Kubby's 3d mod stuff

Haha, I spy AlfaDave… xD

Great job though, I want to make my company a badge so I can model it :slight_smile:

Hey, you want a christmas present?

70SedanHuge.zip (742 KB)

Edit: I guess installation instructions would be in place. Unpack directly in /assets/meshes/cars/front/large

YES

955.9L ENGINE BAY AND 465MM TYRES WAT

Edit: Apologies for double post, bit late now.

Don’t double post :wink:

But fück yeah! The Body we all waited for… we all wanted the 10.9L Twinturbo beast!

Nice sedan! I’m gonna make a politically incorrect monster out of this. :smiley:

sweeeettt

Thanks Kubby, that’s an awesome Christmas surprise! Really cool and detailed body-shaping options!

I’ve already designed my first car based on this beauty, check out in my showroom:
automationgame.com/phpBB3/viewtopic.php?f=35&t=2740&p=55220#p55220

my 572ci crate engine looks uny in this thing! sick car!

but isnt that official 60s-70s lowrider type car bigger than this one in terms of space ? it says so in the engine bay size area ingame

Looks like Christmas came…right on time this year :slight_smile:

[quote=“Kubboz”]Hey, you want a christmas present?

[attachment=0]70SedanHuge.zip[/attachment]

Edit: I guess installation instructions would be in place. Unpack directly in /assets/meshes/cars/front/large[/quote]

Looks awesome! :slight_smile: one question though, could it be possible to get a wagon version of this?



There is one in-beta already - wait for the big update.

Ohhh extra sweet! Gotta start watching those YouTube videos.

OK, so, you want your own badge? Well… As long as you have your 3ds max, AND your badge is round, you can make your own pretty easily.

Needed:
3ds max 2013 with the export plugin
image editor capable of opening .dds files (gimp can do it with a plugin)

  1. Download the attachment, unpack it anywhere.
  2. Edit the provided .dds file, so that it’s your badge. Save the file under a unique name, in the folder you have the 3d file in.
  3. Open the .max file, and go to the material editor.
    http://i.imgur.com/uDMfWE2.png
  4. in material editor, go to the box I marked goldish in the image above, and change the bitmap source so your new badge image file is loaded in instead.
  5. export the badge and its uv mesh to .kjc and put it in game as usual.
  6. copy the texture file to /assets/meshes/carparts/sharedtextures.
  7. copy the parts.lua file from Alfadave badge folder to your own badge’s folder.
  8. enjoy your personal badge.

The 3d file can also serve as a template badge 3d file, so you can see how large a badge should be, how is should be positioned, how the uv mesh should look like, so you have the material, etc.
badge.zip (91.8 KB)

[quote=“Kubboz”]OK, so, you want your own badge? Well… As long as you have your 3ds max, AND your badge is round, you can make your own pretty easily.

Needed:
3ds max 2013 with the export plugin
image editor capable of opening .dds files (gimp can do it with a plugin)

  1. Download the attachment, unpack it anywhere.
  2. Edit the provided .dds file, so that it’s your badge. Save the file under a unique name, in the folder you have the 3d file in.
  3. Open the .max file, and go to the material editor.
  4. in material editor, go to the box I marked goldish in the image above, and change the bitmap source so your new badge image file is loaded in instead.
  5. export the badge and its uv mesh to .kjc and put it in game as usual.
  6. copy the texture file to /assets/meshes/carparts/sharedtextures.
  7. copy the parts.lua file from Alfadave badge folder to your own badge’s folder.
  8. enjoy your personal badge.

The 3d file can also serve as a template badge 3d file, so you can see how large a badge should be, how is should be positioned, how the uv mesh should look like, so you have the material, etc.[/quote]

Thanks for the tutorial.

I follow all steps, but I’ve got a problem with the UVMesh (in Automation, when I select the badge, appears a message saying “can’t unable to load UVMesh”, automation close, followed with that message: “Automation has had to close due to an unexpected error”.

The badge made with your tutorial: Montes.zip (30.1 KB)

have you tried exporing to .kjc instead?

Yes. I exported in *.kjc (instead exporting in single file or object, in multiple files to export th badge and the UV separately).

I’d like to have the .max files then.

MAX.zip (92.4 KB)