pretty cool...does it work automatically, or will it have vehicle detection? that would be certainly very sweet (like automatic garage doors etc).
It is currently operated with the the turnsignal keys and it will stay like that because it is based of a hand operated crossing.
Since LEGO Worlds has released I pretty much have become addicted to LEGO :/ So i decided to develop a LEGO map. Not much yet apart from a few ground textures (Grass, Some road textures) and an object that I'm having problems making the collision work (Stop sign)
Unfortunately its just a texture atm, Id like it to be "Bumpy as hell" But I'm not too sure if a 3D mesh for every single bump will use to many polygon resources? Also doing that could cause clipping issues with the floor mesh and the tires.
It would wreck frame rates and also destroy the tires of any vehicle inside of BeamNG that drove on it if they were all 3d. So its probably for the best that they are textured. If you used LOD's properly you could have the visible mesh be bumpy with a flat collision mesh. You would also need to be using 3d models as roads (or possibly mesh roads?) to do that as well, which would also mean the grass areas remained flat unless you created them in your modeling software also. But if textured properly you could probably make it look pretty decent while keeping it flat.
I guess you know by now that I am nuts about customization... Turbocharged peaking at 265hp. Mugen chip tuning and fancy looking cover. Couldn't find any usefull torquecurves for this setup yet... And finally individual throttle bodies for the Mugen build(I took you words very seriously Bakasan ) This setup will rise the redline up to 10k rpm and produce a power simmilar to the turbocharged version. Would love to have a really loud and fitting sound for this but I doubt it. Also a new Mugen front bumper and wing, fitting to the Mugen wheels and engine tuning I think that's enough custom parts for the first release or else I'll never finish this I still have to texture all new parts and some detail on the main body such as the fender signals etc.
love you right now can i rice it? and paint it pink with bright blue rims? jk how is the progress on you shelby going?
If that's your thing, why not? The Shelby is and was on hold for all the time I spent on the sol, so sadly no progress there. I'll get back at it one day(probably after I figure out my future now that I am finished with school). And I think now that I've gained a bit of experience I will be able to make this iconic car at the level of detail it deserves to be But yeah, it won't be very soon.
Thanks! Well it currently reaches it in 6.8-7.2 sec. It needs some tuning as it gets a lot of unnecessary wheelspin in the higher revs and has a pretty slow start-up. The ITB version is better tuned and reaches it in ca. 6.2 with less hp.
Good news, everyone! I'm stoked to say that after working over the past few days researching+modelling with absolute tunnel vision and spending little regard for my own wellbeing (and a few life commitments), the modelling stage of SSP2 (Super Secret Project 2) is complete. Polycount sits at about 85,000 tris. Some nice renders for you people (imported from here) (imported from here) (imported from here) Sketchfab link
^^ Amazing. Anyway, more small progress, made mirrors, doorpanels and finished my interior. total polyflow is ~19k for the whole model except wheels right now. If anyone has any suggestions feel free to tell me
Looks good, one thing I noticed, the steering wheel and column is too low. The driver should be able to see through the wheel to the gauges Unless you plan on adding tilt