V1.1 can be found here:
http://www.gta4-mods.com/vehicles/1971-plymouth-cuda-v11-epm-f8879
1971 Plymouth 'Cuda
Model by: Turn10 Studios
Conversion and settings by: Spidereon
Credits in Readme File.
Features:
EPM Brights and Foglights.
4 Liveries.
Extra Spoiler.
High quality model.
Full Dirt Mapping.
Keys for EPM:
Brights: K to switch on. O to switch off.
Foglights: J to switch on. I to switch off.
(Can be changed by editing EPM line)
Enjoy!
My first release ever!
Downloady: 7.939
Pridané bolo: 14. apríl 2011 05:58
Naposledy stiahnuté: 22. máj 2012 17:31 Veľkosť: 4,34 MB
http://www.gta4-mods.com/vehicles/1971-plymouth-cuda-v11-epm-f8879
1971 Plymouth 'Cuda
Model by: Turn10 Studios
Conversion and settings by: Spidereon
Credits in Readme File.
Features:
EPM Brights and Foglights.
4 Liveries.
Extra Spoiler.
High quality model.
Full Dirt Mapping.
Keys for EPM:
Brights: K to switch on. O to switch off.
Foglights: J to switch on. I to switch off.
(Can be changed by editing EPM line)
Enjoy!
My first release ever!
| Hodnotenie: | |
| 8,71/10 - 73 hlasov |
Pridané bolo: 14. apríl 2011 05:58
Naposledy stiahnuté: 22. máj 2012 17:31 Veľkosť: 4,34 MB

































still waitin' aproval
Deserves every one.
perfect model!
nice work
Everyone else, thank you :)
I can send you 100 links with many versions of this car..... but the problem is ITS NOT from the same author!
obvius 10/10,thanks thanks thanks Spideron :D
What interior materials are missing?
Mirrors are correctly mapped :)
LOD1 is much lower poly than the LOD0.. It's not just copying, you can check if you got the latest version of OpenIV.. LOD2 can be done but it'll make the WFT much bigger than it already is which is not good with IV traffic.
Will try improving in the next releases :) Thanks for your comment...
@Kriptum, Can you please explain how the Chevelle was better? And monster875 and alex189 tested it before.
Please crictize with points and what you see can be improved in the future and remember that this is still my first release.. No one started perfect but I'd overall rate my car 9/10..
- Flashing rims usually are a problem of an incompatible specmap, but I’m sure here it is enough to remove the alpha-channel of the wheel_lod0 texture (or just use DXT1 instead of DXT5, this will also reduce filesize! This could be additionally done with all non transparent textures (bumper_frame …). Furthermore check your .dds converting tool, it seems to mess up textures randomly.
- Problem with your gauge emissive is that they are much too bright (take a look from the inside, not through the tinted windows) and the whole tachometer is highlighted (only the numbers should be). It is not enough just to copy interior-lod0 texture for interioremissive! Here the alpha channel is important, yours is just white!)
- Non interior materials are missing. But materials like metal for instance should have some reflections (like in real life) -> try to use a different shader for those parts!
- Your outside mirrors aren’t mapped correctly. World is upside down. You mapped them from the wrong viewpoint (map them from viewport XY while in back view, refer to the normal map). Your inside mirrors are just grey.
-Lod2 won’t make wft size much bigger! That’s the point of a Lod2-Model! It should consist only of a few polygons (like [col]-models). Missing Lod2 model forces the game to load Lod1 model or even Lod0 model instead, very bad for IV traffic! (That’s the same problem with non-mipmapped textures). You could use an adjusted Lod2 model of a similar original IV car or simply use Forza Lod5 (looks even better).
So, all in all no big deal to change those things in an updated version. Hope to see one!
Very good start, indeed! Keep going!
Flashing rims is because a mistaken bump. Already fixed and will be in V2.
Gauge emissive is done the right way bro, alpha texture.
There's no metal parts on the exterior at all, only chrome and they're already shiny. (Refer to front bumper)
Outside mirrors are mapped correctly, I'm 100% sure. You're right about interior mirrors though.
Lod2 model increased the size of the WFT by 0.7MB which is too much.
Thanks for your comment anyways.
“Gauge emissive is done the right way bro, alpha texture” -> you are using a DXT5 texture with an alpha channel, but your alpha channel is just white, that means it is not used at all! Check that in Photoshop! Interior_lod0.tga from forza3 doesn’t help you there! You have to create a suitable alpha channel for interioremissive.DDS on your own!!
“There's no metal parts on the exterior at all, only chrome and they're already shiny.” -> I’ve been talking about INTERIOR not exterior and “metal for instance”!
“Outside mirrors are mapped correctly, I'm 100% sure” -> wrong! I’m just using the original vehicle_generic_detail2_normal texture, maybe you are using something else? Furthermore try using something better than vehicle_generic_detail2_... for your mirrors.
“Lod2 model increased the size of the WFT by 0.7MB which is too much” -> I’ve suggested using the Lod2 model of a similar original IV car (means less than 0.05MB!!) or using the LOD5 Model from chr_cuda426_71.carbin (that’s just about 0.1MB!!) DON’T use the LOD2 Model from Forza3!
Maybe Kotton could give you further advice ….
"Non interior materials are missing." I thought here you're talking about exterior..
And also, the car got no metal in the inside, only chrome and they use a shiny material aswell :)
Same here, I'm using the original. Will have a look at that aswell.
I used LOD5 and that's what I had.. 0.68MB to be exact.
and ummm, do I know you? ;)
Btw: 9/10 P
Moster875 you're a fucking loser.
Great job man!
but could you do the Plymouth Superbird how Sebe20 already said?
would be really cool to drive around with this legend mate :)