In the BNEditor, there is a "import reference mesh from OBJ" option in the Files tab, so you have to convert the mesh into OBJ and then i'll load
Just get a wheel model, remove the backlight, louvres and trunk on the barstow, move wheels down, simple.
Started making custom models and adding telephone poles thanks to @DoullPepper . Also, new water color. It's keeps looking better and better! ---EDIT--- I figured i might as well upload an image of what's done so far. The map is made on an 8192x8192 heightmap with a so basically it's 8kmx8km (imagine 16 ECA's stitched together) I've been working on this since April and it really helps that there's google maps street view literally everywhere in the town. The town in the middle of the picture is about the size of ECA by itself. That being said, most of the mountains around it are just trees with a few off road trails. I'm estimating about 50km of offroad trails, but we'll have to see when it's done. Currently with the trees, I'm just doing a thick wall of trees around every road, but I'm not sure what the best way to do it would be. So if you have any suggestions, please let me know. Cheers!
Hey Quotex, I'm studying Spatial Development - Mobility at Windesheim in Zwolle. I'm trying to make a Dutch look-a-like map. The only problem I have is finding Dutch roads. I saw your photos of your Dutch roads and they look really great. Can you explain how you make those textures and how you use them? Or where I can find some to use for my map. Many thanks for your reaction! Best regards, Koen
i so hope to help you, since im a dutch bloke i hope i can help, and since we have road taxes the roads (should) always be in a mint condition
Been working on the "Eco Rebel" variant of the R60 some more. It is intended to be of similar capability as the D15 marauder but in a smaller stripped down package as a non factory config. The R60 is however much smaller than the Marauder which does put it at some disadvantages when it comes to off road, for example the Marauder tyres can deal with some bumps that are taller than the tyres on the R60 meaning the R60 has to use the suspension travel to make up for that. The R60 Eco Rebel is electric and uses 2 motors and a 500kg battery pack. As such it has a lot of Torque at the motor to start with, however it also has a super low ratio gear box (restricts the top speed to 70mph) hence it has more torque than it could realistically ever need. It does remain stable at above 70mph and there is the original gearbox (parts selector) available if less torque and a 120mph (ish) top speed is more preferable. The suspension is fully independent with McPherson struts on all four corners. In this config there is no anti roll bar fitted. Here is some footage of it going over the off road section on East Coast USA, Like I mentioned earlier the vehicles form factor does pose some limits however it seems to cope with most things pretty well. Grounding out should probably result in 5000% more fire though It still makes engine noises though since I haven't figured out how to disable that yet. But the motors do represent Electric motors in torque curves etc.
Some progress on the Cadillac DTS Added few configs with proper info.json (First real proper info.json for configs i made) Also, reworked few parts and added Taxi Ad Carrier Added a tow hitch as well. This car is surprisingly good at towing heavy objects, just to mention And thanks to @Fen, glass breaking texture work (I will try to add a more realistic texture later as current texture looks GTA-ish) Now, for some jbeaming. I re-jbeamed few parts (Rear end compartment and front bumper only) but there's still quite lots of work to do So thank you if you cared enough to read this crap and again, big thanks to @Fen