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Topic Starter Topic: Re: Modelling cars - Chevrolet Camaro 2010

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 06-22-2016 03:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


Listen to what the guys are telling you. Your texture paths are wrong. You apparently have the correct path for the editor image, but not the in-game textures. Most commonly this is caused by /and\




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Veteran
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Joined: 05 Dec 2015
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PostPosted: 06-22-2016 03:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


If you can send me the model, CZghost, I'll fix it for you. Man, this would be an awesome car for Q3Rally...




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 06-22-2016 03:58 AM           Profile   Send private message  E-mail  Edit post Reply with quote


@dONKEY:

Material definition inside the ASE file:
Code:
*MATERIAL_LIST {                   
   *MATERIAL_COUNT 1                   
   *MATERIAL 0 {                           
      *MATERIAL_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final"                       
      *MATERIAL_CLASS "Standard"                       
      *MATERIAL_AMBIENT  0.0000 0.0000 0.0000                       
      *MATERIAL_DIFFUSE  0.8000 0.8000 0.8000                       
      *MATERIAL_SPECULAR  1.0000 1.0000 1.0000                       
      *MATERIAL_SHINE  0.2485                       
      *MATERIAL_SHINESTRENGTH  0.1370                       
      *MATERIAL_TRANSPARENCY  0.0000                       
      *MATERIAL_WIRESIZE  1.0000                       
      *MATERIAL_SHADING Cooktorr                       
      *MATERIAL_XP_FALLOFF  0.0000                       
      *MATERIAL_SELFILLUM  0.0000                       
      *MATERIAL_FALLOFF In                       
      *MATERIAL_XP_TYPE Filter                       
      *MAP_DIFFUSE {                       
         *MAP_NAME "models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final"                       
         *MAP_CLASS "Bitmap"                       
         *MAP_SUBNO 1                       
         *MAP_AMOUNT  1.0000                       
         *BITMAP "..\models\mapobjects\czghost\czyard\vehicles\camaro\camaro_final.tga"                       
         *MAP_TYPE Screen                       
         *UVW_U_OFFSET  0.0000                       
         *UVW_V_OFFSET  0.0000                       
         *UVW_U_TILING  1.0000                       
         *UVW_V_TILING  1.0000                       
         *UVW_ANGLE  0.0000                       
         *UVW_BLUR  1.0000                       
         *UVW_BLUR_OFFSET  0.0000                       
         *UVW_NOUSE_AMT  1.0000                       
         *UVW_NOISE_SIZE  1.0000                       
         *UVW_NOISE_LEVEL 1                       
         *UVW_NOISE_PHASE  0.0000                       
         *BITMAP_FILTER Pyramidal                       
      }                                                                         
   }
}

Shader script code for used texture
Code:
models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final
{
   q3map_lightimage models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
   q3map_surfacelight 10
   {
      map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
      rgbGen identity
   }
   {
      map models/mapobjects/czghost/czyard/vehicles/camaro/glass.tga
      rgbGen identity
      blendFunc GL_ONE GL_ONE
      tcGen environment
   }
   {
      map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
      rgbGen identity
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
   {
      map $lightmap
      blendFunc GL_ZERO GL_SRC_COLOR
      tcGen lightmap
   }
   {
      map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
      blendFunc GL_ONE GL_ONE
   }
}

Where the hell is mixed / and \?
I've been looking in Sock's ASE models (plants), which were made by q3map2 from BSP files. The *BITMAP specification was the same format as above...

@coltonquake3: Thank you for suggestion. I'll send it to you by PM. Yes, the model would look awesome in Q3Rally :) Unfortunately the model was designed to be used as mapobject (decoration) and thus the model is missing interior and the wheels are not turnable. It's also designed as garage model (placed in garage) so the wheels tyres are facing the front of the car. If you want to use it in Q3Rally, I'd have to give you also the source Blender file used for the model creation. I do not know Q3Rally specifications. Also even with IOQuake3 I was unable to get Q3Rally get working correctly and bots didn't work at all (can't load up). So I can't make the Q3Rally version myself as I do not know how the Q3Rally player car model actually works and I do not know the specifications of that model... I hope this is something, you know, so you can remake this model for that purpose :) But first I need to get that working as mapobject in the map. I want to release it both ready to be used in map and the source Blender file to allow edits...



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Veteran
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Joined: 05 Dec 2015
Posts: 199
PostPosted: 06-22-2016 05:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


@CZghost: Inside the ASE file, the texture path has directories seperated by backslashes. You have them seperated by forward slashes in the shader file. Change the texture directory seperators in the shader file from forward slashes to backslashes & that should solve your issue, CZghost.




