You did an amazing job on this, especially on the interior! It's clear to see you are improving, keep up the good work man.
For your consideration, I attached a screenshot of some sound values. I can explain my thinking on them:
Tone variation - Set as 0.99, engine will sound less strong at low rpm
Tail mix - set 0.45, creates more dimension to the sound without harming quality. Makes it feel real (must use headphones)
Exhaust volume - thought 1.0 is too quiet, can be a bit louder
Cockpit muffling - set as 0.93, these cars are built quite good on the inside, comfortable sound cancelling
Air intake muffler - set 0.9 and volume 0.8. Was too much before on the inside imo
Well done , I respect your effort a lot especially in the modeling. Doing something like from scratch isn't easy and takes a lot of work.
Original modeling by me:
-> Grooming original model into Coupe body. Focused interior and exterior reconstruction.
-> The Brazilian variant of the Tempra had a completely different dash than the Turkish variant, as such I modeled an ALL new dashboard within LFS Editor.
-> Modeled gauges and created textures for them
-> Modeled center stack and created textures for these. Textures on the radio headunit will come later on.
-> Modeled rims from scratch in LFS Editor
-> A few new logo objects
-> New LOD2 and massaging
To-do:
-> Some mesh clean-up, but it's passable for now.
-> Texture for radio headunit (superfluous things but is good for VR)
-> Some cleanup on climate control textures; fine for now.
-> Perhaps a Stage 1 version of this car. The power figure is low (but is lore accurate).
This post is made retroactively, per request by LFSTech; Content is dated 07-Sep-2024
CREDITS:
- FULL, ORIGINAL, FROM SCRATCH MODEL: Biggi (P.H.D_Gonapus)
- CONSTRUCTION, FIT AND FINISH, TEXTURES, PHYSICS, SOUNDS, ADDITIONAL MODELING: TheStigUSA
- DASH TEXTURING: Biggi and TheStigUSA
- REAL-LIFE SOUNDS: CCTV
- BRAKE CALIPERS: Autohouse Performance Project: https://discord.gg/F4Xt5F7T6K
SPECIAL THANKS:
- RedLine team for your spirit, energy, and motivation.
- CCTV (CGTYKSY55) QA and for your added enthusiasm and dedication
- Biggi for being an absolute boss and making a model for the project from scratch.
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FEATURING:
- Highly detailed model including custom and well detailed dash.
- Custom sounds recorded from the real-life car.
- Two sets of tire rims.
- Full frame and LOD 2 and 3.
This all appears to check out to me regarding licensing and I would be able to utilize the model given proper attribution and removal of any first party logos or references.
I have used a model for a project from this website before but got burned on it, so this time before starting a project with a sourced model, I'm putting out this due diligence check (for those of you who are into this thing) to share your opinions on if the model seems good to move forward with, or if there are issues to take note of.
I appreciate anyone's time who adds to the conversation, thank you
Hi there, I have a 2.0 version of the Tempra planned, I might turbocharge it. Was the Brazil model only a coupe or can we use the sedan body? It could be possible to make a coupe body.
This mod is very fun! My only point of feedback is the BOV volume is 2 or 3x louder than the engine sound. If this could be reduced, it would be much more comfortable.
I have been very busy on a huge QoL update. Updates on almost all aspects of the mod have occurred. This sprint took two months to complete.
The car is almost ready to get out of WIP. What remains is getting a proper LOD2 done and possibly a couple more visual goodies added.
Here's the update log:
- The interior has been completed and is highly detailed.
-> The sport seats, door cards and the steering wheel were from Automation. Polished both heavily. Modeled the door release handle in Blender.
-> Modeled in a T-Top for all models, done in LFS Editor. This is a selectible config.
-> Overhauled the gauge cluster, almost entirely. Did extensive re-model in LFS-E and Blender. Created gauge dials texture from scratch in paint.net.
-> Full dash rework, heavily remodeled, mostly done in LFS-E. Modeled in roll bars.
-> Fixed any remaining areas of mesh gaps on the inside.
- Overhauled and modeled out the lower rear of the car to show cooling capacity. Modeled two radiator fans, and they spin!
- Sounds adjusted for all cars, they are louder and more engaging.
- Implemented new nice looking door mirrors, from Automation. Added blinkers to them.
- Added wipers from the Automation model.
- Front wheel size increased for GT and GT-Turbo.
- All models Caster value was dropped back a bit. FFB was far too heavy and this helps with the issue.
- All models had engines tuned to feel a bit heavier and have more inertia. All models had the engines tuned for more noticable top-end.
-> XNS and GT-Turbo have had more power added in. The XNS lower on to help bolster its small displacement, and the GT-Turbo got a turbo upgrade.
- Frame edited to fix the front having more weight than the rear. This was unrealistic and needed fixing, now all models approach 50/50 distribution.
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Enjoy some progress shots! These are in order from oldest to most recent.
Just chiming in to greatly support the idea. I see so much potential for this to extend the community and there is attractive business potential for LFS as well. Whether or not it's a popular idea, as a content creator, I personally would not mind having to pay a license for such a tool. Going along with a content review process that I feel the community is used to, this may help stave off poor quality content or unauthorized rips.
