In the Works Thread

I am excited PMC has been looking for a eco-off roader platform for a while :slight_smile: I can see a small i6 or i4 propelling this badboy just fine

[quote=“trackpaduser”]

I wouldn’t say it’s a monster because it is a mini-truck, kinda like Suzuki Samurai, so it has a wheelbase just a whee bit over 2 meters.

So if I finish it before the next patch, it will probably be shortest car available, only matched by the 40’s small sedan.

It will probably be possible to stretch/scale it into something sligthly larger afterwards, to make it into a generic 80’s japanese SUV, like the Montero or the Landcruiser.[/quote]

Please tell me it’s within K-Car regulations :mrgreen:

[quote=“EnryGT5”]

I wouldn’t say it’s a monster because it is a mini-truck, kinda like Suzuki Samurai, so it has a wheelbase just a whee bit over 2 meters.

So if I finish it before the next patch, it will probably be shortest car available, only matched by the 40’s small sedan.

It will probably be possible to stretch/scale it into something sligthly larger afterwards, to make it into a generic 80’s japanese SUV, like the Montero or the Landcruiser.

Please tell me it’s within K-Car regulations :mrgreen:[/quote]

Just verified and it is within regs for 1976, even with the current wheel fairly wide wheel arches.

Also, just finished adding the materials. My next goal is to do all the stuff required to export an unmorphable version of it to the game, to see how it looks like in-game.

sweet getting very excited about this, and now that I know its more of a samurai it makes me even more excited, I loved the mini 4x4’s.

Ran into some issues as I have the 64 bits version of 3DS, meaning the exporter tool doesn’t work.

Had some issues trying to install the 32 bits version, so I probably won’t be able to do a half decent export today as I have to go to class in about an hour.

ATM the whole thing has the materials applied and has been UV mapped.

So AFAIK, here is what is left to do:

-Skinning. Should hopefully not be too hard due to the fairly boxy shape of the car.
-Exporting
-Tweaking the .lua files so the whole thing works nicely in the game.

Next pics I am going to post are either going to be in a new thread, with all the car’s files, or it’s going to be because I ran into some trouble that I can’t get myself out of.

Edit: Is there an easy way to change the dimensions in 3ds max? My car is currently 1400cm wide while it should be 1400mm wide. After a quick export the whole model is currently about as big as the garage.

[quote=“trackpaduser”]Ran into some issues as I have the 64 bits version of 3DS, meaning the exporter tool doesn’t work.

Had some issues trying to install the 32 bits version, so I probably won’t be able to do a half decent export today as I have to go to class in about an hour.
[/quote]

are you downloading from the autodesk website?

Yeah I got it to work.

The thing is that initially I used the ‘‘install now’’ option, which seems to be limited to 64 bit if you are running a 64 bit OS. I was able to get the 32 bit version through their download manager.

[quote=“trackpaduser”]Yeah I got it to work.

The thing is that initially I used the ‘‘install now’’ option, which seems to be limited to 64 bit if you are running a 64 bit OS. I was able to get the 32 bit version through their download manager.[/quote]

Quite a few of us ran into that problem, its an issue with the website

Seeing all these mods made me want to try my hand at car modelling too. Messed around with 3ds Max for an evening and managed to create something. The mesh is hardly perfect and there’s a lot to improve, but I think I’m getting the hang of it.


a 80-90’s wagon!

Well, I now have a car in the game.

I have a few issues though.

First, I have been having issues with the UVW mapping, probably because I don’t really know what I am doing. First attempt completely failed, so I decided not to touch it and fix issues with the model first.

Second attempt kinda works, but for the reason the back part refuses to stamp. Front and middle both work fine.

So I would like to know if you guys might know what my problem is, and how I can fix it.

I also have an other issue, which appears in the picture as two huge pink boxes. Those are my temporary bones and for some reason they show up in game.

You might have had them selected when you exported the model or something… I don’t know, I haven’t even thought of trying to make a body yet. :stuck_out_tongue: But I did once have a similar problem with a grille but it happened merely because I exported the reference picture along with everything else. :stuck_out_tongue:

Edit: The car looks brilliant by the way! I’ll definitely be having some fun with this! :slight_smile:

Thanks Pleb, I don’t have issues with the boxes anymore.

Now I just need to find how to fix the UVW mapping.

Edit: Found the issue. UVW mapping was fine. I forgot to assign projection materials properly. Front and Middle were ok by coincidence, but the one for rear was simply wrong.

Looking good.
Unfortunately I am not able to get mine into the game yet. Each time I try to use it the game crashes with the std MS “stopped working” error.
I’m not convinced it’s the model per se as I tried to export one of the sample cars and that has the same result.
I even tried to export a plain cube, with materials assigned, unwrapped and skinned and that has the same issue.
Occasionally 3ds max will crash when trying to export the skinned version.

I’m using 3dx max 2013 32bit and have put the KajiraExport_2013_2013.dle file into C:\Program Files (x86)\Autodesk\3ds Max 2013\plugins and KajiraExportParameters into C:\Program Files (x86)\Autodesk\3ds Max 2013\scripts\Startup as per the instructions in the download file.

Anybody got any ideas what I’m doing wrong?

Well, if you can export it your exporter is probably fine.

Do you have both the skinned and the unskinned version of the mesh in the folder, like it says in the video?

Also, does your temp skin have at least two bones?

In my case those two things were usually the cause of my crashes.

[quote=“trackpaduser”]Well, if you can export it your exporter is probably fine.

Do you have both the skinned and the unskinned version of the mesh in the folder, like it says in the video?

Also, does your temp skin have at least two bones?

In my case those two things were usually the cause of my crashes.[/quote]

yep, both skinned and unskinned and two bones, all polys have a material id assigned, uv mapped & un wrapped. the same when I tried to export a fully prepped box too

occasionally the export crashes 3dsmax too :frowning: I even re-installed yesterday too

Any updates in regard to the “not a samurai/jeep”?

I only need to finish setuping the deformation, so it should be ready this weekend, maybe even tommorow. Although I would like to create a variant of it with no roof on the back, making it into a tiny pickup, but since the box will be very simple geometry and that I won’t have an angled back window to deal with it should bee fairly easy.

@maffc Can’t verify as I don’t have access to my PC ATM but IIRC I renamed the .Dle file to kajiraexport, removing the year. If ttyhat doesn’t work I’ll try exporting your model when I get back home.

[quote=“trackpaduser”]I only need to finish setuping the deformation, so it should be ready this weekend, maybe even tommorow. Although I would like to create a variant of it with no roof on the back, making it into a tiny pickup, but since the box will be very simple geometry and that I won’t have an angled back window to deal with it should bee fairly easy.

@maffc Can’t verify as I don’t have access to my PC ATM but IIRC I renamed the .Dle file to kajiraexport, removing the year. If ttyhat doesn’t work I’ll try exporting your model when I get back home.[/quote]

A Mini-pickup with a closed back ‘jeep-ish’ variant would be so awesome!

[quote=“trackpaduser”]
@maffc Can’t verify as I don’t have access to my PC ATM but IIRC I renamed the .Dle file to kajiraexport, removing the year. If ttyhat doesn’t work I’ll try exporting your model when I get back home.[/quote]

No probs, I appreciate the offer :slight_smile:
I’ll try the rename and see if that makes a difference.