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kralore
1st Oct 2005, 2:34 AM
Do car models need to be prepared in any special way for them to have working doors for nightlife usable cars? If so what needs to be done differently.

Thanks in advance for any help.

Kralore.

mod_bv
1st Oct 2005, 2:57 PM
Yes there are some special things. Most meshes have to be the same size of what is called a 'reference object' to have correct animations. The car is an exception in some cases. Your car has limits such as ther fact that your car must be in the size range oif the clone. The doors have to be similar sized. Someone at Various Simmers did like 10 cars. He or she can give you more informatiioon. I make the assumption you have the address ot Various Simmers. If not, here's the link: http://www.variousimmers.net/.

Various is going through NL updates, so it may be slow.

P.S I searched and VampCat is the one. VampCat is the only person to have made a NL car. PM him or her.

cwirsing
1st Oct 2005, 8:22 PM
You will most likely have to use the mesh tool for cars. I think it would be just like making a fridge.

ToRnado
1st Oct 2005, 8:50 PM
cars are extremely difficult to make i wouldn't bother. anyway vampcat will practically have every cool car ever made done eventually so best to wait!

kralore
2nd Oct 2005, 2:45 AM
I've done objects for the sims 2 in the past so i'm familiar with Maya/3ds Max, and the mesh tool for getting the objects into the game. Where i'm entering new territory is with the car doors opening and closing and the sims getting in and out of the cars. Do I just import the new car model and the game takes care of the animations for the doors opening/sims getting in and out? (which I think I already know is not the case). Or do I have to create extra models and/or animations of the doors and sims. (Which is what I think needs to be done). If I have to make the extra models or animations for the doors or sims, how do I go about doing this? Will I need to use car models that have the doors as separate objects? I don't necessarily need a detail by detail explanation, just the general steps I need to take should be enough to point me in the right direction.

ToRnado
2nd Oct 2005, 11:22 AM
I've done objects for the sims 2 in the past so i'm familiar with Maya/3ds Max, and the mesh tool for getting the objects into the game. Where i'm entering new territory is with the car doors opening and closing and the sims getting in and out of the cars. Do I just import the new car model and the game takes care of the animations for the doors opening/sims getting in and out? (which I think I already know is not the case). Or do I have to create extra models and/or animations of the doors and sims.

hmmm i don't know try it and tell me if that works!

willem81
2nd Oct 2005, 7:30 PM
You need to assign some vertexes to the right joints in Milkshape. Just like Maxis did in the "reference object". For example the right front wheel of your car has to be assigned to the joint "Joint@07h".
The size of the car is not important. You will only need to position the wheels, the doors, the lights, etc. if the size of your car is not the same as the size of the "reference object".

Edit: the height (bottom and top, especially around the doors) of the new car needs to be similar to the reference car. Otherwise the animations for getting in and getting out will look strange.

cevic
5th Oct 2005, 10:12 AM
Ok, this is how I make a car for nightlife.

I used wes_h milkshape plugin to import the car to get the car bones data (SimPE 0.48 has bug for exporting boned GMDC). I removed the maxis model and imported my done model. I assigned every vertices to the respective bones and exported to Milkshape ASCII. I opened the file using notepad and edit the bones position to the right positions.

I imported the file back into Milkshape and exported to gdmc using the milkshape plugin. But, this will make most of the parts not in right position in game. So I need to edit the resource node bones data to reposition them (you need to do try and error for these works).

After you done all of these, the car will animate correctly. Normally the animations won't be right for the tyres and doors, but these methods will solved it.

Take a try for my car here (http://www.modthesims2.com/showthread.php?t=92401) .


Good Luck.

willem81
6th Oct 2005, 1:28 PM
Cevic,

can you be more specific about this: "edit the bones position to the right positions"?

cevic
7th Oct 2005, 9:57 AM
Sorry, its not bones actually, its joints.

When u created a new model of car, the model will not have joints position exactly the same of existing joints (Maxis made), normally the tyres will have in different position of joints. Thes U need to edit the position, otherwise the animations are going to be wierd (the joint are not in center position of tyre). When the joints are in correct position, the tyres will spin smoothly.

Good Luck.

