Sillymods [Currently frozen WIP]

Probably 0.26, but I’m not sure yet.

Probably 0.26, but I’m not sure yet.[/quote]

Whatever the real-world drag coefficient is, go lower than that for it. The real world one includes air intakes, wings, door handles, and anything else that adds drag. The McLaren body in game is 0.19 (quite low, real one is somewhere above 0.3), and I made my Murciélago have 0.25 (real one is 0.33) and Diablo-ish 0.24 (real is 0.31).

Probably 0.26, but I’m not sure yet.[/quote]

Whatever the real-world drag coefficient is, go lower than that for it. The real world one includes air intakes, wings, door handles, and anything else that adds drag. The McLaren body in game is 0.19 (quite low, real one is somewhere above 0.3), and I made my Murciélago have 0.25 (real one is 0.33) and Diablo-ish 0.24 (real is 0.31).[/quote]

If I remember correcly, the cd for the CLK GTR is 0.31. I guess I’m making it 24 as well :smiley:
or I’ll see after a few tests…

Small update… pretty much everything done.
Except the skinning xD and I still need to fix a couple of things with thsose odd reflections. I’m a little bit more happy now with the overall shape (after the automation chassis made me made it bigger). But I think it looks a little bit… too chunky. Anyways, here’s a preview. I will later do 2 varians of the body, one a little bit more like a Toyota gt-one and a roadster-type.

EDIT: I used this docs.google.com/spreadsheets/d/ … 47&vpid=A1 and the suggested cd was .21 :smiley:

Looks great Silly! Tell me, do you REALLY want to do a roadster variant? If yes, then I can start planning my late 90s supercar based on unused Le Mans project :smiley:

Exists only 5 CLK-GTR roadster (from the initial 25 CLK-GTR coupe, 5 of this was converted to roadster):

I know about CLK-GTR Roadster existance, vmo…

Exists only 5 CLK-GTR roadster (from the initial 25 CLK-GTR coupe, 5 of this was converted to roadster):[/quote]

It will be a mix between that CLK roadster and a roof of this:

Hey guys… a little bit of an issue here…
The vertices don’t move when I add weight to the bones :frowning: They just change color but they don’t move, someone knows what I can do to fix that? o what is causing it?

[Picture deleted]
[color=#FF0000]
EDIT:[/color] I just fixed that. Now I have another small issue, I put 2 bones close together, one moves the entire front to make it larger or smaller. And the other moves the bumper area. When I test it in game, before I added the front bone, I could move the bumper bone, but after I added the front bone, the bumper bone can’t be selected. Is there a way to make them both selectable and usable?

I’ve run into that issue as well, and the solution I have is for each to have vertices that the other doesn’t use. I do however have a theory that I haven’t had the chance to try out yet. Whichever bone is smaller within the larger one (I presume the bumper vertices got overtaken by the whole front ones?), weigh it higher than the other. Assuming the bumper is the one you can’t select, weigh that one first at .5 for the vertices you want to move the most. Normally, then you add the other bone at .5 as well, and all the .5s of the one before become .25s. Well, in this case, when overlaying the front bone on top, don’t go for .5, got for a lower value so that when the bumper vertice weights get reduced to compensate for the others, they still have a higher value than the whole front end. If my observations are correct, when in-game, to select the whole front end, you’d have to use the area that the bumper bone doesn’t cover, while the whole of the bumper’s area would be selectable above the front bone because of the higher weighting.

I hope this makes some sense, and I also hope that my theory is correct, though a more experienced creator might know about this from experience.

Thanks thecarlover, I’m gonna try that, and if it doesnt work, I will just add extra vertices to the bumper bone.

[quote=“thecarlover”]I’ve run into that issue as well, and the solution I have is for each to have vertices that the other doesn’t use. I do however have a theory that I haven’t had the chance to try out yet. Whichever bone is smaller within the larger one (I presume the bumper vertices got overtaken by the whole front ones?), weigh it higher than the other. Assuming the bumper is the one you can’t select, weigh that one first at .5 for the vertices you want to move the most. Normally, then you add the other bone at .5 as well, and all the .5s of the one before become .25s. Well, in this case, when overlaying the front bone on top, don’t go for .5, got for a lower value so that when the bumper vertice weights get reduced to compensate for the others, they still have a higher value than the whole front end. If my observations are correct, when in-game, to select the whole front end, you’d have to use the area that the bumper bone doesn’t cover, while the whole of the bumper’s area would be selectable above the front bone because of the higher weighting.

I hope this makes some sense, and I also hope that my theory is correct, though a more experienced creator might know about this from experience.[/quote]

Your Higher weighting theory is correct. Smaller morph zones that are completely or mostly overlapping another, larger zone, need to have a higher weight to be selectable. Its exactly what I did to get the bonnet indent to work on the not-princess bodies.

Another word of warning about overlapping bones, The game is only able to support 4 bones per vertex, including the bone root.

Your Higher weighting theory is correct. Smaller morph zones that are completely or mostly overlapping another, larger zone, need to have a higher weight to be selectable. Its exactly what I did to get the bonnet indent to work on the not-princess bodies.

Another word of warning about overlapping bones, The game is only able to support 4 bones per vertex, including the bone root.[/quote]

I was going to try that but it was too complicated to me :laughing: And I discovered the 4 bones per vertex limit by myself :frowning:

Anyways, the body is almost done… here are some previews. Extra points if you guess what real life cars I tried to build :wink:



Well done!
Im thinking to make the 24th hrs of le mans 1998 edition when you release the body.

Is the middle one an R390GT? It must be!

Yep.

EPIC!

Top: CLK-GTR

Mid: Nissan R390

Bottom: IDEK

[quote=“Vri404”]EPIC!

Top: CLK-GTR

Mid: Nissan R390

Bottom: IDEK[/quote]

It was a Lister Storm (at least, the front :laughing: )
I’m currently working on the roadster variant. Probably tomorrow will be in the workshop :smiley:

This is other variant of the body :slight_smile:


EDIT: This is what the roadster variant look like


1 Like

Finally! It’s done! It was a lot of beep beep work.
The link and all of that is at the OP.

Now, I have to say it’s my first car body, and I choose a fairly complicated model, as we say in my country “parí chayotes” making the body. That said, I feel it’s not perfect or as smooth as I wanted to be. I made a lot of mistakes, since I have 0 experience with 3d modeling, but I think it’s reasonable good (or at least usable), maybe not so high-quality as other mods out there :blush:

Anywho… just enjoy the body :geek:

[size=85]
*“parir chayotes” it’s a colloquial for having a hard time. The literal translation is “it’s like giving birth to chayote fruits”.[/size]

1 Like

looks up Chayote fruit yeeeeeeouch.

Many thanks for your hard work! I’m going to go test it out now.

EDIT: a little rough in places, as you say, in particular the rear bodywork, and the flares. But then again for a first body this one seems particularly complex, so well done for pulling it off at all. This car accommodates some really wide wheels, and the morphing zones work well. Without trying too hard it is extremely capable on the track, just like it should be!

EDIT2: A unique issue seems to come up with the rear engine placement!


I’m not sure if this is an issue with V12s or the car body, because most of the other bodies haven’t been able to fit a sizeable V12 as yet!