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- Here and there...
- SUBMANIAC
No worries
Would it be possible/viable to simply use an already existing set of reflection data to work as a placeholder? While I know some code I am by no means an expert, but I would think that as long as it isn’t referencing something that isn’t there, it would be okay functionally.I assume you mean an entirely custom 3d model and textures, in which case it's a no, because nobody wants to look into understanding the last bit of the model format that we don't know about and i've been the only one to dare research... the reflection data.
I don't understand how it works at all.
Provided nobody but me goes into it, it'll never be possible.
Would it be possible/viable to simply use an already existing set of reflection data to work as a placeholder? While I know some code I am by no means an expert, but I would think that as long as it isn’t referencing something that isn’t there, it would be okay functionally.
I guess I’ll just look into making new variants for now. Of course if it were easy it would be no fun...The reflection / normals data is per face, so when creating a new face you need the correct data or it will appear completely matte with no reflections. There's also a chunk of per-model data that in some way links with the per-face data, so it's not just a case of copying random data from another model's faces either. Using data from random faces would also end up with a very distorted-looking car as the reflection data would be for faces that should be at very different angles and positions.
It's possible, with a ton of hex editor work, to move around the vertices of existing models to get a decent-looking result. That's quite limiting though, so only really allows for variants of existing cars.
The restrictions on models are quite tight too - maximum of 255 vertices, and one 256x224 texture for the whole model including all LODs. The palette of the texture is selected per face as it's drawn, with a limit of 16 colours per palette / face and 16 palettes overall (with three reserved for specific uses).
Hello there! Funny thing about you posting this, it was actually already shared by the actual creator in this modding thread: https://www.gtplanet.net/forum/threads/modding-and-restoration-discussion.374974/page-13Hey guys, (thank you @RandomCarGuy17 for sharing it on youtube), check out this for a future build ... This is basically the key to get the closest to a remaster we can have!!
Don't know who did it (possibly the same user) or if the author is here... But it's gonna be awesome if you get it for the mod!!
Don't know who did it (possibly the same user) or if the author is here... But it's gonna be awesome if you get it for the mod!!
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Can you guys reduce the weight of the Wedsport Celica Gt300?? For me it drives me crazy that beauty is the worst GT300 when I believe it was quite competitive IRL...
Afaik, the gt300s in gt2 weight from 850 up to 1000kgAs for the Weds Celica, it has been mentioned before but I've not seen a source for a weight figure that is reliable enough to say that PD are definitely wrong about it. It's trivial enough to change the weight, but it's knowing what to change it to which is difficult.
Is is possible to add another turbo upgrade to the Honda Beats?
Out of all fully modified Kei cars, the Beat lacks, having max power output of 130-ish BHP compared to the rest of the Kei cars that have a max power output of >170 BHP.
2 questions.
1. Why are a significant number of cars missing production years?
2. With how far you've gone with this mod in terms of returning content, is even anything left to bring back now?
OK with that answer said, i have my real question, because i needed the real hp data of the r34 i checked the power data of the car, and i noticed that maybe the car has too much torque, because the garage data said that it has 46.3 kg.m, and wikipedia and the own gt wiki said the the car has 40kg.m which is more realistic if you take a torque curveYes, the garage shows the actual physics data. The dealerships use their own non-physics display values.
OK with that answer said, i have my real question, because i needed the real hp data of the r34 i checked the power data of the car, and i noticed that maybe the car has too much torque, because the garage data said that it has 46.3 kg.m, and wikipedia and the own gt wiki said the the car has 40kg.m which is more realistic if you take a torque curve
Submaniac, I have seen a video of your work in relation to perfecting the 3D models of some cars. ... My question is, will it be possible in the future, to make these changes to be put into the game.
As the old saves are not compatible with this mod, if anyone needs it, I've just cooked some Gold licenses for GT2 Plus
More dumb questions:
1. Is it possible to change the time it takes for the car to shift gear with transmission parts (to something, like, GT4 levels of stock trans shifting time)?
2. Some cars that don't come with turbocharging from stock that can have a turbocharger fitted later on don't have an audible indication that it has that turbocharger fitted. Is this intentional?
For the turbo kits, some just have very, very faint sounds as they're running very low boost.
It's missing one; the GT-One from the Super Licence. Still, cool of ya to do that for those of us that would rather not redo it all again because getting gold on all licence tests is ridiculously hard.And the prize cars of course
It's missing one; the GT-One from the Super Licence. Still, cool of ya to do that for those of us that would rather not redo it all again because getting gold on all licence tests is ridiculously hard.