Max3D
9th Oct 2005, 11:17 AM
the problem come when your car is smaller tha the original one.
i'm working on a car but the weel are more closer, but if i move the joints in milkshape the sphere of joing rotate too so the car will be messed up :(

http://img397.imageshack.us/img397/4746/snapshot305435f6305435f82ye.jpg

ps.
cevic a poly is a face, evey face are composed with 3 vertex so,
8361 x 3 = 25893

VampCat
9th Oct 2005, 1:38 PM
the problem come when your car is smaller tha the original one.
i'm working on a car but the weel are more closer, but if i move the joints in milkshape the sphere of joing rotate too so the car will be messed up :(

http://img397.imageshack.us/img397/4746/snapshot305435f6305435f82ye.jpg

ps.
cevic a poly is a face, evey face are composed with 3 vertex so,
8361 x 3 = 25893

In milkshape just move all the joints to where you want them (with wheels, you want them dead-bang in the centre), then in simPE you go to the CRES hierachy in the Resourse node. This contains the 3D grid co-ordinates for everything, you just change the co-ordinates to move the part of the mesh you wish into the correct position. Each joint is labled in the cres so it is easy to work out what is what, just be prepared to run a lot of tests.

If you need to change the anims to make them get into a higher or lower seat, you do this in the text list in Anim-Object, change the name of the corresponding anim to that of one from another vehicle, e.g. for higher choose the anim from the truck, lower choose the anims from the super sportscar.

cevic
10th Oct 2005, 10:37 AM
the problem come when your car is smaller tha the original one.
i'm working on a car but the weel are more closer, but if i move the joints in milkshape the sphere of joing rotate too so the car will be messed up :(

http://img397.imageshack.us/img397/4746/snapshot305435f6305435f82ye.jpgWhat U have done were just right, now u need to edit it in Resource node as mentioned and explained by Vampcat.

Good Luck.

ps.
cevic a poly is a face, evey face are composed with 3 vertex so,
8361 x 3 = 25893Don't get wrong. A rectangle/square have 2 faces and 4 vertexes but not 6 vertexes.

Max3D
10th Oct 2005, 11:27 AM
i'm completly lost in CRES :(
i've to chagne the value with which reference ?
i've to change it just a bit and then run the game to see if it's correct ? :|

cevic
12th Oct 2005, 10:51 AM
OK, I give you a simple brief to solve your problem,

I used my porche as a model. As you can see, when you're modelling in MilkShape all the 3 base axises as per magenta, cyan and yellow axis. However axises are switched to green, blue and red axis in SimPE Rcol Editor. The origin of the axises in Milkshape should be around as on pic, but in SimPE I'm not sure where is the origin, in my theory it is around the center of the mass.
http://tinypic.com/eikugh.jpg

You should notify that a few joints need to be modified and few nodes need to be repositioned. Normally they are (in my case):
1. r_wheel_rear_rot (right-rear wheel)
2. l_wheel_rear_rot (left-rear wheel)
3. r_wheel_rot (right-front wheel)
4. l_wheel_rot (left-front wheel)
5. l_door_rot (left handed door)
6. r_door_rot (right handed door)
7. slot_driver
8. slot_shotgun
9. slot_fxautomataheadlight0_fx (right handed headlight)
10. slot_fxautomataheadlight1_fx (left handed headlight)
11. slot_fxautomatataillight0_fx (right handed taillight)
12. slot_fxautomatataillight1_fx (left handed taillight)
and for a special case you need to edit body_rot joint.

The pic here is the hierarchy of the Hunka/Carrera hierarchy.
http://tinypic.com/eikuhl.jpg

You just edit the xyz translation values and never edit others. These value as about the axises as shown axises on top pic. You need to edit these values in trial and error values. Its mean you have to edit the values and take a look in what position the part you edited in game, if it still not in correct position get out from the game and edit it again till all of the separate parts in position that you satisfied. And take a look the difference values for what I have done between Hunka and Carrera.
http://tinypic.com/eikuip.jpghttp://tinypic.com/eikujd.jpg

If you want better explainations, please look at this thread (http://www.modthesims2.com/showthread.php?t=84487).


Good Luck.

