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 Post #1
 10th November 2008 Last edited by Master Chris; 28th July 2010 at 02:52AM.. (Not Taking Requests)
Master Chris's Avatar
July 2007
1,588 Posts
The final version of the model is complete, I will be doing texturing next.

Latest Images:





Old video of the model:


This car will be drivable when it's done and will have a range of colours which you will be able to switch between with the skin changer tool.

Colour List:

1. Red
2. Orange
3. Black
4. White
5. Silver
6. Light Blue
7. Dark Blue
8. Purple
9. Copper
10. Yellow
11. Yellow with green stripes (EP2 car replacement)
12. General Lee - won't be in first release.

I will also leave a few slots spare for people to add their own custom textures without having to overwrite any of the existing ones.

bodygroups List:

- Light Covers, these will be included as a separate Bodygroup for when you want to have lights showing or not. I'm hoping to get someone to make some simple code to allow the the covers to go up and down as an animation later on.

- Emblems, The 'Charger', 'R/T' and 'Hemi' badges will be removable, if you want a discreet look. This also includes the R/T decal and stripe on the rear of the car.

- The right hand side-view mirror will be optional, as it was on the real chargers.

- Bull Bar, to go with the General Lee skin but can be used with any of them.

- Roll Cage, to go with the General lee skin but can be used with any of them.

- Wheels, the default will be the Magnum 500s that are currently on the car. What others do you want to see? Remember, try to think how they would look on this car and not some massive SUV or Tuner.

At the moment the wheel list is this:

- Magnum 500
- Dodge Dog Dish Hubcap
- American Racing Vector
- American Racing TTO
- American Racing Outlaw II

I have decided on the sounds for the car when it is released but I will reveal them in a release trailer.

I am not taking any more requests, so don't ask any more. I will decide what it is I want to model after my current projects are done.
 Post #2
 10th November 2008
Gold Member
lettuce_head's Avatar
May 2006
6,414 Posts
Well car models are pretty hard, and this is looking good, so well done!
 Post #3
 11th November 2008
Gold Member
Furioso's Avatar
October 2006
6,288 Posts
Replacement for HL2:EP2 car please. :ahaw:
 Post #4
 11th November 2008
Gold Member
TestECull's Avatar
July 2007
2,172 Posts
As long as it has a burnout button :D


Lookin' awesome man.
 Post #5
 11th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
TestECull posted:
As long as it has a burnout button :D
Do you mean a turbo boost to make you go faster or an actual modelled button inside the car?
Furioso posted:
Replacement for HL2:EP2 car please. :ahaw:
That's a possibility.

EDIT: Can someone tell me where to find the polygon count for the model. I want to try and keep a tab on it so I don't go over source's limit, speaking of which does anyone know exactly how many it is, I heard it was 12,000.
 Post #6
 11th November 2008
Gold Member
Rodwy's Avatar
July 2007
2,472 Posts
There's no real limit that I know of, just a set limit by modelers to what will run well on most comps, I'm not sure how many the EP2 car was but keeping it under 12,000 sounds good. I also don't know how to poly count on XSI, sorry.
 Post #7
 11th November 2008
Gold Member
Lord Ned's Avatar
April 2006
16,480 Posts
Pfft source can handle a million. Compiling gets iffy after the first 30,000 triangles.

In XSI for the polycount, hit Shift + S, then go to the Stats (info?) tab. Then click the middle three boxes.
 Post #8
 12th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Really nice. I own a B-Body mopar.. so naturally I love them. And of course having one in game would be nice too! Keep up the good work!
 Post #9
 12th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Lord Ned posted:
Pfft source can handle a million. Compiling gets iffy after the first 30,000 triangles.

In XSI for the polycount, hit Shift + S, then go to the Stats (info?) tab. Then click the middle three boxes.
Thanks, that will be really helpful.

But on a side note, how do you know source can handle a one million polygon model if it can't be compiled for use in the game?
 Post #10
 13th November 2008
oifyalt123's Avatar
October 2007
95 Posts
Master Chris posted:
Do you mean a turbo boost to make you go faster or an actual modelled button inside the car?

I'm saying when you hit the turbo button, it simply roasts the back tires and allows you to cut a donut and do epic burnouts when combined with the handbrake key. :P
 Post #11
 13th November 2008
Gold Member
Rodwy's Avatar
July 2007
2,472 Posts
Master Chris posted:
Thanks, that will be really helpful.

