Today I started to work on towtruck:
[imgur]http://imgur.com/a/d8FjY#0[/imgur]
that reminds me of a f150 frontend
QuoteThe Tow Truck, somewhat, resembles a seventh generation F-Series Ford Wrecker.
Source: http://gta.wikia.com/Tow_Truck (http://gta.wikia.com/Tow_Truck)
And that's why I made the front like that. I always made my mods from gta.wikia.com infos.
:3
:like:
Very very nyloc8, i like it so much, when it will be realesd i will use it for sure!
definetly i will give you :like: on it!
Really Nice :) Keep going :OK:
Some progress:
- made working lights
- narrowed the back section of the car
- lifted up the whole front half of the car
- modified the tow arm
- modified the rear of the car
- made space for double rear wheels (wheels will be made at the end of the project)
(It's NOT near finished)
[imgur]http://imgur.com/a/uHkOl#0[/imgur]
Sadly the front wheels "bug" only fixable with handling.cfg editing, or by applying hydraulics to the vehicle (on the screenshots you can see hydraulics applied to make the front wheels straight). So I just leave the front wheels positions as they are.
(the car chassic will be full colorizable)
Nice, looking forward to it :like:
It actually looks cool ;)
Progress:
[imgur]http://imgur.com/a/4FjzA#0[/imgur]
:like:
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
Quote from: nyolc8 on August 20, 2013, 17:22
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
I have experienced the same thing a few times. It puts the camera (in game) in a different location? I have fixed it before, but I forget how. Check all the collisions, chassisvlo, and shadow models. Sometimes they get whacky when you import it (some might be pointed sideways or vertical)
Quote from: Rubber on August 20, 2013, 17:37
Quote from: nyolc8 on August 20, 2013, 17:22
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
I have experienced the same thing a few times. It puts the camera (in game) in a different location? I have fixed it before, but I forget how. Check all the collisions, chassisvlo, and shadow models. Sometimes they get whacky when you import it (some might be pointed sideways or vertical)
Checked everything already, I even made a "testcar" by deleted the whole rear half of the car (chassicvlo, shadow models too), then left only one-one poligon in the tow arm objects to check if it's because of the boundary boxes or something, but it still puts the towed vehicle to wrong position. I even tried to delete the whole tow arm and it still had an invisible tow arm in game (so the model doesn't had a tow arm, but the game still generated some invisible arm to it) and I could tow vehicles without tow arm too... I just don't know what should I do... :-\
BUT when I make a looooong tow arm, then the towed vehicle is in different position, but still not connecting visually... so if I move the towing point, then it moves the towed car too, but always put it behind it, so it's never connected visually in game.
I tried other towtruck mods and those have this bug too, so I think I'll just leave it as it...
Awesome :like:
Quote from: nyolc8 on August 20, 2013, 18:42
Quote from: Rubber on August 20, 2013, 17:37
Quote from: nyolc8 on August 20, 2013, 17:22
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
I have experienced the same thing a few times. It puts the camera (in game) in a different location? I have fixed it before, but I forget how. Check all the collisions, chassisvlo, and shadow models. Sometimes they get whacky when you import it (some might be pointed sideways or vertical)
Checked everything already, I even made a "testcar" by deleted the whole rear half of the car (chassicvlo, shadow models too), then left only one-one poligon in the tow arm objects to check if it's because of the boundary boxes or something, but it still puts the towed vehicle to wrong position. I even tried to delete the whole tow arm and it still had an invisible tow arm in game (so the model doesn't had a tow arm, but the game still generated some invisible arm to it) and I could tow vehicles without tow arm too... I just don't know what should I do... :-\
BUT when I make a looooong tow arm, then the towed vehicle is in different position, but still not connecting visually... so if I move the towing point, then it moves the towed car too, but always put it behind it, so it's never connected visually in game.