Max3D
14th Oct 2005, 5:01 PM
thnx alot for the explenation.... but i'm so bored :(

maybe sooner or l8r i'll try
meanwhile i hope quaxi & c. will crease the productivty of simpe

Max3D
17th Oct 2005, 4:09 PM
i've fixed the car aspect but the door have a wrong rotation point :(
damn made car on that way is a nightmare :(

Max3D
17th Oct 2005, 4:20 PM
it's a wash of blood
s#it :@

willem81
17th Oct 2005, 5:04 PM
i've fixed the car aspect but the door have a wrong rotation point :(
damn made car on that way is a nightmare :(

The rotation point can be solved this way:
The joints for the doors should not be inside or outside the car, just exactly at the sides of the model. The only thing you have to do is moving the joints for the doors (in the front or back view) towards the side-edges/-borders of your model. There's no need to move them in any other direction. This will solve your problem.

Max3D
17th Oct 2005, 6:30 PM
i've the same problem with the weel :(

willem81
17th Oct 2005, 7:06 PM
i've the same problem with the weel :(

The joint for a wheel needs to be moved to the centre (in the right or left side view) of the wheel.

Phaser59
17th Oct 2005, 9:11 PM
i got very strange thing i have modify a car model found on cars (http://archidom.net/ddd/model_F.htm) (the viper)

i have import into milkshape 1.7.3 the model appear correct i make all joints and export for the sims

and into the game i get this http://img359.imageshack.us/img359/4767/dodgeviperperhaps0tc.th.jpg (http://img359.imageshack.us/my.php?image=dodgeviperperhaps0tc.jpg)

the wheel and door work perfect i need to adjust position

and need texture, only material on this car, no texture

and the front light are very big and large ( the effect )

taillight corrct and good placed

Max3D
18th Oct 2005, 9:08 AM
the problem, i think it's simPe
i've exported the ascii milkshape file to watch how the bones are positioned and they are completly messed :(


http://img394.imageshack.us/img394/1313/snapshot905d53df9060f2416xg.jpg

now the car looks perfect but iv'e alot of axis to correct :(

it's 8000 poly that's should be the limit for every car in TS2 !

.... btw
i've aligned the r_wheel_steering_trans with the r_wheel_rot
but that's didn't correct the rotation axis :(

i wish to know where the hell is gone the center of my weel :@

cevic
18th Oct 2005, 10:33 AM
You just done great jobs and I hope this will not give U up.


Congrats.

Max3D
18th Oct 2005, 10:47 AM
there is nothing to congrats the car doens't work and the doors / weels have a wrong center of rotation :(

willem81
18th Oct 2005, 4:15 PM
.... btw
i've aligned the r_wheel_steering_trans with the r_wheel_rot
but that's didn't correct the rotation axis :(

i wish to know where the hell is gone the center of my weel :@

You should NOT change the values in the "*_wheel_steering_trans". Change the values in the "*_wheel_rot" only.

This is the center of the wheel (see the pics).
I'm sorry, i was not fully complete. You have to move the joints for the wheels to the center in the side view AND in the back/front view when your car is a lot smaller than the original one. (I am used to make cars where the wheels are in the same position as the wheels of the origional.)

VampCat
19th Oct 2005, 10:12 AM
[QUOTE=Max3D]
it's 8000 poly that's should be the limit for every car in TS2 !
QUOTE]

How exactly have you come up with that figure? The Sims2 can handle a lot more than that. Even Maxis objects that take up less physical space have more polys than that. If you are basing it on the 800 polys per square rule I wouldn't bother as as it is just an urban myth, Maxis have not released any such guidelines and for them to create a game that could only handle 800 polys per square would just be a waste of resources. If I were you I would examine some of the Maxis objects and actually look at the poly counts coz you are totally wrong. And to be telling other creators what they should and shouldn't do when you don't have the slightest clue yourself is just stupid.

I suggest you keep your advice to yourself until you know what you are talking about and stop hindering the progress of other creators.

You have been arguing this point for a while now and everything you have said is wrong. It is funny really coz you are dishing this advice out to people who have succeded where you have failed, does that not tell you something?

Stick to what you know and let others get on with their work without you trying to ruin it for them by telling them that their work is no good.

GET YOUR FACTS STRAIGHT!!

To everyone else who has created or is creating and has gone over this alleged 8,000 polly limit, don't worry about it, you are doing an excellent job , and don't let anyone, especially someone who doesn't know what they are talking about, tell you otherwise. People like this really do my head in.

willem81
19th Oct 2005, 8:13 PM
i got very strange thing i have modify a car model found on cars (http://archidom.net/ddd/model_F.htm) (the viper)

i have import into milkshape 1.7.3 the model appear correct i make all joints and export for the sims

and into the game i get this http://img359.imageshack.us/img359/4767/dodgeviperperhaps0tc.th.jpg (http://img359.imageshack.us/my.php?image=dodgeviperperhaps0tc.jpg)

the wheel and door work perfect i need to adjust position

and need texture, only material on this car, no texture

and the front light are very big and large ( the effect )

taillight corrct and good placed

You need to use a UV-mapper, like UV-mapper CLassic or LithUnWrap to get a texture on your car. When you need more information, search on MTS2.