But on a side note, how do you know source can handle a one million polygon model if it can't be compiled for use in the game?
He means source can handle at least a million polygons on screen at once.
 Post #12
 13th November 2008
Gold Member
madmax678's Avatar
August 2006
2,597 Posts
master chris you have made my year,i am the biggest fan of dodge chargers! (and challengers)

btw if you finish the car by chirstmas it could have a posablity of featureing in a film me and my clan are dealing with,you did post about it : Highway 12 ?
 Post #13
 13th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Mopar sure had their shit together when they were making cars late 60's and early 70s... Everything was awesome about them.
 Post #14
 13th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
oifyalt123 posted:
I'm saying when you hit the turbo button, it simply roasts the back tires and allows you to cut a donut and do epic burnouts when combined with the handbrake key. :P
Yeah it will have enough power to do that but the only way I can see of doing a burnout would be to weld the car in place, use the turbo and then undo the weld because the handbrake would lock the rear wheels and then nothing would happen.

You could edit the handling script to make the handbrake only affect the front wheels but then you couldn't do handbrake turns and power slides. In my vehicle tutorial I will be showing how to edit vehicle scripts so people can make their own custom versions of their cars.

madmax678 posted:
if you finish the car by Christmas it could have a possibility of featuring in a film me and my clan are dealing with,you did post about it : Highway 12 ?
Yeah, how is that going? Anyway I'm hoping the car will be out before Christmas but since it's my first model I can't make a absolute guarantee, but I doubt it would be much later than that.
 Post #15
 13th November 2008
Gold Member
Norfair12's Avatar
September 2005
4,739 Posts
Master Chris posted:
Yeah it will have enough power to do that but the only way I can see of doing a burnout would be to weld the car in place, use the turbo and then undo the weld because the handbrake would lock the rear wheels and then nothing would happen.

You could edit the handling script to make the handbrake only affect the front wheels but then you couldn't do handbrake turns and power slides. In my vehicle tutorial I will be showing how to edit vehicle scripts so people can make their own custom versions of their cars.


Yeah, how is that going? Anyway I'm hoping the car will be out before Christmas but since it's my first model I can't make a absolute guarantee, but I doubt it would be much later than that.
I found that applying a small amount of forward thrust from the rear of the car while trying to go in reverse creates a nice burn out effect.

I will get the exact numbers later when I recreate it. You can also for fun add some 0 thrust invisible thrusters by the wheels to emit smoke when you are also pressing the burnout key. The Shelby GT is the best car to do this in.
 Post #16
 13th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Norfair12 posted:
You can also for fun add some 0 thrust invisible thrusters by the wheels to emit smoke when you are also pressing the burnout key. The Shelby GT is the best car to do this in.
I usually use particle emitters because you can edit them to make a lot more smoke and it can give a more realistic effect. This is another thing I cover in the vehicle tutorial, along with a load of other special effects and stunts.

Edit:

I have a range of sounds I could use for it when it's drivable, I may post some samples for people to hear and I may do a vote as to which one goes into the final product.

Also when this model is complete i'm thinking that i will make a 500 version and a Daytona version as well.

I have also made a list of vehicles that I would like to model if everything goes well with the Dodge Charger:

TVR Sagaris
Ferrari 355
Ferrari 430
Ferrari 550
Ferrari 599
Jaguar XK or XKR
E-Type Jaguar
Ford Bronco
Dodge Ram
Dodge Ramcharger
Dodge Challenger
Plymouth Barracuda
Pontiac GTO
Porsche 997
AC Cobra
Chevrolet Corvette Stingray
Chevrolet Bel Air
Chevrolet El Camino
Bugatti Royale
Cadillac Eldorado
Buick Grand National
Hummer H3T
1935 Auburn Speedster
Mustang Boss 429
Plymouth Fury
Plymouth Road Runner
Dodge Magnum
Hudson Hornet
Wiesmann Roadster
Lincoln Continental (One of the old ones)
GM 'Fishbowl' Bus
Rolls-Royce Phantom
Rolls-Royce Phantom Coupé
I may also do an older Rolls-Royce but I haven't decided on a specific model yet
Mercedes-Benz C-Class (W204)
Mercedes-Benz SLR McLaren
Mercedes-Benz C216
Mercedes-Benz W463
Mercedes-Benz W221
BMW Z8
BMW M3
BMW M5
BMW 8 Series
BMW X5
Audi R8
Audi RS4
Pagani Zonda
Ascari A10
Koenigsegg CCX
Ford GT
Nissan GTR
Aston Martin DB9
Aston Martin V8 Vantage
Land Rover Range Rover

Cars That have been requested:
Chrysler PT cruiser

I must also make clear that I might not do all these cars but these are all possibilities.

Also you can request other cars but that doesn't necesarily mean that I will do all of them, it depends if I can find good blueprints.
 Post #17
 15th November 2008
Gold Member
TestECull's Avatar
July 2007
2,172 Posts
Master Chris posted:

You could edit the handling script to make the handbrake only affect the front wheels but then you couldn't do handbrake turns and power slides. In my vehicle tutorial I will be showing how to edit vehicle scripts so people can make their own custom versions of their cars.