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 06-22-2016 06:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


You mean that in *BITMAP? Why this format works for Sock's plants models, which also use shaders?



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 06-22-2016 06:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Sock's grass01a.ase model:
Code:
*MATERIAL_LIST   {
   *MATERIAL_COUNT   2
   *MATERIAL   0   {
      *MATERIAL_NAME   "textures/common/caulk"
      *MATERIAL_CLASS   "Standard"
      *MATERIAL_DIFFUSE   1.000000   1.000000   1.000000
      *MATERIAL_SHADING Phong
      *MAP_DIFFUSE   {
         *MAP_NAME   "textures/common/caulk"
         *MAP_CLASS   "Bitmap"
         *MAP_SUBNO   1
         *MAP_AMOUNT   1.0
         *MAP_TYPE   Screen
         *BITMAP   "..\textures\common\caulk.tga"
         *BITMAP_FILTER   Pyramidal
      }
   }
   *MATERIAL   1   {
      *MATERIAL_NAME   "textures/plants_soc/grass01a"
      *MATERIAL_CLASS   "Standard"
      *MATERIAL_DIFFUSE   1.000000   0.692170   0.392717
      *MATERIAL_SHADING Phong
      *MAP_DIFFUSE   {
         *MAP_NAME   "textures/plants_soc/grass01a"
         *MAP_CLASS   "Bitmap"
         *MAP_SUBNO   1
         *MAP_AMOUNT   1.0
         *MAP_TYPE   Screen
         *BITMAP   "..\textures\plants_soc\grass01a.tga"
         *BITMAP_FILTER   Pyramidal
      }
   }
}


The *MATERIAL_NAME and *MAP_NAME are the same format, actually pointing to the shader with forward slashes.
The *BITMAP is the same format as mine, pointing to the reference image for editor.

If this doesn't work, why would Sock release that buggy version? He should know what works best, just take a look at his breathtaking maps...



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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 06-22-2016 10:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Your texture paths are too long. Too many directories. Looks like you had the right guess here lol

CZghost wrote:
As I said - might it be too long path?


I shortened them all to "models/mapobjects/camaro/camaro_final" and it worked (After placing the files in the respective directory as well). Also, not sure why socks *BITMAP have ../ before textures, anyways:



ASE:

Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "Ascii Scene Exporter v2.51"
*SCENE {
   *SCENE_FILENAME "E:\Documents\Poláèek Marek\Quake 3\quake3_developing\PUBLIC_ARENAS\CZGHOST_PUBLIC\MODELS~1\Release\Camaro\v1.0\camaro.blend"               
   *SCENE_FIRSTFRAME 0               
   *SCENE_LASTFRAME 100               
   *SCENE_FRAMESPEED 30               
   *SCENE_TICKSPERFxRAME 160               
   *SCENE_BACKGROUND_STATIC  0.0000 0.0000 0.0000               
   *SCENE_AMBIENT_STATIC  0.0000 0.0000 0.0000               
}
*MATERIAL_LIST {                   
   *MATERIAL_COUNT 1                   
   *MATERIAL 0 {                           
      *MATERIAL_NAME "models/mapobjects/camaro/camaro_final"                       
      *MATERIAL_CLASS "Standard"                       
      *MATERIAL_AMBIENT  0.0000 0.0000 0.0000                       
      *MATERIAL_DIFFUSE  0.8000 0.8000 0.8000                       
      *MATERIAL_SPECULAR  1.0000 1.0000 1.0000                       
      *MATERIAL_SHINE  0.2485                       
      *MATERIAL_SHINESTRENGTH  0.1370                       
      *MATERIAL_TRANSPARENCY  0.0000                       
      *MATERIAL_WIRESIZE  1.0000                       
      *MATERIAL_SHADING Cooktorr                       
      *MATERIAL_XP_FALLOFF  0.0000                       
      *MATERIAL_SELFILLUM  0.0000                       
      *MATERIAL_FALLOFF In                       
      *MATERIAL_XP_TYPE Filter                       
      *MAP_DIFFUSE {                       
         *MAP_NAME "models/mapobjects/camaro/camaro_final"                       
         *MAP_CLASS "Bitmap"                       
         *MAP_SUBNO 1                       
         *MAP_AMOUNT  1.0000                       
         *BITMAP "models\mapobjects\camaro\camaro_final.tga"                       
         *MAP_TYPE Screen                       
         *UVW_U_OFFSET  0.0000                       
         *UVW_V_OFFSET  0.0000                       
         *UVW_U_TILING  1.0000                       
         *UVW_V_TILING  1.0000                       
         *UVW_ANGLE  0.0000                       
         *UVW_BLUR  1.0000                       
         *UVW_BLUR_OFFSET  0.0000                       
         *UVW_NOUSE_AMT  1.0000                       
         *UVW_NOISE_SIZE  1.0000                       
         *UVW_NOISE_LEVEL 1                       
         *UVW_NOISE_PHASE  0.0000                       
         *BITMAP_FILTER Pyramidal                       
      }                                                                         
   }
}


