Delete some parts on a car

Posted by Vandusk 
Delete some parts on a car
Date: October 04, 2009 02:52PM
Posted by: Vandusk
I really like the Super Aguri 2008 from Raulongo and Fongu, but there are some parts on the car, which I would like to remove. For example the wing on the sidepod.

Is it possible to delete this stuff? And does this have a effect on the template?

I ask this, cause I'm interested to build up a personal GP2 (or something like that) mod, where every team use a "clean" super aguri shape.
Re: Delete some parts on a car
Date: October 04, 2009 03:18PM
Posted by: Shaddix
you can delete it in GP4builder, but deleting would cause problems, because GP4 will crash if certain parts are missing

the easiest thing is to select the object, make it very small and than put it somewhere in the shape where it isn't visible

the only influence on the template would be that you don't have to paint the part you "deleted"

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Re: Delete some parts on a car
Date: October 04, 2009 03:29PM
Posted by: senna9194
you have to keep 28 car objects.if you delete one of them,just create a new object and put it into carshape and rename it



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Re: Delete some parts on a car
Date: October 04, 2009 04:53PM
Posted by: n00binio
i guess these little wings etc are just part of the sidepod or the cockpit. so you won't delete a complete car object but only some faces. you don't have to worry about the number of objects, just make sure you don't create holes in the car :)



used to be GPGSL's Nick Heidfeld
Re: Delete some parts on a car
Date: October 04, 2009 05:37PM
Posted by: Shaddix
@n00binio: my experience is that GP4 crashes if some objects are removed

F1Champs.net - F1 Manager Game (WIP)
Re: Delete some parts on a car
Date: October 04, 2009 08:13PM
Posted by: MDBSnake
You do need to have the 28 objects in correct order, with correct name.

In this case you first need to see how the car is built up, sometimes the left_sidepod object only contains a winglet. In that case to 'delete' it you can just move it inside the car so you can't actually see it but you'll keep the object.

On the other side the left_sidepod could actually be the complete sidepod with winglets and all, then you can just delete the winglets on 'faces' level and you will remain an object left_sidepod and you lost the winglets

Deleting parts won't affect the template, the part of the template just becomes unusable as it's not their anymore - adding objects however will need a remap.

Off course after editing the car you will need to re-export it to .gp4 format for use ingame (while exporting you need to have a texture loaded! The name of it is however changeable in GP4Builder)


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Re: Delete some parts on a car
Date: October 04, 2009 08:20PM
Posted by: n00binio
MDBSnake schrieb:
-------------------------------------------------------
> You do need to have the 28 objects in correct
> order, with correct name.
>
> In this case you first need to see how the car is
> built up, sometimes the left_sidepod object only
> contains a winglet. In that case to 'delete' it
> you can just move it inside the car so you can't
> actually see it but you'll keep the object.
>
> On the other side the left_sidepod could actually
> be the complete sidepod with winglets and all,
> then you can just delete the winglets on 'faces'
> level and you will remain an object left_sidepod
> and you lost the winglets
>
> Deleting parts won't affect the template, the part
> of the template just becomes unusable as it's not
> their anymore - adding objects however will need a
> remap.
>
> Off course after editing the car you will need to
> re-export it to .gp4 format for use ingame (while
> exporting you need to have a texture loaded! The
> name of it is however changeable in GP4Builder)

that's what i meant



used to be GPGSL's Nick Heidfeld
Re: Delete some parts on a car
Date: October 05, 2009 12:06AM
Posted by: Gusgus
MDBSnake Wrote:
-------------------------------------------------------
> Deleting parts won't affect the template, the part
> of the template just becomes unusable as it's not
> their anymore - adding objects however will need a
> remap.

You might have to delete some shadows to remain consistent though ;-)




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