I believe it's impossible to change the effects of the lights, you can only move them around.

Edit:
I just saw your pic. This blue coloured parts, are they flickering between black and blue?

pinhead
19th Oct 2005, 10:37 PM
Vampcat, i think that optimize the mesh as low as possible should be the main objective to all mesh creators.
I don't know why you got upset with the comment. Of course it's not a rule to 8000 polys limit, but anyway if you create or change the mesh low as possible i think it's the right thing. I personaly checked all objects that i like and download to make sure if they are made low as possible to use in my game. Otherwise i never use it. I don't have a top end computer to handle big meshes. A good example is the optimized meshes of willem81. He made a lot of work to make the mesh low, and i appreciate very much his effort.

I think that you could advice something like this other than say to not bother with polygon limits. :)
mainly converting high poly meshes to the game.

VampCat
20th Oct 2005, 12:20 AM
Vampcat, i think that optimize the mesh as low as possible should be the main objective to all mesh creators.
I don't know why you got upset with the comment. Of course it's not a rule to 8000 polys limit, but anyway if you create or change the mesh low as possible i think it's the right thing. I personaly checked all objects that i like and download to make sure if they are made low as possible to use in my game. Otherwise i never use it. I don't have a top end computer to handle big meshes. A good example is the optimized meshes of willem81. He made a lot of work to make the mesh low, and i appreciate very much his effort.

I think that you could advice something like this other than say to not bother with polygon limits. :)
mainly converting high poly meshes to the game.

I was not saying not to bother with limits, just not to bother with the 8,000 for cars and 800 per square for all other objects as Maxis does not stick to this themselves, and it is hard enough for some new creators who are trying their best to come to terms with what is involved in creating cars and not to worry too much about Max3D's FICTIONAL poly limit.

I have seen so many people quote these different "limits" and Max3D's calculations for backing up his claims are wrong. The truth is there is to limit set in stone, and creators should examine the original maxis objects, look at the poly counts for each object and then use their best judjement when creating their own masterpieces.

I went slightly off it with Max3D because A] i am sick of people complaining that objects have broken some mythical limit, instead they should be congratulating them on their personal achievements, and B] He puts himself across as an authority on the issue when infact seems to know very little. Some new creators will come to this site and take his word for gospel (especially with a name like "Max3D") this would just hinder creators and none of us want that.

Max3D
20th Oct 2005, 5:46 PM
i didn't waste more time to explane why you should do light object
if u have more brain to undrestand it i'm happy for u

VampCat
20th Oct 2005, 10:17 PM
i didn't waste more time to explane why you should do light object
if u have more brain to undrestand it i'm happy for u

You don't need to be brainy to understand it.

http://i21.photobucket.com/albums/b259/VampCat-EvilGenius/Exhibit-A.jpg

Definately exceeds 800 polys per square.

This is only one example and there are more.

I rest my case.

Max3D
21st Oct 2005, 10:23 AM
[about the car]
ok solved the arcane ....
DO NOT USE REPLACE when import bones, but UPDATE

[about the poly discussion]

http://www.max3d.it/temp/sShot/LowPolyLowVertex.jpg

this is a correct poly, that mean the vertex are welded so the CPU will calculate just 5 vertex, if the vertex aren't welded the CPU will calculate 3 vertex x face (many of the models on the net have many "flying face")

& btw this have nothing to do on the good sense of the modder, which should try to keep a lower poly as possible.

ToRnado
21st Oct 2005, 2:26 PM
how do you weld (decrease the poly count) in 3d studio max 7?

Max3D
21st Oct 2005, 3:05 PM
with the "weld" command, if your mesh is a polygon you can select #n. vertex and use the hotkey Ctrl+Alt+C to "collapse" the vertex ;)

bienchen83
26th Oct 2005, 11:12 AM
Oh, this sounds frightening. But IŽll try this out an see if it works. Seems to be hard work coming!