I think I know how to fix that problem you describe at the end. When you extend the tow boom, you MUST keep the pickup dummy in the stock gta location and move the rest of the vehicle. So, import a stock tow truck, then move your mod so the pickup point matches with the original. The mod should be slightly longer than the stock one now. Im not sure if this helps, but its what I do on trailers to delag them and it kind of sounds like the same problem
Quote from: Rubber on August 21, 2013, 16:12
Quote from: nyolc8 on August 20, 2013, 18:42
Quote from: Rubber on August 20, 2013, 17:37
Quote from: nyolc8 on August 20, 2013, 17:22
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
I have experienced the same thing a few times. It puts the camera (in game) in a different location? I have fixed it before, but I forget how. Check all the collisions, chassisvlo, and shadow models. Sometimes they get whacky when you import it (some might be pointed sideways or vertical)
Checked everything already, I even made a "testcar" by deleted the whole rear half of the car (chassicvlo, shadow models too), then left only one-one poligon in the tow arm objects to check if it's because of the boundary boxes or something, but it still puts the towed vehicle to wrong position. I even tried to delete the whole tow arm and it still had an invisible tow arm in game (so the model doesn't had a tow arm, but the game still generated some invisible arm to it) and I could tow vehicles without tow arm too... I just don't know what should I do... :-\
BUT when I make a looooong tow arm, then the towed vehicle is in different position, but still not connecting visually... so if I move the towing point, then it moves the towed car too, but always put it behind it, so it's never connected visually in game.
I think I know how to fix that problem you describe at the end. When you extend the tow boom, you MUST keep the pickup dummy in the stock gta location and move the rest of the vehicle. So, import a stock tow truck, then move your mod so the pickup point matches with the original. The mod should be slightly longer than the stock one now. Im not sure if this helps, but its what I do on trailers to delag them and it kind of sounds like the same problem
+1 I think it's the solution too :like:
Quote from: Blitz_FR on August 20, 2013, 16:05
:like:
Looks so cool,I like this towtruck :like:
:like: you 've got My Like Sir.
:sophisticated: :trolldad: :OK:
Quote from: Blitz_FR on August 21, 2013, 16:14
Quote from: Rubber on August 21, 2013, 16:12
Quote from: nyolc8 on August 20, 2013, 18:42
Quote from: Rubber on August 20, 2013, 17:37
Quote from: nyolc8 on August 20, 2013, 17:22
I have a problem: If I just open the default towtruck in zmodeler, and then I just save it, the towed car will be in wrong place behind the car in game. So it's visually not connecting to the towcar. This problem is present with my modified towtruck too. But as I said, if I just open the default towtruck, then I export it, that will have the same problem too... So z-modeler breaks something... Any idea to fix this? :-\
I have experienced the same thing a few times. It puts the camera (in game) in a different location? I have fixed it before, but I forget how. Check all the collisions, chassisvlo, and shadow models. Sometimes they get whacky when you import it (some might be pointed sideways or vertical)
Checked everything already, I even made a "testcar" by deleted the whole rear half of the car (chassicvlo, shadow models too), then left only one-one poligon in the tow arm objects to check if it's because of the boundary boxes or something, but it still puts the towed vehicle to wrong position. I even tried to delete the whole tow arm and it still had an invisible tow arm in game (so the model doesn't had a tow arm, but the game still generated some invisible arm to it) and I could tow vehicles without tow arm too... I just don't know what should I do... :-\
BUT when I make a looooong tow arm, then the towed vehicle is in different position, but still not connecting visually... so if I move the towing point, then it moves the towed car too, but always put it behind it, so it's never connected visually in game.
I think I know how to fix that problem you describe at the end. When you extend the tow boom, you MUST keep the pickup dummy in the stock gta location and move the rest of the vehicle. So, import a stock tow truck, then move your mod so the pickup point matches with the original. The mod should be slightly longer than the stock one now. Im not sure if this helps, but its what I do on trailers to delag them and it kind of sounds like the same problem
+1 I think it's the solution too :like:
I modified the default towtruck so every dummy is in the same position as were. So I already have the tow dummys/objects in the same positions as in the original model, and it's wrong. I already tried to move the elements to back, then tried to move them forward, but it's wrong everytime. And as I said, if I just open the default towtruck in zmod, then I export it without any modifying, it will be wrong. So somehow opening in zmodeler breaks this.
(http://www.forum.convoytrucking.net/Smileys/aaron/facebook-like-icon-e1348925171144.gif)
I'm still trying to fix the tow position... and here's what I know:
The actual towing point position is not actually related to the misc_a and misc_b (tow arm) elements position.
