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3d scanned miata parts- interest check

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Old Mar 16, 2017 | 03:47 PM
  #41  
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Maybe i should try it out sometimes
Old Mar 16, 2017 | 03:57 PM
  #42  
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Originally Posted by asmasm
Just as an update- I am still scanning parts and I plan to post the first set of scans soon. Also, I wanted to share the primary purpose of the scans and hopefully get some help tracking down cheap parts for me to continue. I am working towards building a VR game where you can completely disassemble an NA (gameplay would probably involve diagnosing and fixing). Imagine walking around a small car with a room scale VR setup, flashlight in one hand, and multi-tool in the other. My first goal (hopefully within a month) is the completed front suspension corner sitting on the front sub frame. After that I will move onto the rear suspension, then all the drive train parts. I expect I can have the roller skate finished in about 6 months.
I have been buying some used parts but this is getting expensive. If anyone has junk stock parts they are willing to part with please let me know. I am currently looking for:

Stock shock + spring (or bilsteins)- I only need one front and one rear
Front subframe
5 speed transmission
Rear Subframe
Rear upright and hub
A 1.8 diff with housing.

If you are local I can scan a part in a weekend and return it thoroughly cleaned.
So you only looking for NA parts? I have stock NB suspension, could get you a set of NA too.
Old Mar 16, 2017 | 04:08 PM
  #43  
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A stock NA or NB shock would be great. PM me.
Old May 26, 2017 | 03:34 PM
  #44  
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In unreal engine:
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Old Jul 2, 2017 | 01:11 PM
  #45  
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Two things- I have a development blog for my project and I started posting scan files:
Free 3d scans | Digital Mistake
Old Jul 2, 2017 | 01:37 PM
  #46  
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Holy ****, man. How did I not find this thread earlier?

I want to have your babies.
Old Jul 2, 2017 | 06:19 PM
  #47  
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This is one of the coolest things I've ever seen.

Last edited by Engi-ninja; Jul 2, 2017 at 06:34 PM.
Old Jul 2, 2017 | 09:47 PM
  #48  
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Nice work... I'm building a full space frame chassis at the moment and I loaded the design into unreal to display 1:1 on a HTC Vive. It's awesome to be able to see the car and chassis in actual scale, walk around it and even sit in the car and check clearances. I might download these and drop them into my model if it's ok.
Old Jul 3, 2017 | 02:29 PM
  #49  
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Yeah, feel free to use it for your space frame chassis.
I still have a few more scans I can post, most of them probably aren't that useful. I don't think many people have a use for brakepad or rotor scans. I don't have a front upper control arm scan since I built that from scratch.
Old Jul 11, 2017 | 06:34 PM
  #50  
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Almost done with the gameplay mechanics for the prototype:
Old Aug 1, 2017 | 03:42 PM
  #51  
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Hey everyone, I am hoping to get some feedback on some ideas for my game. Most of us enjoy taking things apart so I think this is a good group to poll for opinions. Right now in my game every part down to bolts and cotter pins are pulled off of the car and are their own physics actors (meaning you can drop it, pick it up, or lose it). I have two directions I can go with for handling lots of small parts. One option is to continue this way, force the player to manage all of these parts, and provide them with really good organizational tools to keep track of them. I am thinking there would be interface clusters where you can attach objects to portable nodes- You would be able to place and orient pieces in those nodes however you wanted and they would stay in the same place relative to the nodes. Meaning you could lay them out in space with some notation to help remember how things go back together, and then carry that configuration around the shop. I could also implement some kind of loss prevention system, like if a component falls through the world moving it back to the 0,0,0 coordinate, or allow duplicate part ordering for lost parts.

On the other end of the spectrum, when something is removed from the car, I could blink it out of existence into an invisible inventory. When you want to reassemble a car part you would hover your hands over the area where it goes, and ghost copy would appear showing you the part- Click a button and a real copy is installed. You wouldn't be able to lose parts and the player isn't responsible for keeping track of anything.

As someone who has always liked taking things apart, I think option 1 is much more interesting. Taking apart something complicated for the first time is always kind of exciting because I know I need to keep track of how it all goes back together. Reassembly usually involves things like counting fasteners (and now as an adult checking photos or notes).
Old Aug 1, 2017 | 04:09 PM
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Would it be possible to have an option for either one? The detailed, more difficult option for those who enjoy that level of minutia, and a simpler option for the less detailed oriented?
Old Aug 3, 2017 | 08:28 AM
  #53  
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This is the last set of art tasks for my prototype milestone. Front suspension fasteners:
Old Aug 3, 2017 | 10:55 AM
  #54  
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Originally Posted by asmasm
This is the last set of art tasks for my prototype milestone. Front suspension fasteners:
Long bolts need more washers. Fantastic job!
Old Aug 13, 2017 | 04:39 PM
  #55  
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Originally Posted by olderguy
Long bolts need more washers. Fantastic job!
I reuse the large washer for both sides of the long bolt.

This is all of the parts I have so far. 4k screenshot from game turned into a wallpaper:
http://digitalmistakegames.com/wrench4kwallpaper.jpg

I take take it all apart and put it together in game. Video incoming soon:
Old Aug 13, 2017 | 05:18 PM
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I am sure you have seen, my summer car.
Old Aug 13, 2017 | 05:25 PM
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Yeah, I haven't actually played it yet. I watched a little bit of it on youtube but I have been waiting to play My Summer Car and the Mechanic Simulator games until I have my game play systems worked out more. I want to come to my own conclusions about how it should work before seeing what decisions other developers made.

I hope there is an audience for this. I want the game to be focused on motorsports prep and include a bunch of aftermarket parts. The mechanic sim games and my summer car really simplify the cars and they don't go very deep into how to diagnose or repair beyond click on the stuff that is broken. The trade off is that my game will have less variety in the cars but with more depth in the way they are recreated. I want my game to be usable as a shop manual with enough optional help to guide newbies through the process so they aren't totally lost.
Old Aug 15, 2017 | 04:39 PM
  #58  
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Video of the protoype:
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Old Aug 15, 2017 | 05:18 PM
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This is amazing. Mad cats.
Old Aug 15, 2017 | 05:35 PM
  #60  
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Thanks Dan. In ~6 months I will be done with all the OEM type parts and I will be looking to add aftermarket parts. Hoping to have 949 stuff in there.



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