ToRnado
26th Oct 2005, 6:35 PM
with the "weld" command, if your mesh is a polygon you can select #n. vertex and use the hotkey Ctrl+Alt+C to "collapse" the vertex ;)

when i choose collapse the whole part of the mesh dissapears.

Max3D
27th Oct 2005, 5:56 PM
the sims2 objer are realy realy little so you should use about 0,01 parameter to weld correctly the vertex..

collapse command do the same of weld but collapse will fuse togheter all selected vertex
try to see the 3dstudio reference for more infos.

Dr Pixel
31st Oct 2005, 2:58 PM
I am having a problem to get the front wheels of my car mesh to work correctly.

The new car mesh is a little longer than the original mesh, but the same height and width. The rear wheels align with the original mesh.

Here is what I did -

In MilkShape, I moved the 4 joints of the front wheels foward to align with the exact center of the new wheels.

I also moved the door joints a little to align with the new doors

========================

In the game, all is correct when the car is stationary. The doors open correctly, all wheels are in the right place

But, when the Sim drives, the front wheels rotate crazy, in a wide circle around the center of the wheel opening.

=========================

Next, in the Resource Node, I tried moving the wheel_rot joints in the "y" direction only to correct this-
that makes the front wheels go in the wrong place even when the car just sits in the driveway, and the rotation is still crazy

I went back to the Resource Node, put the wheel_rot joints back as they were.

Then I moved the steering_trans joints in the "y" direction in the Resource node -

Now in the game, the wheels are again back in the right place when the car sits, but the changes to the steering_trans joints make no difference at all, the wheels still go in the same crazy circles no matter what I do.

I know people have been able to do this, people are even able to make the limo work correctly and that is much, much, longer than the small distance I moved the front wheels.

Where am I going wrong?

Should I NOT move the front wheel joints in MilkShape at all, and do all the changes in the Resource Node instead?

Or should I move only the wheel_rot joints in MilkShape and leave the steering_trans joints where they are?

willem81
31st Oct 2005, 4:12 PM
Should I NOT move the front wheel joints in MilkShape at all, and do all the changes in the Resource Node instead?

Or should I move only the wheel_rot joints in MilkShape and leave the steering_trans joints where they are?

You NEED to move the front wheel joints in Milkshape.

You should NEVER change the steering_trans joints. Only the wheel_rot joints.

Dr Pixel
31st Oct 2005, 7:29 PM
You NEED to move the front wheel joints in Milkshape.

You should NEVER change the steering_trans joints. Only the wheel_rot joints.

Do you mean I only move the wheel_rot joints in MilkShape, and leave the steering_trans ones where they are?

Or do you mean in the Resource Node?

This is the part I do not understand.

mickyss
4th Nov 2005, 4:19 AM
Iv made 100s of objects this is my 1st shot of a car....

I have a question if anyone can help..

All textures are mapped 100% and the car objects fine...

It just won't show in the game at all?????

any ideas why.... if i could get it to show in the game in any way id be happy...

YES i can see coustom content!

So what the heck have I done wrong?

???

Dr Pixel
4th Nov 2005, 8:31 AM
Did you assign the vertices to the correct bones?

Un-assigned vertices will not show up in the game.

willem81
6th Nov 2005, 9:53 AM
Do you mean I only move the wheel_rot joints in MilkShape, and leave the steering_trans ones where they are?

Or do you mean in the Resource Node?

This is the part I do not understand.

I've never used the ASCII format, so it was a bit confusing. I'm sorry.
In Milkshape I only move the wheel_rot joints, the ones I attach the vertices to. In the CRES I only change the values of the joints I moved in Milkshape, that means only the wheel_rot joints. So I NEVER touch the steering_trans joints.

Dr Pixel
7th Nov 2005, 9:22 PM
Thanks, I did get it to work.

In fact, I was doing it right all along - but I was running into an odd glitch in the game.

It seems that if the "car in progress" is left on the lot after testing, any changes made in the Resource Node do NOT show up in the game.

It only showed the changes after I removed the car from the lot where I was testing it, then bought it again.

Very odd - it's like the game is keeping the car's Resource Node information when saving the lot or something...

mickyss
20th Nov 2005, 7:36 AM
HELP
Dam thing just wont show.....
vertices are to the correct bones, but no go it just anint there????

Im using Milkshap and exporting ASCII might not be importing correctly in SimPE... Is this what you all use????