I've edited vehicle scripts before. Ever seen an HL2 buggy ride a wheelie clean across Flatgrass while hitting the Source speed limit, kept from doing barrel rolls by a pole welded to the back? :P It's bloody hilarious. But I do see why you don't want to use the handbrake, as you would have to insanely overpower the engine to get any decent slides out of it...
 Post #18
 15th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
TestECull posted:
But I do see why you don't want to use the handbrake, as you would have to insanely overpower the engine to get any decent slides out of it...
Well I just did some tests in gmod and I have found for some bizarre reason whenever you turn on the handbrake, even if you've set it to only affect the front wheels, it will actually stop all power to any of the wheels so you just stand still and nothing happens. Basically it disengages the virtual clutch as soon as you use the handbrake. The only way I can see of being able to fix that would be to edit the source code of gmod/hl2 to change this feature or do something really hacky with lua to do the same.

So I guess there isn't going to be any of this in gmod any time soon.

But I guess we can still do this.
 Post #19
 17th November 2008
silentsnip94's Avatar
October 2008
17 Posts
oh sweet thnx chris, look on your fueled forum to see what i said, and pm me on here can i add u to steam?
 Post #20
 17th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Master Chris posted:
I usually use particle emitters because you can edit them to make a lot more smoke and it can give a more realistic effect. This is another thing I cover in the vehicle tutorial, along with a load of other special effects and stunts.

Edit:

I have a range of sounds I could use for it when it's drivable, I may post some samples for people to hear and I may do a vote as to which one goes into the final product.

Also when this model is complete i'm thinking that i will make a 500 version and a Daytona version as well.

I have also made a list of vehicles that I would like to model if everything goes well with the Dodge Charger:

TVR Sagaris
Ferrari 355
Ferrari 430
Ferrari 550
Ferrari 599
Jaguar XK or XKR
E-Type Jaguar
Ford Bronco
Dodge Ram
Dodge Ramcharger
Dodge Challenger
Plymouth Barracuda
Pontiac GTO
Porsche 997
AC Cobra
Chevrolet Corvette Stingray
Chevrolet Bel Air
Chevrolet El Camino
Bugatti Royale
Cadillac Eldorado
Buick Grand National
Hummer H3T
1935 Auburn Speedster
Mustang Boss 429
Plymouth Fury
Plymouth Road Runner
Dodge Magnum
Hudson Hornet
Wiesmann Roadster
Lincoln Continental (One of the old ones)
GM 'Fishbowl' Bus
Rolls-Royce Phantom
Rolls-Royce Phantom Coupé
I may also do an older Rolls-Royce but I haven't decided on a specific model yet
Mercedes-Benz C-Class (W204)
Mercedes-Benz SLR McLaren
Mercedes-Benz C216
Mercedes-Benz W463
Mercedes-Benz W221
BMW Z8
BMW M3
BMW M5
BMW 8 Series
BMW X5
Audi R8
Audi RS4
Pagani Zonda
Ascari A10
Koenigsegg CCX
Ford GT
Nissan GTR
Aston Martin DB9
Aston Martin V8 Vantage
Land Rover Range Rover

Cars That have been requested:
Chrysler PT cruiser

I must also make clear that I might not do all these cars but these are all possibilities.

Also you can request other cars but that doesn't necesarily mean that I will do all of them, it depends if I can find good blueprints.
Challenger and 'Cuda should be easy since they are both E bodies, they have really similar body styles, and I think there's a 1970 'Cuda model out there. But I'm afraid it's got monster truck wheels or something stupid like that.

Hell yes to Boss 429. I think it's the fastest Mustang ever made
And I actually have a Roadrunner, so I'd be VERY happy to see that.
 Post #21
 17th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
bruceleejkd posted:
Challenger and 'Cuda should be easy since they are both E bodies, they have really similar body styles, and I think there's a 1970 'Cuda model out there. But I'm afraid it's got monster truck wheels or something stupid like that.
Yeah, I have that and Shiban once tried to make it into a normal version aswell but he gave up on it before it was released, in fact you posted on that thread numerous times. Overall it seems like a fairly good idea to re-use the existing body so it's a possibility.

