Hello! Welcome to the AT-TE Remastered. A unique, Star Wars themed heavy vehicle, not killing your framerate! Some of you might remember this one from RoR. It was my first vehicle back then, but was quite popular, especially compared to it's relative simplicity. It seemed to be fitting to chose it as a first project for BeamNG.drive as well. Concept is the same: Create a simple, lightweight (on your FPS), but interesting vehicle. The original RoR version was a submesh vehicle actually, so the model has been updated It's also got new wheels and suspension modelled. Without further delay: It's Release Time! I managed to work out most issues i had with it. I tested it on a couple of terrains i got my hands on, and it seems to be a pretty good offroader - given it can fit through Thanks for all the help i got while working on it. Improvements and features: fixed some unintended deformation behaviors compared to original, particularly the suspension turning 'inside out' just to practice usage of the parts selector, added option to select fixed, and steering wheels for both front and rear section, as well as select fixed, or flexible connection between the front and rear hulls. much better looks factory colors, and configurations, and thumbnail images, so menu selection has look & feel of a stock vehicle custom engine sound lightweight on your performance super heavy & unique What is doesn't have, and known bugs: no detachable parts, and high-accuracy deformation like the stock cars (partly justified by this being an armored military vehicle) for some reason it veers slightly to the right, mostly noticeable with the articulated connection, and high acceleration. Don't know what causes it, vehicle physics structure is perfectly symmetrical. But for practical use it's negligible, and i am not going to be examining every single node and beam to find out what's causing it. Some Q&A: Q: The AT-TE is not a wheeled vehicle, but a six legged walker A: This is not an exact remake of the original Star Wars vehicle, but rather a fantasy creation inspired by it, and made suitable for a driving game. Q: Why is it not a lot bigger, like the one in the movie? A: Same as above, plus it already is quite large. Making it larger would heavily impair it's ability to use BeamNG's maps. UPDATE: please re-download if you downloaded it prior to 05 february, 2016. (Else it's not even working with the game's current version!) fixed to work with the newest release of BeamNG.drive has those cool suspension stress sounds thanks for the continuing help of Dummiesman to sort out annoying little issues that would otherwise take me ages to figure out Place in your Documents\BeamNG.Drive/mods folder. The usual stuff: Do not re-upload, re-distribute, re-use parts or whole of the mod without my written permission. Hope you enjoy it, and put it to good use! \o/ Also check out these awesome videos (i like watching your stuff a LOT, WhyBeAre!):
Re: AT-TE Remastered That will be awsome!!! I need a big vehicle to drive around that wont bring my fps down, keep up the good work!!!!!!!!!
Re: AT-TE Remastered it's nice to see one of the best mods in RoR coming to Drive. I'm hoping for more RoR mods come to BeamNG Drive. Specially mods made by Box5Diesel.
Re: AT-TE Remastered Sorry, but you should really read the rules before you post a thread on what youre going to make http://www.beamng.com/threads/1838-Rules "Also, you must have some PROGRESS to make a thread. No "I'm going to make this as soon as I learn how" with nothing but a photo of what you're gonna make." That being said, this would be really cool to have in beamng, and id like to see it made
Re: AT-TE Remastered Hope you are happy now, wannabe moderator: Also, it was not some random googled photo, but my own finished 3D model, which i kind of think is not against the rules showing off even if i didn't have a physics structure yet. But it did have, i just didnt feel like showing empty node-beam skeletons. To all others: Thanks, i am making progress. I think i worked out how basic materials work, i am fiddling with the engine, and beam strengths, and wheel settings now.
Re: AT-TE Remastered Yeah you were within the rules showing off the model there. Looks good in game and good luck with it!
Re: AT-TE Remastered Wow. The memories! I must have logged entire days roaming the silent, solitary, darkness of the Moon map in this thing, just watching my headlights illuminate rocks and little hills in the distance (then embarking on rescue missions of epic proportions after I rolled down a crater). Beautiful.
Re: AT-TE Remastered I encountered a strange error, which i cannot find out the reason of. Can anyone help me with that? The normal maps do not seem to be working correctly. I have this suspension mesh, left and right. They both are the same mesh, rotated to either side (actually, properly rotated, not mirrored or stuff like that). If you look closely at the lighting, it seems, that they receive it from the opposing sides, which could not be the case. Picture explains it.
Re: AT-TE Remastered It could be because of that one being mirrored (and it's UV too maybe). How does it display in your modelling software?
Re: AT-TE Remastered In the modeling software it's all nice. And it's not mirrored, its actually rotated in the flexbody declaration. I went some steps further, and tried exporting a pre-rotated version from the 3D software, and the effect was totally the same.
Re: AT-TE Remastered Do you happen to know how to stop offering your input and needing the last word on everything? Let me know!
Re: AT-TE Remastered So , the normal map problem seems to have corrected itself with the lastest update of the game. I am happy about that. Is there any way to having both Experimental and Regular version installed at the same time? Also, is there a way to prevent BeamNg from caching my vehicle? Some times i can't get the game to reload my materials if i modify them because of the annyoing cache-ing. Does it at least reliable reload JBEAM files?
Re: AT-TE Remastered As there hasnt been a seperate experimental and stable build in quite some time, that is nigh impossible.
Re: AT-TE Remastered Awesome about the normal thing. Experimental do no exist anymore, there is only 1 Steam branch now. As you are creating the vehicle, do not zip it. Keep it's folder in "BeamNG.Drive (InstallationPath) / Vehicles" so you can edit stuff quickly (Some people say that placing the folder in Documents/BeamNG.Drive/mods also works). Jbeam will reload automatically and do no get cached. If you edited a material (via the material.cs manually) you should see the material getting update if you reload the vehicle (CTRL+R). If not, you will have to go to Documents/BeamNG.Drive/vehicles/yourvehiclefolder and delete the material.cs file which is the one the game creates (and any changes you make to the material using the material editor, will get stored in this file and not in the original one).
Re: AT-TE Remastered Both did not work for me. And i was to lazy to zip every mod. My solution: create a "vehicles" folder in /documents/beamng/mods and put all mods in there. Works fine. Same as with levels.