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nosalisCZ

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  1. Hey everyone, not sure why this is happening but when I'm testing the damage texture, instead of blending the damage from the transparent .png texture ( I tried using zomboid original ones as well to test it ) , the entire mesh is darkening any idea where this might be coming from ? I will troubleshoot this some more, but I'm bit stuck
  2. Things were progressing quite nicely, but starting to hit some issues Damage Texture for some reason, instead of using the alpha from the damage PNG, the entire damaged panel goes towards black, I even tried using the in-house textures from the game, to see if the issue is with my textures, but that didn't seem to have made a difference, Will try to test this again though, the fact that the UV mapping is different made this bit tricky to see, so perhaps it's the format of the .png , not really sure hopefully I can sort at list this few bits to have an initial releasable version I would love to proceed with opened interior , bonnet and the rear hatch where the engine is ( this car is rear engine haha), but that is going to be entire an other thing to figure out , because currently I'm not able to add any extra mesh pieces , and when looking at mods that have those, I didnt' - so far - find a way to see how this was done hope someone can help, otherwise I might have to abandon this project
  3. not released yet, but It's already uploaded to workshop also made a sketchfab preview https://sketchfab.com/3d-models/skoda-130-rapid-61932fda315b48f6b09e12c74942b525
  4. Progressing quite nicely , getting close to be done with the exterior the big things will be to figure out the openable door, which so far still no luck
  5. ready to start texturing of the outside
  6. nosalisCZ

    1992 Skoda Rapid

    Well, been playing the game for about a week now, and while looking at some of the amazing mods, I thought I give it a shot as well. Making the base car was quite straight forward, although I still have a ton of things to figure out inside the engine however I am hitting first obstacles, I noticed that some mods support openable doors/bonnets, and have attachments like armor and roofracks. Was hoping to do those, but I do have an issue that the pieces I separate from main mesh start to disapper when in game I feel like there must be some .lua script somewhere that does load the remaining pieces the few mods I took at look at, they don't even have wheels defined in the main .txt file, so far I wasn't able to find it anyone any tips?
  7. ok, so I did get it to work in the end, after looking around for another mods, but I came across something strange the car I imported to the game, appears to be bit bigger than it should be it almost feels like the game is not done in actual correct scale I've imported the 60 Falcon, and it should have been about 4.5 meters long, but it was more like 3.4 meters, which feels like 75% of the actual scale, does that number sound about right ? is there some scale coeficient that needs to be applied?
  8. This is great to see, I just joined these pages, as I was interested in creating a car myself. Your step by step guide looks like it will give me a lot of answers. But I have few questions you mention Ringo's tutorial, is that something on these pages as well ? and the texture coverage and tips, I was wondering if you can utilize the area of the texture better. Although i suppose it would be more manual. I suppose the non-mirrored UV's are something that's to do with shading in game ? or perhaps with the things like the procedural blood and so on , ( as the blood would show up on both sides if the UVs were shared) , but I was curious if you can't map more of the entire car, something like this , although perhaps with the method you described, you get a bigger pixel coverage ( smaller pixels when in game) Can't wait to try this ! and get bit more into it
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