For those of you saying that Black Box should go bankrupt and that Underground was the best NFS; NFSU and NFSU2 were both made by black box. As was Carbon, Most Wanted, Undercover, ProStreet and NFS: World.
Of course, I thought all of them were crap (except World and Undercover, which I never played).
I think 94 or 96 is the highest rating we can get here, 81 for the lowest IIRC.
The cheapest stuff here is about $1.3/L right now, I think. It fluctuates so much, though, it's hard to keep tabs on it. Last summer it was about $1/L in May, and by August it was up to about $1.60/L
That I believe you have to work out with the seller themselves and they will manually remove the listing from eB. IIRC. Been a while since I've done anything with it, tbh.
The graphics look pretty bad imo... but I've never thought the ISI games were very pretty, anyways. I don't know why they'd put that crash in the end of the video; it highlights how poor their crash system is and the fact that they're probably still using a crash box instead of proper interaction between vehicles and other vehicles/objects.
Overall; not impressed, at all. Which is a shame, because that era depicted in the video produced some of my most favorite race cars.
Because it's the only modelling software I can remember how to use now
I've been using it for about 7 years now, become quite proficient in it, too. I never really did much with 3DS and the only other modelling I ever got used to was Zmodeller, years and years ago. I know the modelling would be easier in another (read, non-Solid CAD) program but it's what I know and I don't have the time to learn a whole new modelling software unfortunately. Hell, I don't really even have time for this project as it is! :P
Solidworks has no UV mapping at all, which is why I'm looking for another program to do it in. I guess that's the downside to a CAD package.
That's the plan right now, I think. There's a variety of formats I can use to cross between the programs; one source recommended STL for this kind of transfer as you can directly influence the fidelity of the mesh whereas with some other formats you can't (like IGES, for instance, I don't think you can increase the mesh resolution on when importing into 3DS IIRC).
Thanks for the input guys. I'll have a look through those tutorials. It'll be months before I ever hope to get to the UV stage, but I'll get there... one day...
I don't use RSRBR so I can't be sure, but it sounds like the controls get overwritten by the control centre on exit and/or startup of RBR itself. Maybe you should inquire on the Rallyesim forums? I can say that I definitely don't have this issue on my (mostly) vanilla RBR.
Start with the two official patches, then get your wheel setup and working nicely in the game. Go through the whole rally school and try to master all of the lessons first. Then hit the stages.
I personally only run with new cars installed, and the odd texture pack. Tried RSRBR and didn't like it simply because of the interface, it just wasn't worth it to me; and all the user-made stages I've seen in the past looked pretty piss-poor anyways, but I've been out of it for a while.
WARNING: Do the rally school lessons BEFORE installing mods. ESPECIALLY any new car overtop of the default car (2001 Subaru I believe?) as this will either cause the lessons to crash or the car will be undriveable due to mis-matched physics files. New cars should be fine in normal stages/rally season/challenges, just not in the lessons.
What's the best way to do a UV map on a prototype car?
I'm looking to do up a new portfolio piece of a fictional prototype car and I'll have to UV map the bodywork to give it a nice paint scheme. I'm going to model it in Solidworks and render it in Keyshot, but neither program has a comprehensive UV mapping solution.
What's the best way to go about doing this? What's the best program(s) to use for UV mapping? Any time-saving tips? Any offers to do the mapping for me? ( )
I'm still a great ways off from getting to that stage (haven't even really begun the design phase yet, let alone the modelling phase) but I don't want to get stuck part way through the process.
I haven't seen much detail in any NFS game... except maybe the two Shift series, but I've never looked at them, really. As far as physics go, they're still not on par with proper sims like LFS, iR, nK, et al. They are improving, though, and maybe they'll get to a proper sim-like point eventually.
That's what they call "LODX," and they will be using them for single-car things like animated menu views (which currently are just videos, not real-time renders) and for cutaway/ghosted views for the setup screens, etc. I believe they are also planning to show them during 'Pause' in game for better screenshots, too. Actual gameplay uses a "LODA" or "LODB" mesh IIRC, which is still very highly detailed in my opinion.