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FartMallow 3000

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Tomte
NoNameBrand
slow
slowDan
DonaemouS
amped™
See Flat
alphonse
Toad
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Post  Toad Wed Oct 15, 2008 12:04 am

DANDY wrote:Found some grip by moving centre of gravity rearward. Redownload (6.8 MB) or replace the .car (3.2kB)

Guess I like more weight over the front.

This setup seems better suited to braking very late and well into the turn (think Countach). Doing that keeps the front planted. Much harder to get on the gas as early as the previous version (cog more forward). This one feels kind of like the Mazda tcc in turns.

The earlier one makes more sense for me to brake sooner and gas the exit earlier, with that nice stable feeling in the steering (just like the you know what).

I bet others will like this version though, just a different style. Prolly can get similar times to the other version with a little practice.
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Post  Tomte Wed Oct 15, 2008 3:38 am

Hi Dandy,
the model is stunning, very detailed. I mean, whipers? And I must say I love the colours! Surprised Looks like a lot of polygons!

I just wonder, on many parts of the body I can see the polygons (front bumber, mirror, rear spoiler lip above the engine). Is there in issue with the normals?
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Post  leoantix Thu Oct 16, 2008 11:23 am

absolutely stunning ... release release! cheers
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Post  DonaemouS Thu Oct 16, 2008 4:24 pm

indeed, she's stunning. This new setup is way, way better the the first ones i tried.

The front lights are amazing, and I love to see an ultra detailed light. The rear lights are well done too. The brake light looks real, but, unfortunately, you are lightning the "rear fog light". The brakes light are the outers.

Instead, the interior is fun. This is supposed to be an ultra light car, but she has the air conditioning and radio stuffs on central console yet.

Well, at least the driver can heard some good music while racing Very Happy
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Post  DonaemouS Fri Oct 17, 2008 5:03 am

DonaemouS wrote: real, but, unfortunately, you are lightning the "rear fog light". The brakes light are the outers.
After a check this early morning on 5 different Porsches (year), all the models have the brake lights in the same position you place it.

sorry for confusion
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Post  DANDY Fri Oct 17, 2008 9:16 pm

Toad wrote:Guess I like more weight over the front.
The CoG only moved back a few cm. I can massage it back towards the centre a little, but feel it should have a noticeable rear bias - much more than the road car, owing to the ton of crap stripped out of it - that can get you in trouble, in proper 911 style.

Tomte wrote:Looks like a lot of polygons!
I just wonder, on many parts of the body I can see the polygons (front bumber, mirror, rear spoiler lip above the engine). Is there in issue with the normals?
It's MI stripping polys, as I've exported at a smaller scale in order to cut down on them. I need clean up those parts. The model is fairly high, but all single sided, and seems to run OK on my G4.

Don wrote:all the models have the brake lights in the same position you place it.
Cool

Race interior comes next Wink
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Post  Tomte Sat Oct 18, 2008 4:50 am

DANDY wrote:
It's MI stripping polys, as I've exported at a smaller scale in order to cut down on them.

How exactly does that work? Export at a smaller scale so that MI drops some polys because it does nothave the resolution Question
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Post  djpimley Sat Oct 18, 2008 5:13 am

Tomte wrote:
How exactly does that work? Export at a smaller scale so that MI drops some polys because it does nothave the resolution Question
This is a very old chestnut. Vertices closer than about 2 centimetres apart will be merged into one when importing into MI. If you don't want this to happen, scale the model up then scale it down again once it's in MI.
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Post  Tomte Sat Oct 18, 2008 5:53 am

djpimley wrote:
This is a very old chestnut. Vertices closer than about 2 centimetres apart will be merged into one when importing into MI. If you don't want this to happen, scale the model up then scale it down again once it's in MI.
I knew about scaling up and then down, I always do that for the cars. But I didn't realize that you can use this to actually reduce polys without messing up the model.
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Post  djpimley Sat Oct 18, 2008 2:33 pm

Tomte wrote:I didn't realize that you can use this to actually reduce polys without messing up the model.
Well... in my humble opinion, you can't. Why would you let MI apply brute force poly reduction without any intelligence instead of spending some time reducing polygons by hand to ensure an optimal result. It's a great car, Dandy, but that method is just pure laziness.
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Post  DANDY Sat Oct 18, 2008 3:03 pm

djpimley wrote:...pure laziness.
Gimme a break. I've stated twice that it needs to be cleaned up, which I mean to do. When it looks halfway decent, and most of it does, I'll break out the 'Good Enough' stamp, and save my energy for further projects.
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Post  djpimley Sat Oct 18, 2008 6:52 pm

DANDY wrote:Gimme a break.

FartMallow 3000 - Page 3 Funny-10
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Post  See Flat Sat Oct 18, 2008 7:25 pm

tough crowd in here! Smile
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Post  DANDY Fri Oct 24, 2008 12:07 am

Ready for delivery, your Porsche 997 GT3 Cup S in Factory White.