Another idea is perhaps an 'S4' product which opens users up to being able to play on community maps. Adding financial benefit to the creators incentivizes the creators, and our dedicated community, by and large, would be happy to pay for the access, understanding how much they get out of it.
One feature I hope for is very large map size capability. I like highways and lonng stretches to just cruise and go fast .
I would love to utilize skills I've learned from making BeamNG maps to a game which in many ways, I love more. If LFS would entertain the idea of a limited test run of an existing editor, I wouldnt mind getting an email about that and would love to help contribute
After 2.5 months of work, I am proud to be able to share this with all of you. This took over 200 hours of my time in between work and school, I hope you can see the passion that was put in to this and hope you will enjoy the mod This was the first project of this size I have taken on and I have learned a lot about the process.
A high-detail touring car.
-> 3.0L Inline 6, 6-speed H-shift
-> Full unibody frame
-> Original suspension
-> Detailed gauges, many goodies and animations
Has a lit taxi marker!
- Use Rear Fog Light (rfog) to turn on the center light.
- Use Extra Light (light extra) to turn on the duty lights.
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- Some work does remain that we'll keep plugging away at.
-> Some extra texture goodies to be added. Nothing critical, just extra features.
-> LOD2 needs work, it's just a basic model right now.
-> Driver's animation can use improvement. In some areas it needs fixing but does not impact one's ability to enjoy the mod.
-> Some further polish work to be done.
-> Wheels need some bolts.
-> A V8 version is on the way
- The model does not appear "perfect", but it's the best I have been able to do.
- Although this mod is inspired by a real life car, the intent was not to adhere to every single detail of the reference car, to allow creative decisions to be made. Only some elements of the mod will be matched to data of the real life counterpart - for example: downforce and transmissions. Items like suspension and differential, engine etc. were not made in exact reference to the real car.
Discussion is welcome, please be constructive and respectful. I hope you enjoy!
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Construction timelapse:
I learned a lot about this process as I was doing it - if you watch the timelapse video, you may find I'm making some poor decisions at the start. As I get through the project at the start, I realized I had to essentially start construction over because of mistakes that I didn't realize, which led into those issue cascading into larger issues. This cost me about 20 hours and another 16 hours to fix, but it was a worthwhile effort in what I learned.
Only the major construction portions were recorded. I didn't record most of the texture work being done, just because it takes so long to do and isn't as interesting to look at. There were many hours spent getting the skin map correct as well. Lots of these 'try-test-fix' situations just didn't make sense to record considering how long they take to get through. ============
Fd = Downforce (Newtons) (all of the below multiplied together.)
cd = 0.27 (known drag coefficient value for the reference car)
p = 1.2 (kg/m^3) (air at standard pressure & temperature)
v = 27.8 (m/s)
A = 2.17 (m/s^2) (informed by: https://www.m5board.com/posts/1859540/)
For 100kmh
0.27 * (1/2 ( 1.2 * 27.8^2 * 2.17) = 271.684 N
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Frame:
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Derived model:
SketchFab model https://sketchfab.com/3d-models/bmw-e39-free-531a5a93da5d493d9918eb36f011c20d . The model has been brought to LFS and groomed heavily, has all new textures and has been simplified in many areas.
Mod constructor: thestigusa
Blender project organization
Model segmentation, import, cleanup, simplification, construction, grooming, adding in ancilliary features.
Frame, suspension, engine sounds
Original modeling:
Modeled the gauges and various other interior goodies
Modeled all panel gaps
Did re-model of several areas in order to do cleanup
Modeled misc items such as, license plate, plate holder, brake discs, boot logo
Either used base-game textures, or textures were made myself.
Extensive work was done to create original textures. Aimed at using as simple of textures as possible and focused on good choice of material versus finding tons of png's to use.
No problem! I wasnt thinking about the EU V10 vs US V10 comment but I do think it sounds better, definitely has improved the clipping situation a good amount.
You gotta fix the sound, it clips insanely bad. If you made it with 'OPTIONS->AUDIO->Prevent clipping (EXPERIMENTAL)' turned ON, you must turn this OFF and re-tune your audio.
EDIT: I took a closer look in Audacity, your engine .WAV is too hot. I set the peak to be -9dB but this still seems a bit much, however this gets you on to the path to success with it.
My personal recommendation is to have the .WAV peak anywhere between -12 and -9dB (note. decibels is logarithmic. -9dB is a vast difference from -12dB).
Note here^ 'New Peak Amplitude' versus 'Amplification'. Peak amplitude is the thing you're after.
Play around with this a lot until both things are satisfied:
-No clipping except in only the worst case scenarios (IE, tunnels, etc.), though clipping is avoidable altogether, it just takes lots of try-fix-try tuning.
-You are very satisfied with the sound
Off to a great start!
EDIT2:
I dove in a bit. I uploaded the .eng if you would like to try. If you like it, feel free to use it or derive from it.
Explanation:
Audacity has a tool to check for things like notches in your EQ (Analyze -> Plot Spectrum), this helped identify a few areas. My perception is these cause noise and can create a certain fatigue on the ear rather quickly.
-> this fixes small "bumps" in the EQ...mitigates a hiss noise and removes a low treble harshness that adds fatigue to the ears.