If you don't whan't moving parts what should all the vertexs be connected to???

What export import do yous do? Do you have surgested Plugin and links to them for use for this type of work?...PLS

Any help would be good thanks..

----------------------------------------------------------------------------------
Original post thing:
ME - Iv made 100s of objects this is my 1st shot of a car....
I have a question if anyone can help..
All textures are mapped 100% and the car objects fine...
It just won't show in the game at all?????
any ideas why.... if i could get it to show in the game in any way id be happy...
YES i can see coustom content!
So what the heck have I done wrong????

DP - Did you assign the vertices to the correct bones?
----------------------------------------------------------------------------------

Dr Pixel
20th Nov 2005, 2:17 PM
HELP
Dam thing just wont show.....
vertices are to the correct bones, but no go it just anint there????

Im using Milkshap and exporting ASCII might not be importing correctly in SimPE... Is this what you all use????

I have used both Wes H's v 2.16 milkshape plugins (find them in the sticky thread in this forum), and the .ms3dascii export/import of SimPE.

I try to use Wes's plugins first - usually they work fine, but sometimes they put dark shadows onto the mesh. In that case, I use the .ms3dascii export and import.

If you use the .ms3dascii importer in SimPE, make sure you change all the mesh group settings when you import - they come up set to "Add", which will not work for this. You must change each one to "Replace"

I do not change the setting of the joints.



If you don't whan't moving parts what should all the vertexs be connected to???

If you use .ms3dascii, all the non-moving parts (the entire basic body) must be assigned to "body_rot"

All assignments should be to the "_rot" joints, for example the left rear wheel is assigned to:
"l_wheel_rear_rot"

If you use Wes H's plugins, the joints have numbers rather than names - you will have to determine which is the correct number by clicking on the joint, then click "SelAssigned" to see which vertices of the original mesh are assigned to which joint - unfortunately, they are not always the same number depending on what Maxis car you strated with.

mickyss
22nd Nov 2005, 8:30 AM
Thanks Doc...
I will try this and see what happens.

Wayne N
9th Mar 2006, 11:58 PM
Almost done, thanks to all who posted here about making nightlife cars. Not as hard as it looks. I will upload this car if there is interest in it. I think I'll make the Saleen S-7 next.

Pete_xp
10th Mar 2006, 8:09 PM
but collapse will fuse togheter all selected vertexThen this means that collapse is not the same as weld!! Please correct me if I'm wrong but a vertex is 1 and vertices are more than 1 are they not?

Wayne, looks great mate.
Signed Interested.

Tilwhen Pete

andrefrank
16th Mar 2006, 9:57 PM
is there a more easier program to use to make cars because i see alot of people makeing cars on here and 3dmax cost to much like $600 so is there a more easier program to use to make cars send me a email please

Wayne N
17th Mar 2006, 4:09 PM
Milkshape works great and it only costs about $25.00
http://www.milkshape3d.com

andrefrank
18th Mar 2006, 3:30 AM
Milkshape works great and it only costs about $25.00
http://www.milkshape3d.com

ok thanx

Jake-A-Roonie
23rd Mar 2006, 4:58 PM
Wow, this looks pretty daunting. I have pretty much NO experience in making custom content besides a shirt or two, and I was hoping Nightlife cars would be easy. :P Oh well. If anyone's looking to make one that looks really classy, I'd like to make a request for somebody to make a Mercedes...

I'm looking for a white Mercedes SLK-350 convertible. Links to pics below. :)
http://wada.designawards.com.au/images/submit-images/05-06/033/large-2.jpg
http://images.securedwebform.com/stock/300/mercedes/slk-class/2005/2ca.jpg
http://www.edmunds.com/apps/vdpcontainers/do/PhotoFlipper?pictureId=13996&pageId=58287&pageCode=&make=&synpartner=edmunds&model=&usein=n&useuseflag=false&adareaname=roadmainindex&showLead=false

EDIT: Just saw this (http://www.modthesims2.com/announcement.php?f=286&announcementid=74) thread. Sorry.

fusi0n556
26th Jun 2007, 9:53 AM
iv'e done all the basic meshing my most complicated thing ive done is create a rounded stair casae but i wanna move onto sumthing thats harder and i enjoy i wanna move on to making cars is there a good tutorial for it. plus I need a tutorial for texturing because i suck at it lol