3D model of a an Impreza Turbo ?
#1
Any vehicle variant (22b, STI, new shape, old shape)
Preferrably .3ds format
Textured would be great, but untextured is fine also.
I know its a long shot but I'd thought I'd try!
-DV
Preferrably .3ds format
Textured would be great, but untextured is fine also.
I know its a long shot but I'd thought I'd try!
-DV
#5
Daz,
I'd be interested in any car ones you've got. If you could mail them to me, and if you come across any impreza ones.....
Cheers
Dave
=========================================
Website :: www.scoobyphotos.com
email ::::: dave@scoobyphotos.com
=========================================
I'd be interested in any car ones you've got. If you could mail them to me, and if you come across any impreza ones.....
Cheers
Dave
=========================================
Website :: www.scoobyphotos.com
email ::::: dave@scoobyphotos.com
=========================================
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#9
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Have you looked on here under the objects->cars section on page2?
http://www.simulationsims.2ya.com/
It's in .iff format, but something like Deep Exploration should be able to convert it.
http://www.simulationsims.2ya.com/
It's in .iff format, but something like Deep Exploration should be able to convert it.
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Right, it can be done....here's what you need to do.....
Get hold of a copy of Z Modeller from here http://zmodeler.nfscheats.com/ and install it.
Get the model from here http://www.racer-xtreme.com/cars.php?bk=15 and unzip it somewhere (I used the bottom model).
Then run up Z Modeller, import a model and point it at the body.dof file if you are using said model.
Then you can export it into a .3ds file or whatever takes your fancy
Get hold of a copy of Z Modeller from here http://zmodeler.nfscheats.com/ and install it.
Get the model from here http://www.racer-xtreme.com/cars.php?bk=15 and unzip it somewhere (I used the bottom model).
Then run up Z Modeller, import a model and point it at the body.dof file if you are using said model.
Then you can export it into a .3ds file or whatever takes your fancy
#16
OMG Hanslow, that site has some cracking models
Will convert and render them for my game! I'll check over the site to make sure the models are free for that kind of use.
Thanks again.
-DV
Will convert and render them for my game! I'll check over the site to make sure the models are free for that kind of use.
Thanks again.
-DV
#17
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No probs, I'm sure if you mailed the author they'd be happy to let you use it. I think all the models are done for use in the www.racer.nl game as one of these open community projects
Stick some screenshots up of your game when you have some
Stick some screenshots up of your game when you have some
#18
Hanslow, thats a route I thought about going down - lots of independant 3D racers being written in the Internet community with 3D models being donated for free.
Also thought about ripping some out of Colin McRae2 - I'm sure there's a thriving mod community for games like that.
-DV
Also thought about ripping some out of Colin McRae2 - I'm sure there's a thriving mod community for games like that.
-DV
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Hehe I thought about doing the same sort of thing....but without a task master driving me, I just never get round to finishing anything All this time on my hands unemployed and you'd think I'd write something
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Just found this on the FAQ on the racer homepage:
So looks like you'll have to email the author if you want to use it
The only other thing I would suggest is to download the racer source code and have a look through it to find the code for the .ar format and how it is compressed/encrypted and then write a little proggy to decrypt it back into the .dof format.
[Edited by Hanslow - 11/07/2003 20:43:12]
11.1 How do I unpack the files in the .ar files from existing cars?
The .ar format is used to compress and encode files that a modeler wishes to protect. There is no program to uncompress the .ar files, since that would violate the attempt to protect the files contained within. Please respect that and don't try to decode the files. Most often, the author of the files is willing to share his files if requested.
The .ar format is used to compress and encode files that a modeler wishes to protect. There is no program to uncompress the .ar files, since that would violate the attempt to protect the files contained within. Please respect that and don't try to decode the files. Most often, the author of the files is willing to share his files if requested.
The only other thing I would suggest is to download the racer source code and have a look through it to find the code for the .ar format and how it is compressed/encrypted and then write a little proggy to decrypt it back into the .dof format.
[Edited by Hanslow - 11/07/2003 20:43:12]
#23
Great - thanks for the info - I'd rather not upset anyone and try and reverse engineer the .ar format!
I'm happy with the models I have - its just the Enzo was sooo tempting!!
I'm happy with the models I have - its just the Enzo was sooo tempting!!
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First person, third person, top down?
Have/are you doing a proper physics for it or is it just a on/off type movement?
I got as far as doing a random fractal 3d terrain and moving over it with cursors rotating and moving backwards and forwards. Never got as far as putting in acceleration, speed and braking though
Got something else I want to do now so it'll never get done properly I ended up doing a very poor model of a Westfield for the car but never tied it all in properly. I got it loaded and displayed but that was about it. It was all done in Direct3D but I'm gonna try my new thing in OpenGL as it's more cross platform
Just curious as to what you are up to
Have/are you doing a proper physics for it or is it just a on/off type movement?
I got as far as doing a random fractal 3d terrain and moving over it with cursors rotating and moving backwards and forwards. Never got as far as putting in acceleration, speed and braking though
Got something else I want to do now so it'll never get done properly I ended up doing a very poor model of a Westfield for the car but never tied it all in properly. I got it loaded and displayed but that was about it. It was all done in Direct3D but I'm gonna try my new thing in OpenGL as it's more cross platform
Just curious as to what you are up to
#27
third person
static playfield
vehicles move in full 3D, 10,000 polys each - which is way too much detail for what I need.
my aim is to give each car a profile, incl handling characteristcs, performance, etc... maybe's multiplayer via scoobynet, who knows?
just something to muck about with really
[Edited by DazV - 12/07/2003 01:46:14]
static playfield
vehicles move in full 3D, 10,000 polys each - which is way too much detail for what I need.
my aim is to give each car a profile, incl handling characteristcs, performance, etc... maybe's multiplayer via scoobynet, who knows?
just something to muck about with really
[Edited by DazV - 12/07/2003 01:46:14]