Detailing I had to rework the front entrance of the junkyard so a T series car hauler can be driven through it. I plan on creating some low poly cars to place around the town in driveways and parking spaces
woohoo! a junkyard! nice! also i wouldnt suggest placing the cars on driveways and parking spots. It does make the map more alive but also takes up some cool driveways you could part on.
Looks like I managed to crank up the old DSC Forklift Runs both in 0.15 and 0.17, steering wheel still underneath the body (found it like that), gave it an extra gear or 2 and a diesel sound , also made the forks go higher cause I couldn't even get a car on a trailer. Love the thrusters too . Sadly there isn't a single prop that allows for proper scooping, they only look like that. I'm willing to share it BUT then we will need the author's consent.
drowsy's not likely to come back to give you permission sadly. also, how'd you get the forks to move up and down?
Added a new wrecked car to the junkyard; @Car_Killer I hope you don't mind me using these (waboll told me you made the junkyard cars I pulled from his Bizona Desert map.)
Thanks Just saying, I'd advise you to add collision meshes and/or LoDs to your wrecked cars and other map assets if you ever do wish to release them in a map asset pack of sorts... I found out the hard way you took a shortcut Visible Mesh collision is nice, but it leads to glitchy vehicle collision and can cause lag if used too much. It's not too hard or time consuming as long as you don't wish to make them into forest assets, I added some crude collision meshes to all of your junker cars in about 5 minutes. There's a page on the Wiki that explains how to do it; https://wiki.beamng.com/Exporting_static_objects No, they're just static objects for decoration (Like the boats in Italy and East Coast USA)
Interaction in the sense that MrCin was referring to, no. They're basically just like any other static object.
I agree. I'm working on that, though no guarantees... I did a quick test replacement before I read your message, one of the tree models didn't load and my framerates went down into the low 20s when I normally get a steady 60 FPS (Changing graphics options didn't help any.) There's nothing really wrong with the old Fir models anyway besides the fact they need significantly more detail in the textures... But ideally I'd want to use the new assets. I'm also not entirely sure Douglas Firs are the correct type of primary pine tree for the environment I'm trying to create so I might ditch them entirely and instead opt for vegetation similar to what you have on your old Canyon of Speed map.
Thanks @DrowsySam ! Btw awesome mod, sir I'm just messing around with it trying to expand its boundaries and so, I'm going to clean up the brutal fragility I created a bit and soon I'll upload this puppy again ! --- Post updated --- Uhm.. The original lua file was the reason for the mod being broken in later versions of the game so after removing that the vehicle spawned completely, aside from the steering wheel being of position. Now I guess that's an easy one. Blender - select the wheel - apply location, rotation, scale - export - repack. If that doesn't work then the prop is still adjustable through jbeam. I'm not going to do that before I'm going to share it cause time is precious and this awesome mod needs to be used asap again I think, heh. Anyway, after I removed the lua file I stuffed the lua file from the Rotach (is it 'Rotach') digger into it and made a few adjustments to get it going . Then patched a diesel sound to it through the user folder to make it sound a bit more responsive and added some gears too. Then made the lift go higher and then added nodeweight for ballast so now it picks up all cars, 20' container (I believe 40' too), some trailers etc.. I will clean up the mess a bit, do some testing for 0.17, create a little description and upload it asap.
Added the Blue Collar series cab to the junkyard; --- Post updated --- UPDATE; Added my abandoned 2nd gen Camaro knockoff to the junkyard;
Yeah I know about that, now, that why, It taking bit longer to rework Polish Roads. All my new assets are made now properly with LODs, collmeshes, etc. If old asset don't have them, I reworking it. I used to make meshes in SketchUp long time ago, and now I see how bad idea it was, so I going to replace all SketchUp leftovers. Remember "every time someone use visual collision, gods is killing kittens and puppies" - thomatoes50. I want to improve my maps as far I can. Especially on optimization wise. Example of latest of my assets, made with some help of @waboll