Son of a B****, that was my next guess xD, I need to brush up on my markings for older bombers and stuff...
< Lego style blocks for BeamNG.DRIVE. They are compatible with the color picker and also have dynamic reflections, model and jbeam by me, texture by the developers. Released as resource, awaiting approval.
Looks really interesting, BeamNG needs some kind of RC car and the RC covet will still be kinda big and won't really look like an RC car. A 1900 lb version also seems fun to mess with... especially with the motor you would need for it in the lightweight version
Devs don`t wanna make gt3 preset? Make it urself, lol. Something tells me i will spend 2-3 months for it and finally i will drop it cause of lack of jbeaming skillz
Heavy WIP Custom Road Textures for my Dutch map project, testing them in Yellav Valley, note, haven't edited the stripes yet, just stretched them for now. Left Ingame Right Google Maps (note those stripes are marking an offramp lane, that's why they're so small, also they consist of small 4cm dots instead of being solid, i'd assume that is to save paint) Any thoughts? They're smaller then the actual Yellav textures, so that should save some space. They're easy to tile since there's not a lot of cracks in the road surface (newly paved roads ) In order compensate for the lack of detailed asphalt wear i'll add lots of striping types and arrows etc to make the road a bit less repetitive. I'll make a few marking/road combos, and i'll try to make everything spot-on (scale/color wise) to the real things. Come to think of it, all roads in the game are 2x1 lane roads....Wonder how i'm gonna do the AI for the 2x3 Lane highways...not to mention the roundabouts of which my map will have plenty.
They look good, but you'll need to give it the look of oil stripes/tire wear. Usually, this is best done by making the center of the lanes darker and a little bluer than the outsides of the lanes, preferably using gradients. You can see some of this in action in your Google Maps image. When I heard that Blender had an OSM importer, I thought it just meant roads. (Lower Manhattan, around the intersection of Wall and Water. Not making this a map, at least not now.)
How's this? Added outer line markings, 20cm 1:1 scale. Still need to do centerline markings. The outside shoulder should be ~60cm a 2048x2048 texture for the road/markings is roughly 9m of road. No normal/spec maps, might add those in the far future, first thing is all the diffuse maps (once i learn how to do that stuff).
Much better. It appears there's a very narrow seam that's breaking up the outer line marking, though. Is this intentional?
Yep, this is intentionally done, the machine that puts the stripes down uses a ~1m interval so it leaves small gaps. This is seen on many of the modern highways in our country, only on these solid lines, the broken ones get laid down in a different setup, so they are fully solid for their entire length.
The RC buggy is no longer alone. Yup that's right, multiple vehicles in 1. I also dropped the weight to about 600 ibs. That'll do until it becomes unstable that i cant fix it. Thread about this is coming soon.
OK, the last pic of the park wasn't really impressive. I hope this helps... 2,5 km from one side to the other. On top of that, the thing on the left (the thin part) is the golf course just next to it, as a bonus. As I said, I don't really know how it will look once finished, since I lack knowledge about many things after the 3D model is done...but at least it will be huge and detailed. And hopefully FPS friendly.
Progress so far on the engine and underside detail. Still some more things to connect such as the radiator.