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.CSB

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  • Birthday 09/20/1990

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  1. That's the reason. OBJ generally does not support multiple UV mapping channels for one object so they are lost during export. Moving the UV2 channel to UV1 may be a solution but genualy not recommended as other maps are still using the UV1 channel mapping which is overriden by moving the channel. With your approach you will end up losing opacity, reflection, glossiness, ao, nrml ... and underlying diffuse layer (for example material surface may be white (UV1) using _diff map, but material produces red emission light using _emissive map (UV2) and is masked by _opac map (UV1)). Well all those problems are visible on the picture you posted (climate control buttons for example).
  2. Hello, @kimpet Yes as mentioned you have to UV2 (or UV1 if indexing from 0). This same applies for Light_emissve. I do not work with ZModeler so unfortunately I'm not able to help any further.
  3. Version 1.0_m

    186 downloads

    Koenigsegg Regera 2016 If you like concept of creation modified versions from CSR Racing 2 and you would like the creation process to continue, please support it by donating any amount to: PayPal.me/CSBMods Thank you! ABOUT Includes original models in FBX and textures in PNG Includes modified version models in MAX16, FBX and OBJ format with modified textures in PNG format Highly detailed 3D model: Interior, Engine, Door sills, Trunk, the reverse side of the trunk, hood MODIFIED VERSION Original smoothing and normals for base and detached parts Properly detached, scaled and positioned wheels Properly detached, scaled and positioned calipers Detached interior emissive elements into separated object InteriorEmissive Separated and modified textures to PBR format Textured using relative maps (/maps) Includes car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, specs data) in JSON format Modified version mapping Calipers [1] Color [2] Textured [3] Badge Engine [1] Default [2] Default (opacity) Glass [1] Clear glass [2] Red glass [3] Amber glass [4] Window glass [5] Window glass (dark) Interior [1] Default [2] Default (opacity) [3] Color 1 [4] Color 1 (opacity) [5] Color 2 [6] Color 2 (opacity) InteriorEmissive [1] Default (UV2) / overlays Interior Light [1] Default / LightEmissive (UV2) overlays Light Wheels [1] Default [2] Tire [3] Rotor
  4. Version 1.0_m

    149 downloads

    Spyker C8 Preliator Spyder 2017 If you like concept of creation modified versions from CSR Racing 2 and you would like the creation process to continue, please support it by donating any amount to: PayPal.me/CSBMods Thank you! ABOUT Includes original models in FBX and textures in PNG Includes modified version models in MAX16, FBX and OBJ format with modified textures in PNG format Highly detailed 3D model: Interior, Engine, Door sills, Trunk, the reverse side of the trunk, hood MODIFIED VERSION Original smoothing and normals for base and detached parts Properly detached, scaled and positioned wheels Properly detached, scaled and positioned calipers Detached interior emissive elements into separated object InteriorEmissive Separated and modified textures to PBR format Textured using relative maps (/maps) Includes car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, specs data) in JSON format Modified version mapping Calipers [1] Color [2] Textured [3] Badge Engine [1] Default [2] Default (opacity) Glass [1] Clear glass [2] Red glass [3] Amber glass [4] Window glass [5] Window glass (dark) Interior [1] Default [2] Default (opacity) [3] Color 1 [4] Color 1 (opacity) [5] Color 2 [6] Color 2 (opacity) InteriorEmissive [1] Default (UV2) / overlays Interior Light [1] Default / LightEmissive (UV2) overlays Light Wheels [1] Default [2] Tire [3] Rotor
  5. UPDATE Hey, today I've updated following cars to modified+ version: McLaren 765LT 2021 McLaren Elva 2021
  6. This is my last response I will write in this topic related to donations. I would like to publicly shout out the difference between supporting GameModels and CSBMods. These are two different and independent sides/accounts and there is no connection between them (by donating to one site, the other side has nothing off it). By donating to GameModels you support this website and by donating to CSBMods (my personal account) you support my work on modified versions (see details below). By donating to GameModels via GameModels interface: You WILL grant access to Premium only models of GameModels and Donator status. You WILL NOT support creation of modified versions in the future. You will help to keep GameModels alive. By donating to CSBMods via PayPal.me/CSBMods: You WILL NOT grant access to Premium section of GameModels or the Donator status, but you can request any CSR2 files from the section via PM/mail/Discord etc. You WILL support creation of modified version in the future. You will not help to keep GameModels alive. Modified versions will be released more frequently. More requests for modified versions will be fulfilled. More modified versions will be updated to modified+ version. Increased chance for more free releases. Donating is purely optional. I would like to remind that there is around ~200 modified versions available to download for free (including free modified+ versions). If you have any specific questions, comments or anything related to donation system, feel free to PM me anytime.
  7. @ArturYT First of all, I'm not in any kind of relation with GameModels staff. I was the one who requested a Premium category for CSR2 models and it was fully my decision. Secondly, nobody is selling a ripped models. By donating you simply grant yourself a privileges to access exclusive content of the site. And I will not upload original models separately as everyone registered is allowed to upload them, so feel free to do so. @robillard3381 Not sure why your user group does not have access to them. I'll discuss with the staff.
  8. @kimpet Modified+ version inherits all features from Modified version and provides part separation including geometry detachment, object grouping by material and pivot position for animated parts. According to my knowledge so far, the only way to detach parts from the rest of the geometry is to do it manually (this applies to wheel and caliper geometry as well), but I do not rule out that someone out there may know better or more universal approach. Geometry of animated components (doors, hood, trunk, steering wheel...) in modified+ version is not guaranteed to be 100% precise. In modified version, wheel and caliper objects are precisely aligned to local transforms of corresponding dummies (the transform is guaranteed to be exactly the same as in the game). Wheel dummies can be found in "Wheel**_3D.fbx" of original version, caliper dummies and geometries depend on when the car was added to the game - in older ones they are inside "Common.fbx", in newer ones in "Wheel**_3D.fbx" (I'm not sure since which version of the game this is true, but it was quite a while ago). Emissive texture maps are mapped by UV2 channel of the geometry. Applies to both light and interior geometries.
  9. Version 1.0_m

