P


  Reply to this topicStart new topicStart Poll

> (HS) Policeman
Police 911
Posted: Apr 15 2014, 04:57 PM
Quote Post


Moderator
******

Group: Moderators
Posts: 156
Member No.: 10
Joined: Jan 06 2013
Location: Brazil, Rio de Janeiro



Hey guys, I'm trying to edit the policeman that appears when we arrested a vehicle in NFS: hs, I converted some policemans from nfs 3: hp to HS, wink.png but I am not achieving to put the textures on it: sad.png
user posted image
user posted image
If anyone can help me, I'd appreciate biggrin.png


--------------------
NFS Police H.Q. Staff
PM
Top
XJ220
Posted: Apr 16 2014, 03:53 AM
Quote Post


Administrator
******

Group: Administrators
Posts: 784
Member No.: 9
Joined: Jan 05 2013
Location: Germany



Years ago, I came across a post describing how to at NFSCars. I backed it up locally, but without the author's name. I am unable to find the original post, so here it is:

QUOTE
Hello, guys! It's again me. Well, I think I've found the solution of that problem with textures of jumping out policeman in NFS4. It took me plenty of time to find correct algorythm to solve it and I think it would be useful to reveal this information for anyone who would like to make his pursuit car for NFS4 with custom cop model.

Here is a brief tutorial of "How to make custom cop for NFS4 pursuit car":

1) First of all it is neccesary to decompile original cop.fce file and cop.art files, but I think it's obvious and you know it already.

2) After you modified or created your own geometry, it's time to put texture(s) on it. Standard cop models use different materials assigned to differnt polygons and these materials are stored in "Cop.art" file. But if you put different textures on your model (different materials) you won't be able to export it into .fce correctly because all map-paths will be LOST (This problem was mentioned by me above)!

So the best way is to take all colours and emblems you want to use in your cop model into one file called "cop0.tga" (you can replace one of those extracted from Cop.art by ARTTOTGA program). Of course, the smaller this file is, the better, but not too small if you use some Logos in it. Assign it to your cop model and put texture coordinates on the model (just like making a car).
3) Export it into .fce-file.

4) Now it's time to create custom "cop.art" file. The most important thing here is that "cop.art" MUST contain 8 .tga-files ("cop0.tga", "cop1.tga",...,"cop7.tga"). Otherwise the game will crash while the track loading. "Cop0.tga" can be your texture and other may be anything you want. It may be original ".tga"s, or one duplicated several times, etc. It doesn't matter as you will not see them in game.

5) After you've made "cop.fce" and "cop.art" files and imported them into your "car.viv" file, tryout this cop model in game. If you see that your cop model appeared but its colours are rendered in a wrong way it may happen that its texture coordinates were flipped vertically or horizontally during model export. Flip your "cop0.tga" file, recompile "cop.art" and replace it.

Now your model should work correctly.

May be this method is not 100% work, but it fixed my problem. I used Zmodeler 1.07b and ARTTOTGA.


I've been using this method since and it's worked perfectly. I just have to always mirror the texture vertically, never horizontally.

Aaaaaaaand the resolution limit for cop0.tga is 32 x 32 pixels. More will load but be downsized horribly.


--------------------
user posted image
The official Birthday Man.

Guess the Police Car Challenge
PMEmail Poster
Top
NFS Police Force
Posted: Apr 16 2014, 12:38 PM
Quote Post


Webmaster
******

Group: Administrators
Posts: 990
Member No.: 6
Joined: Dec 31 2012
Location: North Carolina



I think there is some info on how to do a police man on nfs cars .If you can't find it let me know and I will see what I can do . I did a swat man before for the lapd swat truck tongue.png


--------------------
NFS Police Force
Webmaster
Chief Of Police
PMEmail Poster
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

Topic Options Reply to this topicStart new topicStart Poll