Brilliant work, Sir.
Clapping intensifies
Nearly shorted out the keyboard, drool
Yesssssssssssssssssssssssssssssssssssssss (in a time t=+ā ago) ssssssssssssssssss!
Mid engined 8L V12 edged beautyā¦ Here we go!
Iām still working out some kinks with the side intake morphs. While vent placement on them is not entirely what I hoped for (same with the ābumpā behind the windows), some fiddling around can give decent results. Even without vents, morphing the side intake areas a bit can give more texture to the body. Morphs let the rear take 395s with room to spare, and 315s in the front (Iāll change that to take around 365s). An interesting thing that I didnāt expect was what happened to the engine bay when I used RWD instead of AWDā¦
This thing reaches 420 km/h in 2005 while costing just under $180,000 to produce, and I havenāt adjusted in the aerodynamics in the .lua yet.
Iām also now planning to modify this body a bit and have that version available in the late 80s. With the right fixtures, it can look very much like a Diablo instead, so a few changes (more straight lines here and there), and itāll fit right in a decade earlier.
MurciƩlago now available! First post edited, standalone download:
thecarlover00SupercarLarge.zip (905.2 KB)
Thanks!
Itās pretty good. But, as I think with all of your mods, I wish you could add more morphs, it seems too much like a Chinese copy of a real car. But, thatās all!
CYKA YES
What about Steam release? Aired too?
[quote=āOskiinusā]CYKA YES
What about Steam release? Aired too?[/quote]
Yup, check the first post. I canāt attach any more files to the first post, hence the standalone being here.
As far as morphable zones, itās got one more than the McLaren body. If you mean how much deformation happens with each morph, Iām limited by the mesh for that. I try to max out all my morphs without making the body look ridiculous, and a design such as this leaves me pretty limited with what I can do. Something thatās mostly straight edges (like the xB) gives more more morph options. As much as I would have liked to have a morph to make the front end a very pointy wedge, thatās not possible with the mesh, and the morphs I have there already look ugly at certain combinations of extremes, so whatās there is all I could do. I could extensively rework the mesh in that area, but thereās no guarantee that would improve the morph options. I do agree itās pretty limited in what the morphs change, but there isnāt much I can do about that.
I wish I understood how the morphing worked! I donāt want to ask too much but does making simpler meshes allows for greater morphing?
Interesting take on the side air intake morph. It does come out a bit ratty at the extremes but itās unique to the bodies in the game so far.
EDIT: unfortunately the vents donāt seem to want to place in the side cutout part very well at all
Right, Iām going to see what I can do with this thing and see if it is enough to replace my original concept for Mercury!
Christmas came early. Thanks man! Great job!
edit: also looking forward to the not-a-Diablo body as well.
[quote=āstropā]I wish I understood how the morphing worked! I donāt want to ask too much but does making simpler meshes allows for greater morphing?
Interesting take on the side air intake morph. It does come out a bit ratty at the extremes but itās unique to the bodies in the game so far.
Right, Iām going to see what I can do with this thing and see if it is enough to replace my original concept for Mercury![/quote]
Simplicity doesnāt necessarily allow greater morphing, it mostly has to do with angles of the polygons. If moving something back and forth, but the polygons are sloped, it will only move horizontally and the slope will get distorted. This is most obvious with the morph in the middle of the doors on the Mazda 2 body (one of the late 90s hatches). Now, to solve that, giving vertical movement would give the option to keep the slope, but when itās a door, the entire seam is selected, so vertical movement would completely distort the top and bottom of the door. This is why the MurciĆ©lago doesnāt have a morph on the doors. This kind of thing is less of an issue at either end of a car, since vertical movement can be allowed there. Another issue is stretching the front or back of a car that tapers inwards from the sides. If the tapering starts at the wheel arch, the morph will have a section following the original taper angle, but wherever it gets stretched/compressed, that angle will either be straightened out or angled more, creating distortion. The problem here is that sideways horizontal movement isnāt possible, since the middle of the car cannot cross over the centre axis (overlap here causes issues), so itās about a delicate balance of letting the taper get distorted but not to the point that itās very obvious. There are other issues, some that can be solved with multiple morphs, but depending what it is that can really complicate things and even mess up existing morphs, which would then need to be redone. Others have to do with the smoothing groups, which is why there are extra ācreasessā in the side of the MurciĆ©lago. For the reflections when morphing, one smoothing group will get distorted, but if the morph is next to another smoothing group, that one wonāt be affected, and so the extra creases are edges to smoothing groups to prevent the side intake morphs from making the sides look severely dented. The problem with the existing distortion at their extremes is that if I added vertical separations of smoothing groups, those lines would look terrible on the car. My solution was to keep the morphs that look good at low intrusions but have distortions at high intrusions as those can be covered by the vents applied to the area. Iāll admit that some things could be possible if I took the time to figure out a solution and worked very delicately with the morphs to apply it, but thereās a point that just gets to be too much effort.
