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View Full Version : Hi, can sombody help me? its about putting cars in the game


Lisanty
13th May 2011, 02:35 AM
hello everyone, i´ve being playing TS3 alot since it came out, besides that i am a member of a modding team called JDW for a racing game, the cars are 90% closest to the real life model and 100% maded by us, as the game i play allow alot of customization possibilities like like in no other car/racing game , allowing u to customize your car from the chassis to the engine , alot of bumpers,hoods, anything every single part of the car is 3d, suspension, all the engine components, seats, carpets, wheel,tire and all the parts are based on real parts from real brands, i know TS3 doesnt allow any custom in-game so the unnecessary things can be removed on 3d to low and the poly-count and everything else.. i aways wanted to add some of our jobs into TS3 game but i dont even have idea where/ how to start it :lol:

i have the 3d meshes already, all texturized but we use 3D Studio Max to modeling, there is some plugin to TS3? or to export to blender? i see you guys use blender

also i have 2 curiosities

1 the in-game character position inside the car, how to made he fit on the seat and the position to drive

2 scripting jobs, have no idea how/where/when/why :lol:




here some of our jobs, for those who want to see it:


http://i94.photobucket.com/albums/l84/PRO-Nitrous/SpecR/45.jpg
http://cs9910.vkontakte.ru/u2775922/123277758/y_43e188f4.jpg
http://cs1865.vkontakte.ru/u2079885/70854350/x_598ff8e8.jpg
http://cs5793.vkontakte.ru/u2775922/123277758/z_fc2c4bbe.jpg
http://cs10077.vkontakte.ru/u2775922/123277758/z_5cb39370.jpg
http://cs404.vkontakte.ru/u2775922/123277758/z_3424508f.jpg
http://cs404.vkontakte.ru/u2775922/123277758/z_64c8d4de.jpg
http://cs9910.vkontakte.ru/u2775922/123277758/z_69a6b409.jpg


cheers!

orangemittens
13th May 2011, 12:29 PM
There are plugins that allow you to use Blender to create items for TS3 here: http://www.modthesims.info/download.php?t=433882

Or you can create your models in 3D Studio Max, import them to Blender and from there to the game using the plugins.

Esmeralda
13th May 2011, 01:43 PM
Yes, what orangemittens said about importing your models to Blender so that you can use the TS3 plugins, and then you will probably want to read through the object meshing tutorials here to get an understanding of what's needed to adapt and package them for TS3: http://www.modthesims.info/wiki.php?title=Tutorials:TS3_Meshing_Tutorials

Also, your cars look great but they look like they may be high poly? TS3 objects need to be as low poly as possible, so you may need to do some reducing.

Regarding your two questions: In order to import your car into TS3, you need to extract one of the cars that come with TS3 and use it to 'clone' from. So, you can figure out the seating/driving position pretty easily by opening the extracted clone car in your 3D program (Blender in your case, I use Milkshape) and importing your car over it. Then you can move your car into the necessary position to make your car's driver's seat and steering wheel match up with the clone car (and delete the clone car when finished, of course!). Also, you'll need to have your car contain the same number of mesh groups as the clone car, so be sure to look at that carefully.

Regarding scripting, you don't need to do any if you're going to use the car as a regular car that will function the same as the cars that come with the game. Sims will just use your car the same as they use the original TS3 cars, with all the game's animations already there.

BloomsBase
15th May 2011, 07:40 AM
I use TSRW and milkshape for my cars, here are some guidelines:
http://forums.thesimsresource.com/showthread.php?t=390022

If you are very very very lucky you find a basegame car that will have the same wheelbase/driverseat/lightposition etc etc but i doubt it.
So you prolly need to edit/move the joints in the RIG file

TSRW is the best choice to create custom cars when you just starting.
It still is alot of work as you need to create 3 detail meshes and 3 shadow meshes and when you ever want to upload it here all parts needs to be properly uvmapped

As for the polycount, i would not exceed 25000 polygons but if your familiar with Max reducing your model wont be a problem