

General Lee 1.jpg

General Lee 2.jpg

General Lee 3.jpg




....Cheers...


Big J


By the way, I don't own this route, a friend tested it for me.
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Re: Mopar Madness.

Unread postby Chacal » Thu Dec 04, 2014 1:54 am

jpetersjr wrote: Does anyone know of any tutorials on how to paint shadows on it manually?



Shadows are just a darker shade of the base color, that you spray-paint carefully where there should be a shadow if your model was lighted, say, by the sun. Highlights arethe same, with a lighter color than the base.

If your paint program allows it, it helps to paint shadows on a separate layer, so you can find the best transparency and blending options.

This book has good examples, and pictures that explain this and other concepts.

Se also this post for an example of how painted shadows can be effective in simulating 3D.
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Re: Mopar Madness.

Unread postby Ericmopar » Thu Dec 04, 2014 8:23 am

glenn68 wrote:Looks excellent.
MOPAR= Mostly Old Parts and Rust.


Negatory.
MOPAR= Mostly Outstanding Performance And Reliability. *!greengrin!*

It funny people say that, when our friend's "Chevalrays" had holes in the bodywork when less than 10 years old.
The metalwork was so rough on those, the scrap yard wouldn't even take them to make Hondas out of them... !*roll-laugh*!
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Re: Mopar Madness.

Unread postby jpetersjr » Thu Dec 04, 2014 9:45 am

Recent progress re-editing the hood and grill, hope to get the new mini-pack up around this Saturday or next Saturday.



General Lee Recent Progress A.jpg

General Lee Recent Progress B.jpg


Also, I have actually been drawing some shadows into it, you can see them around the edges, they're what makes the edges stand out enough so that you can see where the components are, such as being able to see the doors and hood clearly.

...Cheers...


Big J
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Re: Mopar Madness.

Unread postby jpetersjr » Thu Dec 04, 2014 4:03 pm

I'm having a problem with the blueprint for some reason now, I make a new shiny car and attempt to put it into the sim, but I keep getting this error.

I'm doing it the same way I did earlier and yesterday, but it won't make a new car, I hate to say but if I can't get this thing to work I'm going to have to scrap the shiny paint job style and go back to doing the matte colored cars that don't shine or have a reflection.

It's saying error because of TexDiff, but there isn't any TexDiff, does anyone know the answer to this error, I've tried everything I can think of to no luck.

It will still import a earlier car from earlier no problem, but it won't import anything new without giving me this rather irritation error, as soon as I repaint that earlier car that previously exported perfectly then it won't export without crashing with this error, I wonder if anyone knows about how to get rid of this error so it will export correctly. !*hp*! !*don-know!*




Here's the error itself, everytime I try to put in a new shiny car, or a edited earlier shiny car this keeps popping up no matter what I do and I'm very frustrated because of it.
Error Again.jpg

error.jpg



It's gotten to the point that I can't even edit the shape of the General Lee model because every single time this keeps popping up and I'm getting nothing done because of it, I can say that it defiantly won't be released by this Saturday. I was hoping I'd be able to get it done by Saturday, but defiantly not happening now until I can get this problem gotten rid of.


...Cheers...


Big J


I already replaced TexDiff with TrainSpecEnv.fx like Wayne said, but to no luck since the error keeps popping up anyways and crashing the blueprint.
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