Edit: the vents are tricky and are hard to place when morphing the intakes to their extreme (some positions donāt work), but there are no issues at less extreme angles. Just play around with the dimensions of the vent and the angle of the morph until something works. I hoped that the area would be detected as a front section, but with the mapping of the middle being, well, the middle, anything facing front or back isnāt possible.
Okay thatās very helpful, thanks for taking the time to write all that. This explains why if the morphs are too extreme in some bodies, the body creases up and it looks awkward.
So the not-MP4-12C body in this game allows for that ridiculous morph at the front because in its original form, the entire front section is pretty much vertical and not much else?
There are some tricky ways and means to trick the game into reorienting the vents on the surface of the flares where the angle is simply so great that the game decides that despite it being a āmiddleā zone, the vents are stuck on in a perpendicular orientation.
Either way, this car fits some pretty big engines, so I will look forward to whacking a turbo on a V12 and seeing just how fast I can get it!
Yeah, the McLaren body has that flat area, but the curves would likely be why itās only the middle of the bumper thatās morphable, and not the whole front end. I could possibly do something different with the front, but that would only use 2 morphs instead of 3 and would also require some fairly major reworking. I might attempt it on the Diablo body, and if it turns out well, possibly update the MurciĆ©lago body with some modifications.
Sounds good!
I have to reiterate, this is a seriously valuable addition to the range of supercar bodies and youāve put out a whole lot of great work lately, for which I (and Iām sure we) are deeply appreciative. Even more so compared to myself who hasnāt put in the time to make or export the models.
(Other quick question: whatās the cited drag coefficient of this body?)
[quote=āstropā]Sounds good!
I have to reiterate, this is a seriously valuable addition to the range of supercar bodies and youāve put out a whole lot of great work lately, for which I (and Iām sure we) are deeply appreciative. Even more so compared to myself who hasnāt put in the time to make or export the models.
(Other quick question: whatās the cited drag coefficient of this body?)[/quote]
Thanks! The drag coefficient of the MurciƩlago is 0.33, but the McLaren body in game is around 0.19 or something. The real values factor in drag from vents, door handles, etc, so I made the in-game one 0.25. The MurciƩlago has more drag (and downforce) than the real McLaren, so I figured that was a decent estimate without the vents, and considering the lower front area is a big flat slab.
Edit: I also modified the kei car so the turbo doesnāt stick through the bumper (I finally got to working on something that brought that up).
0.19! no wonder that is by far and away the most advantageous body when it comes to high speed performance. Itās also the only car Iāve been able to get to 500km/h with anywhere even remotely close to adequate cooling (read: not really adequate at all )
I will have to think of a unique approach to this giant slabā¦ it already easily gets into the 6:30s around Green Hell and Iām not even trying yetā¦
I made minor changes to the MurciƩlago model! Standalone and Steam versions have been updated.
Edit: I should also mention that minor tweaks had shrunk the mid engine bay space, so I grew it a bit to compensateā¦ and now it takes up to 11.4L V12s. This is what Bob Ross meant with āhappy little accidentsā so enjoy!
90s supercar update! I still need to do some work on the front to flaten out the hood and make the area more wedge-shaped, and then fix up the morphs for that area. I should also mention that this isnāt so much a Diablo as a fairly generic early late 80s/early 90s supercar thatās just a somewhat simple modification of the MurciĆ©lago. The back got changed a lot, as did the smoothing groups, so it looks even more different it seems to here.