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Mystical

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The conversion process has always been that final part of a mod I didn't know how it all connected together when converting a 3D model from the pas format to the make_a.3do file. I do hope more of these type of videos get made in the future. Really cool to see the process done in real time.
 
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psugorilla

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nice video. I can see where some of the mistakes I made were when I tried to bring the Riley DP model into the game.
Great video.
 
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Chub Hubb

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This pretty interesting probably too advance for me but, just make me appreciate that much more everything that's been done for 2k3 season.
 
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Mystical

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This pretty interesting probably too advance for me but, just make me appreciate that much more everything that's been done for 2k3 season.

Yeah I feel most users (regardless of the game) don't fully realize just how much time and skill it can usually require to make a mod. When I use the term 'mod' I'm not talking about just car mods, some reason in the NR2003 community 'mod' is only reserved for car mods but anything that modifies a game (tracks, sound, UI, etc) is a modification itself.

I could go more into depth about how much work modding a game takes but I'll keep it at this unless someone wants me to go into further detail (I'd probably make a separate thread at that point).
 

Highbank

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Mystical anything you want to share from your vast knowledge is appreciated...I really enjoy these types of videos and threads about the technical side of how all this magic happens.
 
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Mystical

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Mystical anything you want to share from your vast knowledge is appreciated...I really enjoy these types of videos and threads about the technical side of how all this magic happens.

Sure, I will make a thread in the general section later. I'll put it in general section since it wont just be about NR2003 modding but what I've experienced as a modder from other games too (like Fallout and Skyrim). Hopefully it will be insightful to some who are interested in getting into modding or at the very least see what it means to be a modder (and all the baggage that comes with it).
 
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Mystical

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So I know its been a few years but I'm coming back to NR2003. First thing I did this weekend was try an attempt at this tutorial and I have followed it to its conclusion getting a custom (proof of concept) 'mod' into NR2003 with workable custom meshes and textures: Car is properly on the ground and tires spin in the right direction with the different tire speeds changing too.

kYtmYgx.jpg


dCRZzbe.jpg


The models and textures for the above images I probably spent less than 15 mins modeling/unwrapping/texturing. I didn't spend any time making a real model, I just wanted as basic as could be to represent the 3do pieces so I could have something to work with. I was more concerned about the conversion process of making a mod than it looking visually good at this point.

I honestly am amazed the first time I booted up NR2003 with my mod it worked lol. I'm going to 'try' and go further with it and see if I can learn how to do stuff like the LOD's and Damage but I will admit other than looking at the scripts and 3ds files I have there is no clear direction how that stuff is done proper for NR2003. Its very vague other than I know the damaged parts will be separate mesh pieces and there is something called damage morphs or damage boxes that dictate the areas of damage. How that stuff along with the mip scrapes on the sides and front/back of the car are done I am unclear about too. If anyone actually can continue this tutorial series either in video or word format it wold be awesome.

If I can figure it out on my own I will try and post a follow up to this tutorial. I tried contacting Burnout (think it was him) who made the tutorial but not heard back yet (understandable its been a year since this vid was posted). I do want to thank him for making the first video though, it really did help. The Pits and Dan Nibset 3do tutorials that include the psg's and files does help but a lot of the 3ds max stuff is left not talked about which the video above shows and it really helps connect the dots visually why things are named how they are or how things are placed (like the wheels) to get things working and looking correct.

As others have said this really is the hidden knowledge of NR2003 that has never really had a lot of documentation shown let alone a video on it. Even if I can never go further the fact I can at least get custom models into the game now if farther than I thought I could go before.
 

DaleTona

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So I know its been a few years but I'm coming back to NR2003. First thing I did this weekend was try an attempt at this tutorial and I have followed it to its conclusion getting a custom (proof of concept) 'mod' into NR2003 with workable custom meshes and textures: Car is properly on the ground and tires spin in the right direction with the different tire speeds changing too.

kYtmYgx.jpg


dCRZzbe.jpg


The models and textures for the above images I probably spent less than 15 mins modeling/unwrapping/texturing. I didn't spend any time making a real model, I just wanted as basic as could be to represent the 3do pieces so I could have something to work with. I was more concerned about the conversion process of making a mod than it looking visually good at this point.

I honestly am amazed the first time I booted up NR2003 with my mod it worked lol. I'm going to 'try' and go further with it and see if I can learn how to do stuff like the LOD's and Damage but I will admit other than looking at the scripts and 3ds files I have there is no clear direction how that stuff is done proper for NR2003. Its very vague other than I know the damaged parts will be separate mesh pieces and there is something called damage morphs or damage boxes that dictate the areas of damage. How that stuff along with the mip scrapes on the sides and front/back of the car are done I am unclear about too. If anyone actually can continue this tutorial series either in video or word format it wold be awesome.

If I can figure it out on my own I will try and post a follow up to this tutorial. I tried contacting Burnout (think it was him) who made the tutorial but not heard back yet (understandable its been a year since this vid was posted). I do want to thank him for making the first video though, it really did help. The Pits and Dan Nibset 3do tutorials that include the psg's and files does help but a lot of the 3ds max stuff is left not talked about which the video above shows and it really helps connect the dots visually why things are named how they are or how things are placed (like the wheels) to get things working and looking correct.

As others have said this really is the hidden knowledge of NR2003 that has never really had a lot of documentation shown let alone a video on it. Even if I can never go further the fact I can at least get custom models into the game now if farther than I thought I could go before.
Try and get a hold of Cosmin, he should be able to give you some advice.
 

Mystical

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Try and get a hold of Cosmin, he should be able to give you some advice.

I will see if he can help and report back if/when I get through the next phase (it might be awhile depending how long it takes me to learn). I definitely don't want to go around pestering all the modders but if one is willing to help explain the behind the scenes stuff it would be a great help for sure.
 
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Mystical

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Cosmin is on facebook almost every day. I have all the tools he was kind enough to send me if you need anything. Welcome back, glad to see you. Tom

Unfortunately I do not use/have facebook but I contacted him on SRD so hoping he will see that one day maybe. As for tools are there special ones I may need? I have all the Pit and Dan Nibset 3do tutorial files and those have been really helpful. If you know of any additional psg scripts for other mods that were revealed or some other tools that would cool.

Outside of the raw conversion process (3DS Max 8 > PAS plugin export > Make3do) All the visual art stuff I have that covered as I use Blender 2.8 for modeling, Affinity Photo for texture/decals, and 3D Coat for UV's and more complicated painting procedures. I also have 3D SimEd3 to open 3do files, which I used a lot in making all the 3do's for my tracks over the years.
 
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mtblillie

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Unfortunately I do not use/have facebook but I contacted him on SRD so hoping he will see that one day maybe. As for tools are there special ones I may need? I have all the Pit and Dan Nibset 3do tutorial files and those have been really helpful. If you know of any additional psg scripts for other mods that were revealed or some other tools that would cool.

Outside of the raw conversion process (3DS Max 8 > PAS plugin export > Make3do) All the visual art stuff I have that covered as I use Blender 2.8 for modeling, Affinity Photo for texture/decals, and 3D Coat for UV's and more complicated painting procedures. I also have 3D SimEd3 to open 3do files, which I used a lot in making all the 3do's for my tracks over the years.
I messaged him on facebook for you to let him know you were trying to get a hold of him, hopefully he will answer.
 

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