I tried to move the tow arm to the middle of the car, and the actual towing point is still behind the car. BUT If I move the misc_a and misc_b more behind the car, then the actual towing point moves behind too...
Success! I managed to fix it! I needed to rotate the tow arm 180 degree on the X axis in zmodeler. The game rotates it to it's normal angle and the problem gone. I think the game uses the model boundaries to calculate the actual towing position. Like how it's calculate the camera position. So I rotated the tow arm into the car, and it's boundaries are inside the car as well.
(http://i.imgur.com/qrlR3UO.jpg)
Can't wait to see it done :like:
Thanks all!
***
I just realized, that the tow position is related to the chassic_vlo. So If I delete from the chassic_vlo rear, the towing point will moved forward. (And the tow arm need to rotated inside zmodeler) So basically I can make/reposition the tow arm as I want and still getting perfect visually connection between the vehicles :)
Looks cool! But the wheels look strange atm, make paintable ones! ;)
Quote from: Benny on August 22, 2013, 15:41
Looks cool! But the wheels look strange atm, make paintable ones! ;)
you know I'll make new wheels... ;D the space for the rear double wheels are already made.
Damn you rock nyolc. May I ask where did you learn this all from ? Is it school, Internet or just by your own curiosity ?
Quote from: Vinny on August 22, 2013, 15:52
Damn you rock nyolc. May I ask where did you learn this all from ? Is it school, Internet or just by your own curiosity ?
Thanks :D First I watched 3-4 zmodeler tutorial videos on youtube to know how to open and save gta sa vehicles properly. Then I just played with the controls and got learned by myself. (There was 1-2 function that I learned from google, like the "weld" and "knife" tool)
major modifications on the rear:
[imgur]http://imgur.com/a/gXaU4#0[/imgur]
(it's not done yet)
I'll make some objects (cones and such) as extra elements, I'll make an exhaust pipe, then the wheels, then damaged parts, then release time. :)
(the wheels are not made yet)
I wait the release to come back for my 10k Tow with your Tow Truck mod :like:
I like. But a question. Why do you use MTA to test the vehicles?
Quote from: DobbysGamertag. on August 23, 2013, 16:21
I like. But a question. Why do you use MTA to test the vehicles?
Thanks. I think it is the fastest method to test them :D
***
some elements added (all created from scratch like always), and wheel test (but I'll make 3d rim like I did on linerunner)
[imgur]http://imgur.com/a/EwTYI#0[/imgur]
Looks awesome!
Can i ask you, if you can pu something like this on the front, with working lights on it? :o
(http://a248.e.akamai.net/origin-cdn.volusion.com/w7x3q.wtgr9/v/vspfiles/photos/TCARMORFR-5.jpg?1360573806)
(http://mudflaps.com/images/F54607954.jpg)
+1 For Front Bullbar :like: Awesome update by the way
About wheels you should do something like this ;)
(http://www.rigsofrods.com/images/imported/2011/03/Silverado_tow_truck_by_Mechanicman-2.jpg)
Quote from: Blitz_FR on August 23, 2013, 18:59
+1 For Front Bullbar :like: Awesome update by the way
About wheels you should do something like this ;)
(http://www.rigsofrods.com/images/imported/2011/03/Silverado_tow_truck_by_Mechanicman-2.jpg)
I'll look after that bullbar. Maybe I'll make a version with that.
About the wheels: I want to make the exact thing as on the picture. (I think I wrote that somewhere already) :)
-New rims (don't look the rear wheels, they will be double inverted wheels)
-Lifted the rear half bottom
-made bottom chassic
[imgur]http://imgur.com/a/OFxUa#0[/imgur]
Can't wait to do the 10.000Tow Missions with this beauty :like:
:3 ~A~W~E~S~O~M~E~ :3
Man, you are genius.
Looking Good :like:
Wheels done:
[imgur]http://imgur.com/a/FKBva#0[/imgur]
:3 -A-W-E-S-O-M-E- :3
Released: http://www.forum.convoytrucking.net/index.php/topic,41768.0.html (http://www.forum.convoytrucking.net/index.php/topic,41768.0.html)