    144 downloads

    Porsche 911 GT3 2018 ABOUT Includes original models in FBX and textures in PNG Includes modified version models in MAX16, FBX and OBJ format with modified textures in PNG format Highly detailed 3D model: Interior, Engine, Door sills, Trunk, the reverse side of the trunk, hood MODIFIED VERSION Original smoothing and normals for base and detached parts Properly detached, scaled and positioned wheels Properly detached, scaled and positioned calipers Detached interior emissive elements into separated object InteriorEmissive Separated and modified textures to PBR format Textured using relative maps (/maps) Includes car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, specs data) in JSON format Modified version mapping Calipers [1] Color [2] Textured [3] Badge Engine [1] Default [2] Default (opacity) Glass [1] Clear glass [2] Red glass [3] Amber glass [4] Window glass [5] Window glass (dark) Interior [1] Default [2] Default (opacity) [3] Color 1 [4] Color 1 (opacity) [5] Color 2 [6] Color 2 (opacity) InteriorEmissive [1] Default (UV2) / overlays Interior Light [1] Default / LightEmissive (UV2) overlays Light Wheels [1] Default [2] Tire [3] Rotor
  10. Modified version was not designed to support Kits. One of the reasons of "not supporting" it is simply to prevent dealing with inconsistency between materials/maps (for example when Badge material uses BadgeB as Diffuse but BadgeA for Material in one kit, but BadgeA for Diffuse and BadgeA for Material in another). In newer modified versions this was resolved by renaming the map to just "Badge" and each kit is released separately (SVJ - SVJ63 or M8 - M8 Competition for example), because even in the game, the parts of the kits were not designed to be interchangeable and each kit is separate car with different ID [*Reward (price car) and *RewardRecycled (rare imports car) for example]. As each kit may come with different textures, transforms and parts I've unfortunately not figured out better and more universal solution. This kind of solution will cause difficulties in "Kit" merging on top of transform differences (for example Badge_diff in modified/maps for one kit may differ from the Badge_diff from different kit, because it was renamed from BadgeB, BadgeC). This is unfortunately true for each TNR kit, so keep that in mind. However, in modified version, I do a "merge" if differences between *Reward and *RewardRecycled are not "too big". Sometimes the *Reward version just have different wheel model (992 Turbo S for example), have the same wheel model with different texture or it just have unique spec. In these situations I merge those versions into one and just one version is released.
  11. @Guki Thank you, I'm really glad you found good use in modified version as well. If I remember correctly all you have to do to match Kits (Objects with Kit0, Kit1 ... prefix) to rest of the geometry is to use same absolute Y-position value (local transform). ... and about that messed up geometry. I've did a research a while ago, where I manually checked transforms of problematic vertices directly in game asset and found out that sadly, that's how the vertices are really positioned in the game and their transform were not damaged during the export (may happen when heavily rounding some float values for example). Let's check this example and there is no need to say more. 3D: In-game: It's not a secret that modern games do not model their 3d models themselves because it's simply not worth it. CSR2 and Forza uses most of the 3d models created by GlassEgg Digital Media. If you check their portfolio and vehicles section, you will see some familiar titles there
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