I was looking forward to him bringing out that car, I was like
Master Chris posted:
:krad: YYYYEEEESSSS it's finally going to get finished :krad:
and then the whole thing just died :(
 Post #22
 18th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Haha. I remember that now. Yes, it was a tragic disappointment.
 Post #23
 21st November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Ok sorry for the lack of actual progress on the model over the last week but I've had a HUGE amount of homework to do, however I think I should have some time to spend on this over the weekend so there should be some new pictures in a few days.
 Post #24
 21st November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Master Chris posted:
Ok sorry for the lack of actual progress on the model over the last week but I've had a HUGE amount of homework to do, however I think I should have some time to spend on this over the weekend so there should be some new pictures in a few days.
Don't apologize. Homework's a bitch.
 Post #25
 23rd November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Ok, the main grill, front fender and the bottom lights are just about done now, just got to finish the lower grill and the main lights (I don't know if it's possible to animate them in-game but I could look in to it). I will put up pictures tomorrow.

Edit:

Here is a test render showing the front end:


Some more hopefully soon, imageshack is being stupid and uncooperative right now.
 Post #26
 25th November 2008
Gold Member
madmax678's Avatar
August 2006
2,597 Posts
Master Chris posted:
Ok, the main grill, front fender and the bottom lights are just about done now, just got to finish the lower grill and the main lights (I don't know if it's possible to animate them in-game but I could look in to it). I will put up pictures tomorrow.

Edit:

Here is a test render showing the front end:


Some more hopefully soon, imageshack is being stupid and uncooperative right now.
all i would say is to lower the front a bit and make a bit wider
 Post #27
 25th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
madmax678 posted:
all i would say is to lower the front a bit and make a bit wider
That's the aspect ratio of that photo, it's been messed up :(
The actual model is perfectly in proportion, I will need to do another screen capture.
 Post #28
 25th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
If that's true, then this looks pretty good.
 Post #29
 25th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Here is a better image:

This is actually a shot from yesterday, i've added more detail to the fender since then.
 Post #30
 28th November 2008
HyperGenesis's Avatar
January 2007
702 Posts
That's really neat, especially for your first model.
 Post #31
 28th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
Well you can tell by the grill that it's a Charger so.... Good work!
 Post #32
 28th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Latest pictures:











Also I have a few questions:

Is it ok to have open edges (light blue) in the model or will this prevent it from compiling properly later on?

Also when I performed a bevel on the front of the hood it changed the edited edges to dark blue, is that ok or does it mean that there is something wrong and I need to redo the bevel? It hasn't done that on any of the other beveled edges.

EDIT: I found out why the bevelled edges were dark blue, I managed to turn on hard edges while performing that particular bevel but I've managed to fix that and the front of the hood looks much smoother now.
 Post #33
 29th November 2008
bruceleejkd's Avatar
December 2006
884 Posts
I don't know about your modelling questions sorry. BUT

MY LORD, it looks a lot better. Keep up the good work!
 Post #34
 29th November 2008
Gold Member
mm3guy's Avatar
June 2007
7,967 Posts
Master Chris posted:
Do you mean a turbo boost to make you go faster or an actual modelled button inside the car?

That's a possibility.

EDIT: Can someone tell me where to find the polygon count for the model. I want to try and keep a tab on it so I don't go over source's limit, speaking of which does anyone know exactly how many it is, I heard it was 12,000.
The highest I've been able to compile without my compiler crashing is 35,000, any higher and I need to do polygon reduction.
 Post #35
 29th November 2008
Dennab
July 2007
1,592 Posts
:fap:

can't wait

i love dodges
 Post #36
 29th November 2008
Larry_G's Avatar
November 2008
3,493 Posts
Holy shit. How did you pull that off, since XSI has to be the worst modeling program I know.
 Post #37
 29th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
Larry_G posted:
Holy shit. How did you pull that off, since XSI has to be the worst modeling program I know.
Well thanks, but IMO I think XSI is right up there with 3D Studio max, plus autodesk don't offer completely full featured programs for free and XSI is the primary 3D software used by valve so it comes with loads of support for modding half life 2. It was the best option for me.
 Post #38
 29th November 2008
peterboi's Avatar
May 2007
1,728 Posts
Dude, i love you. Muscle cars are like the best type of cars out there :)
 Post #39
 29th November 2008
Gold Member
TheBlackViper's Avatar
February 2005
7,278 Posts
do the Audi RS4 next and i will come to your house and jack you off.
i have an older a6 which are pretty similar to the older rs4's cept the grills, badges, and rims are different. i can provide you with all the reference pics in the world.
 Post #40
 29th November 2008
Master Chris's Avatar
July 2007
1,588 Posts
TheBlackViper posted:
do the Audi RS4 next and i will come to your house and jack you off.
...

Well I like the enthusiasm but I would prefer money, money would be nice.
In fact it would be a lot cheaper for you because you wouldn't have to fly to britain.

i have an older a6 which are pretty similar to the older rs4's cept the grills, badges, and rims are different. i can provide you with all the reference pics in the world.
I think I can get the pictures I need through google but thanks anyway.
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