GTAStunting

GTA Series => GTA Modding => Topic started by: Herrarge on January 15, 2018, 05:58:16 AM

Title: NRG500PRO
Post by: Herrarge on January 15, 2018, 05:58:16 AM
(https://i.imgur.com/HLyOlL7.png)


It's time to release the NRG500PRO Mod, optimized for individual skinning.
Below you will find a showcase and explainations of the features, aswell as finished examples. The spoilers contain images of the individual parts.


--------------------- .txd Explaination ---------------------

Brakes - common and updated, so you can either edit the classic 12-shaped or the new 1-pictured brakes. The 1-picture brakes are individual both front and rear.
[spoiler_block](https://i.imgur.com/Hx6asKF.png)
(https://i.imgur.com/45rY2s1.png)[/spoiler_block]

Chain Disc - separated disc attached to the chain, that uses the classic brake
[spoiler_block](https://i.imgur.com/fHVpezf.png)[/spoiler_block]

Back Wheel - the common bodymap controls the front wheel color, the back one can be edited as an individual part
[spoiler_block](https://i.imgur.com/nYGimbZ.png)[/spoiler_block]

Front and back Rims - also separated from the bodymap are the individual front and back rims
[spoiler_block](https://i.imgur.com/ilzIAUc.png)[/spoiler_block]

Tank - the top tank texture is detached, as it usually takes the side tank texture, which leads to unwanted colors
[spoiler_block](https://i.imgur.com/P4ktApP.png)[/spoiler_block]

Metals and back Wheel - the common metal texture controls the front wheel and side, where as the back is separated
[spoiler_block](https://i.imgur.com/lY1ppZJ.png)[/spoiler_block]

Decals - mostly like the common ones, except for the 24/7 logo being deleted on the front of both models
[spoiler_block](https://i.imgur.com/6eGTRhE.png)[/spoiler_block]

Generic and Lights - the generic file handles textures of the exhausts and some other metal parts - now locally skinnable. Same goes for the front and back lights.
[spoiler_block](https://i.imgur.com/vgVWMcl.png)[/spoiler_block]

Windows and Chain - the color of the windows can now be changed, as well as the texture of the added chain (model by Gesior7)
[spoiler_block](https://i.imgur.com/KwLA1BE.png)[/spoiler_block]

Reflections - reflections are separate for the bodymap, the windows and the metals. The strength is controlled by picture (no alpha). A blank picture means no reflection.
[spoiler_block](https://i.imgur.com/tRuo9kp.png)
(https://i.imgur.com/8bcl0p2.png)[/spoiler_block]

Extras - both body-models are spawned as well as two different exhaust types (classic and 4x)
[spoiler_block](https://i.imgur.com/Vu1hW9J.png)
(https://i.imgur.com/EsCqu48.png)[/spoiler_block]

Full .txd - see a picture of the complete .txd in the following
[spoiler_block](https://i.imgur.com/9w10IBy.png)[/spoiler_block]

--------------------- Bike Skin Examples ---------------------

Bike by Feuer
[spoiler_block](https://i.imgur.com/9yF9ry5.jpg)[/spoiler_block]

Bike for Biel
[spoiler_block](https://i.imgur.com/lJEY78d.jpg)[/spoiler_block]

Full Black Version
[spoiler_block](https://i.imgur.com/4tHsyCW.jpg)[/spoiler_block]

--------------------- Download ---------------------
http://www.gtainside.com/sanandreas/bikes/114471-nrg500pro-1-0
https://www.sendspace.com/file/03ft40
https://uploadfiles.io/qp9eo
https://www.file-upload.net/download-12924478/NRG500PRO_1.0.rar.html

--------------------- Shoutouts ---------------------

Thanks to Feuer, Promagic, Gesior7 and Art for the time and effort invested to make this mod possible.
Please note that this is Version 1.0. If any bugs appear, please let me know. Testing the mod for its full functionality is the hardest work.

--------------------- Thanks for stopping by and happy skinning! ---------------------
Title: Re: NRG500PRO
Post by: Blaze on January 15, 2018, 06:12:06 AM
Quality work, might have to hop onto SA and make something with this :P
Title: Re: NRG500PRO
Post by: chiler on January 15, 2018, 07:42:28 AM
could you maybe release a dff with txd, that has the special new carcols order and without the decals?  :euro: :wub:
Title: Re: NRG500PRO
Post by: Omma! on January 15, 2018, 07:44:48 AM
Props dude, awesome work!!  :a-cheer: I dont make a skin since years gonna try out this one for sure :jajaja:
Title: Re: NRG500PRO
Post by: Herrarge on January 15, 2018, 09:26:29 AM
could you maybe release a dff with txd, that has the special new carcols order and without the decals?  :euro: :wub:

Check the other thread @ http://www.gtastunting.net/index.php?topic=69861.0 (http://www.gtastunting.net/index.php?topic=69861.0), you can find it in the Downloads section. It's a .dff only, .txd without decals here: https://www.sendspace.com/file/lx4kva (https://www.sendspace.com/file/lx4kva)

Thanks for your positive reviews Blaze and Omma, guess I am 5 years late, but here it is :D
Title: Re: NRG500PRO
Post by: Feuer on January 15, 2018, 09:32:58 AM
Was a pleasure, always been a fan of your stuff.


I also remember that NRG with brass knuckles instead of handles or a skull instead of a wind shield :lol:



Title: Re: NRG500PRO
Post by: Herrarge on January 15, 2018, 09:35:57 AM
Was a pleasure, always been a fan of your stuff.


I also remember that NRG with brass knuckles instead of handles or a skull instead of a wind shield :lol:

GTAS.net tought me all I know :unsure:
Title: Re: NRG500PRO
Post by: disciplo on January 15, 2018, 05:33:47 PM
I might be incorrect, but didn't you release this some years ago?
Good job though!
Title: Re: NRG500PRO
Post by: Herrarge on January 16, 2018, 12:11:52 PM
Biel just noticed the .dff limiting the bike's top speed to less than usual. As I have no idea how the editing of the .dff, leaving the collision in its original state, could affect the ingame performance, I don't have an idea how to fix it yet.
Modifications of the polygons usually don't affect the model itself, if you were to add a huge box to the NRG you could just walk through it. If this also happens to you, please use .dff modifications in videos only.
Title: Re: NRG500PRO
Post by: AllBeast on January 18, 2018, 08:37:26 AM
Biel just noticed the .dff limiting the bike's top speed to less than usual. As I have no idea how the editing of the .dff, leaving the collision in its original state, could affect the ingame performance, I don't have an idea how to fix it yet.
Modifications of the polygons usually don't affect the model itself, if you were to add a huge box to the NRG you could just walk through it. If this also happens to you, please use .dff modifications in videos only.
Old Beast
Title: Re: NRG500PRO
Post by: .Dakar on January 18, 2018, 12:02:28 PM
holy fuck great work herrarge
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