Shader:

Code:
/////////////////////////////////////////////////////////////////
//////////////           CZGHOST'S MODELS         ///////////////
//////////////       SHADERS FOR BACKYARD'S       ///////////////
//////////////     EXPERIMENTAL PLAYGROUND MAP    ///////////////
/////////////////////////////////////////////////////////////////

models/mapobjects/camaro/camaro_final
{
   q3map_lightimage models/mapobjects/camaro/camaro_final_light.tga
   q3map_surfacelight 10
   {
      map models/mapobjects/camaro/camaro_final.tga
      rgbGen identity
   }
   {
      map models/mapobjects/camaro/glass.tga
      rgbGen identity
      blendFunc GL_ONE GL_ONE
      tcGen environment
   }
   {
      map models/mapobjects/camaro/camaro_final.tga
      rgbGen identity
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
   {
      map $lightmap
      blendFunc GL_ZERO GL_SRC_COLOR
      tcGen lightmap
   }
   {
      map models/mapobjects/camaro/camaro_final_light.tga
      blendFunc GL_ONE GL_ONE
   }
}



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 06-22-2016 11:00 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Okay thank you :) But wait - why the model is so small on your screenshot? It should be in an average height compared to the real height against height of a normal adult human, which was corrent in Radiant on my side...



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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 06-22-2016 11:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Not sure. I didn't use a modelscale key or anything, mabye you've exported it bigger on your end after you made the zip available for download.



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Veteran
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Joined: 05 Dec 2015
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PostPosted: 06-23-2016 11:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Might wanna do some scaling either on the shader part or on the model part, as Bacon said. Or maybe it's just that Bacon was using an outdated version of the model.




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 06-24-2016 01:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Maybe. I'll try to shorten the path as Bacon suggested and will see :)



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 12-16-2018 04:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Okay, I decided to completely rework the entire Camaro model. I do not use the downloaded model now, but starting from scratch. I'll also include newly number plates in the model... I'm starting with top section of the car, from engine cover, through shield window, roof to back window and trunk door :) Then I can model sides, front and back of the car. I'll make two version of the car: one with the underneath gear face, one without. Also, all four wheels are going to be placed there :) I'll also include both of files for anyone to make some changes (because texture on seam edges needs to match, actually, and to port the model to something more than simple map object, like someone told me he wants to make it into sort of rally mod for Quake 3, but he needs an interior - I do not have quite time and will to do interior, I just wanted to make a map object for anyone).


This is so far I've done for now:
Image
I hope you can see the shape in there already :) It's just the engine cover and shield window.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 12-16-2018 11:32 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It's slowly taking the shape more and more :)
Image

I'm now on sides, including rear mirrors :)
In case you wondered, I'm using Blender :D



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 12-16-2018 11:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


One quick question, though. Models do not use lightmaps? I mean map models. Because I looked into models.shader file in pak0.pk3 and this is what a map model shader looks like:
Code:
models/mapobjects/wallhead/lion_m
{     
        {
      map models/mapobjects/wallhead/lion_m.tga
                blendFunc GL_ONE GL_ZERO
      rgbGen vertex
   }
        {
                map textures/sfx/firewalla.tga
                blendFunc GL_ONE GL_ONE
                tcmod scroll 0.1 1
                //rgbGen wave triangle .5 1 0 .4
   } 
        {
      map models/mapobjects/wallhead/lion_m.tga
                blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen vertex
   }

My guess is that models use vertex lighting?



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-17-2018 11:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


They can, but vertex lighting will often times look better (for models with relatively small planes) and run faster.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1920
PostPosted: 12-18-2018 07:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


So what do you suggest me to use for Camaro model? Lightmap or vertex lighting? Considering its height being just lower than the player head (like 1.5 meter, simulating real dimensions), its length being somewhere around 5 meters, and width of 2 meters... Is it small enough to be lit with vertex light?

These are the exact dimensions (and actually an image used for modelling the car):


Simply take the dimensions of the real car, and place them in Quake 3 engine, aproximated to player size, which is considered to be same as average size of a human in this case.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-19-2018 05:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Vertex lighting. The only time you would consider lightmaps is on much larger objects like terrain or a large wall or something.



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The hell good boy
The hell good boy
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PostPosted: 12-20-2018 11:13 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Okay, so I'll rewrite my shader :)



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