FartMallow 3000 - Page 3 Pictur11

Notes:
Drive Safe!
Skin/UV mixdown is there for custom paint if anyone desires.
Model should play pretty well on low end machines, I put it in the crusher until it started to crinkle. I triangulated on export from blender, at 17.5X from 1 unit/metre and scaled up to RL's 100X scale. Even 20X looks good. If no major performance complaints, I'll offer an optional hi-res model at update time.
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Post  See Flat Fri Oct 24, 2008 2:55 am

I absolutely LOVE this car. I cant figure out why I can drive one of yours... but this is MY GT3!!!
Great job D. I still found the sound gave me that swishing loop that reminded me of the movie Contact when they were listening to the sound from space so thought I'd take a look at the wave. Although am not a sound designer, I played with it and came up with a sound that I tried with your model. The in game experience seemed more fun for me so here it is for your inspection. Do as you wish if you like it or not. Smile

http://legacyoflies.com/tcc/997/997gt3Test4.wav

and thanks for a car I know I'll have way too much fun with.

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Post  DANDY Fri Oct 24, 2008 9:39 am

See Flat wrote:I absolutely LOVE this car.
...the sound...
coolio.

the sound came from my digicam, grabbed a parade of them passing to the pits and some in-race sounds. I've clipped too much and over-processed. I got that sound by taking a small sample with a slight rpm level and load change, and repeating it reversed, so you get some accelerate/decelerate effect.

I might trim yours even further, or take some new samples from my sounds, or go hunting for something else.

FartMallow 3000 - Page 3 Beer_v10
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Post  DANDY Sat Oct 25, 2008 10:16 am

this forum screws me up.... so many times wanting to post, hit preview instead, close window and walk away...funny mental block, the buttons are clear...

Anyway, posted progress to permalink last night. Stiffened, sound, teaser skins (the rest are pretty much ready)....
Left are wheel tweaks, some texture cleanups, and we'll see how sound processing goes...maybe a few other details. Given extra time today I'll skin some more.

Some much for last Wednesday... Wink
...Working on it remotely today, will need to be home for the sound stuff...I'll aim for midnight EST 1.0 release...if not it'll be pushed back to Tuesday.
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Post  amped™ Sat Oct 25, 2008 3:36 pm

i like it...the model has really become something amazing! handling, i think, is right where it needs to be, but a few more runs will tell me for sure. as seeflat says.....this is my gt3 car. a private/personal skin would be nice Smile!!!! lol

great work though d!

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Post  DANDY Sat Oct 25, 2008 4:16 pm

Here's a useable UV map You're right, it is dirty!
deadline midnight tonight for inclusion in 1.0 release...
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Post  NoNameBrand Sat Oct 25, 2008 4:21 pm

amped™ wrote:this is my gt3 car. a private/personal skin would be nice

Can we please put the kibosh on private skins?

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Post  DANDY Sat Oct 25, 2008 4:30 pm

NoNameBrand wrote:Can we please put the kibosh on private skins?
I offered them on the bmw to the testers. A couple have asked for them, and I've complied, but they're more subtle. All of the skins so far have a touch of silliness thrown in.
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Post  NoNameBrand Sat Oct 25, 2008 4:40 pm

I don't mind skins tailored to particular individuals at all (and have done so now and in the past), it's that using some skin that the rest aren't allowed to select lords it over the rest that they're not members of some exclusive club.

I'm hopeful that when Redline starts checksumming the .car files, the numcolors differences are going to cause DFMs.

Basically, I'm a fucking communist or something.

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Post  DANDY Sat Oct 25, 2008 4:44 pm

cry me a river...you get all the vodka you want
these folks are part of an exclusive club.. and Team BMW is preparing a renewed assault....unless those things are relegated to the junk pile this week Smile
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Post  Toad Sat Oct 25, 2008 5:56 pm

NoNameBrand wrote:
Basically, I'm a fucking communist or something.

Well, you and D are both from Soviet Canuckistan! Might as well get with the progrom.

More seriously though, about skins, I really enjoyed having my own for the BMW, and I know amped and Leo did also. But over time I have been using the Orangey/Salmon one most of the time. With everyone more or less driving the same TCC day in and day out, having a car that is associated to individual drivers and easy to spot at great distance lets you know who's in your neighborhood without having to look at the dots on the map. So, I don't need a personal color next time round, but, I would like to see broader and larger visual variation in overall color schemes for all the makes that can easily distinguish each car in an instant. And then theres the one weakness I see in the new Seat, with only the four schemes available, it's just not enough with such a popular car.
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Post  DANDY Sat Oct 25, 2008 8:42 pm

forgot about a housewarming....might not happen tonight, but there's still a slim chance.
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