How to create a mod for NR2003 Tutorial Video Series

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Mystical

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garrett1127

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Everyone please NOTE: I'll be monitoring this thread and deleting any questions that are not on subject matter as presented to this series of vids. Be patient, all your questions could be answered in the vids in due time. We don't want 1000 questions being asked, this will only slow down the next vid in the series. Any other comments can be posted in the discussion thread right below this thread.
 
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Mystical

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Still working on the next part which focuses on modeling. I had recorded about 2+ hours but felt it was just too messy so deleted it and recorded another hour+ so far. Trying to keep each part under 2 hours at least. Don't want to skip any major stuff but at same time not go too fast so it doesn't make sense how I got from point A to B.
 

Mystical

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Part 2 is completed and is looking like it going to clock in just under 2 hours long. I still need to finish editing/rendering it out then it will take awhile to upload. I won't be available much tomorrow until later in the night so chances are it will be a late Tuesday/Wednesday morning release.

Part 2 completely focuses on core modeling of a mod pretty much and even though its a long video its still quite high level and won't be a step by step process so you are still going to need to know some 3d modeling understanding/skill and how to use it.
 
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martinrace

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I would like to know if this project is dead
 

Mystical

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Not dead, but 2020-2021 has been pretty wild for me (in a good way) and been quite busy, so doing in-depth tutorials has been on the backburner. I would like to continue it when I have more time.
 

mtblillie

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do i have to spend any money to do this?
I can't tell you for a absolute certainty that you don't, but I don't think you would have to spend anything beyond having a computer that will run the software. There are many paid programs to do this work with, but there are also a lot of free programs as well. For example, blender is a 3D rendering software that is free and can be used to build the car models.
 

James Qualls

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Mystical

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Yes Blender 3.0 would work just fine. Blender 2.8+ forward is how I model everything I make from NR2003 to more complex stuff.
 
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beeze

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With the release of the new Blender add-on, is there any way for an addendum to the tutorial that contextualizes the replaced steps? Not looking for a new tutorial or even a full video, that’d be asking far too much I feel, just the steps rendered obsolete by this in text form.

The release of the plug-in is fueling my want to contribute content for nr, just kind of having trouble wrapping my orangutan brain around the process with the new add-on. Either way thank you for the incredible stuff you’ve made or had a hand in creating!
 

Mystical

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I feel, just the steps rendered obsolete by this in text form.

I agree that the old 3DS method is no longer the only option. I also agree it is 'obsolete' in terms of 3ds max being a very old and unsupported program thats not easily installed, the process itself to make a mod is still a tried and true method though, as its how the original papy devs made the game essentially. It will give you the full range of capabilities to make a mod.

With that said though, the Blender plugin competes against it very well and does give a great alternative. I just recently completed from scratch a completely new mod (ICR mod level of quality/features) using only the blender plugin method. However before you get too excited, the blender plugin is still in alpha phase and there are still some unsupported features, which unless you are very experienced in mod creation will not be able complete a mod without doing some manual cleanup of the PAS file it exports so its not fully 'user friendly' quite yet. The main things are car damage and driver animations, the plugin does not support animation frames and for mod damage the way blender translates meshes of the same vertex count messes up the export of the papy blender plugin so manual cleaning of the PAS exported is constantly needed, I made a script to auto clean it for me.

If you really want the technical details, trials and tribulations of user feedback (and to give your own), and my own testing you can follow the official thread here: https://www.adrd-forums.net/index/threads/blender-add-on-papynr.1411/page-3#post-4920

So in short, while I would like to eventually make a tutorial on the new method, its not ready yet and any documentation I'd make would need further and constant updates as TShirt is still developing the plugin so some things that may not be working now might be easier to do later. With hopeful animation support this will allow us to fully make NR2003 content 100% free from 3DS Max 8 plugin method.

If you are just beginning though you can still use the plugin to easily make a mod that has no car damage or animation for the exterior driver. By the time you learn how to import the car bodies and wheels into NR2003 the damage issue may be fixed and animation support may be support a few months from now.
 

beeze

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That makes total sense, I appreciate the explanation. I do have 3dsMax and intend to learn how to use it specifically for modding, I figure it’s useful to have more than one way of doing something even once the plug-in gets a bit farther along. Still making my way through the start of the learning process so there’s plenty of time and I’m patient lol. I’ll be following along on AD, thank you for the response!
 
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psugorilla

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I intend to give it a try at some point. The mod I am attempting doesn't need a damage model or an outside driver animation anyways. Right now I am more focused on figuring out how to fix the models where they are messed up and then texturing them. So heck, by the time I get all that going the blender plug in might even be finished. LOL
 
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Chikiz_Aflac99

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I would love to make a Richard Petty Driving experience mod for the game with Gen 4, COT, Gen 6, and Next Gen at once but I don't know how to rip models or package them together
 
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