Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

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McLaren M6GT
   
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4.137 MB
6.10.2020 klo 9.56
18.11.2020 klo 3.49
2 muutosilmoitusta ( näytä )

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McLaren M6GT

1 kokoelmassa, tekijä ythma
Tylsan's Collection
71 luomusta
Kuvaus
Here is my latest upload. I spent a lot of time getting it to look right and this is the final result.

No DLCs are required.

Stock: Single Carb OHV V8, swapable with 2 carb OHV V8 and supercharged OHV V8
RestoMod: Modern V8 swapable with the modern supercharged V8

Notes:
The dark shadowing at the bottom of the doors is due to the shape of the doors. It will go away when the door is opened.
The inverted downpipe clipping the starter is due to the way it is positioned to make everything line up and cannot be fixed.
There is no Coyote livery right now and will be included with an update as soon as one works.
(Any help to make the UV map would be appreciated. Contact me and I will gladly give you anything you need to make the UV map.)

My thanks to Tahar B. for uploading the 3D model to the internet and everyone else that helped with this mod.

Update: I have added the Coyote Logos for the car without using a livery. There are 2 new config files that will use the new parts to give the car the Coyote X look. They are not exactly perfect, but as they say 'beggars can't be choosers'.
59 kommenttia
Martin JH 10.4.2021 klo 9.10 
chybí přední příčný nosník, zvolit jiný motor, chybí zadní příčný nosník nebo náprava, zadní nápravy z kol tam jsou zbytečný když nejsou jak zapojit do rychlostní skříně (trocha myšlení by neuškodilo)
ythma  [tekijä] 7.3.2021 klo 14.42 
@ultimate_Vanquisher Sorry, but that is how the original model was. I did not change much as far as the body goes.
ultimate_Vanquisher 7.3.2021 klo 14.00 
The complete front of this vehicle looks terribly crude...
felrossi777 27.1.2021 klo 4.11 
Nice
timc2k 15.1.2021 klo 20.55 
the baking process makes the uv for the temp kinda confusing . Ive started a mock car folder which sets up the actual set up , the configs etc. what do you mean by getting the model in the condition it needs to be ? do you have a facebook or any other way we can talk more about the things involved
ythma  [tekijä] 15.1.2021 klo 13.20 
I will then add all the other necessary files, the bodyconfig.txt, config.txt, name.txt, and parts.txt. I will usually just copy these files from another car and then modify them to the new mod. I will then check the mod in the editor for any issues. Once I have no issues and have added any additional parts, I will then do the thumbnails. I will also have emptied the workshop folder to make the loading of CMS quicker. I will then run a profile, go to the auction to find the new mod to buy one. If it is not there, I will exit and try again until I get one. I then test to make sure that everything is looking and working correctly in the game with the mod.
ythma  [tekijä] 15.1.2021 klo 13.20 
I do not do any kind of baking. Once I have the model in a condition that I can send it to CMS, I export it as a fbx. There are 2 main files needed to send to Unity, the model.fbx and collider.fbx In Unity, you create a new folder for the car, add the fbx files, make sure the collider box is checked, then create the CMS files. You have to have the CMS asset in Unity to create the CMS files. From there I copy the new asset folder found under the streaming assets folder to the main cars folder. If this is a first run, meaning the first time I have exported the model,
timc2k 15.1.2021 klo 12.12 
I see its just naming and organizing the files if i can just figure out baking for temps and assigning materials , seems easy peasy hopefully
ythma  [tekijä] 15.1.2021 klo 9.01 
The process I use starts with finding the original model online. Most of the ones I have found have started in a format that Blender cannot use and I have to convert it to something that can be used. From there, it is making the model usable for CMS, naming the objects according to the modding guide, renaming the materials to the guide as well, and anything else that need to be done.. One of the hardest parts is getting all the faces correct so that when look at in the game, you will actually see what you are supposed to. Other then that, the Modders Q&A thread under the modding forum does a decent job of getting the mod into CMS.
timc2k 15.1.2021 klo 4.18 
ythma, ever thought of making a video on how you did the already made model into cms 18 process? i have a few models i found online with obj files fbx and blend. whats next ? what files do you start with? i kinda figured out the uv process baking and stuff but from there i am clueless
any help would do wonders for some of us