It is amazing how when you return to old works, you look and see how much differently you would model today. There has to be better way to jbeam: Luckily there was better way than making each beam one by one, just imagine how boring it would be to make close to thousand edges/beams manually, shift-D place closely, remove doubles and adjust range from the left panel so modules could be joined together, tail part was then just scale to size: Only problem is that even skeleton deforms, mesh is not changing at all, haven't got a clue about that. Oh, that was easy to figure out, only nodes in group mentioned in flexbody definition are tied to flexbody, so need to make outern layer of nodes to be a group that is same as group mentioned in flexbody mesh definition. Learned thing again, also need to spy how bus is made as it deforms nicer way Now it deforms like a bus, except I need to make bottom part and top shape, but little progress:
I love the way you mod, You make the funniest/most epic mods in such a short amount of time. I could leave this site for 5 days and you could invent the best possible mod this game has ever seen, I don't know how you do it so fast, but it's wicked. Hopefully that tutorial comes out and us noobs can learn
The tutorial is slowly growing in size, I just have to take my time to actually finish the frame. It's in my server(not allowed to share on this website) and I write it while modding. So if I make X, I make screens and type what I'm doing.
It's actually *not* Nevada Interstate, but that's close! The city is not yet named, it's not open for naming either. I'll have the name on the thread when it's started soon enough, and I have enough to show to even start a thread. Nevada Interstate is still supported and runs well enough. I am leaving that map be for now (eventually it will get updated with new objects, better tunnels and bridges, eventually road signs too. That may or may not happen by the end of the year depending on how things go). However, that being said, I have been busy at work making up the first pieces to the raised highway sections of the map. I put about 10 or 12 of these together to make a test section. Complete will 3 levels of detail (LOD) and "nulldetail" when it's 2 miles away so it won't render at all, and native collisions as all my other objects have. The ends are actually tapered (including collision) so it won't look so imperfect if it's not aligned 100%, and so it doesn't catch cars riding walls or spinning out / hard braking. The first LOD after the main piece loses 1/3rd of it's faces, the second piece loses another half of it's faces (to be 1/3rd of the original's detail), so it should keep FPS from dropping too hard core (from that anyways, we all know how my maps can get, I am admitting that, but I am trying harder this time around to keep FPS up). Yes, I've had success implementing LOD's but not billboards, for some reason THOSE crash the game (billboards = 2d objects you see when objects are far away). "But it's just a stupid bridge!" Yes but it's going to be part of the modular road kit that everyone can use when the map comes out, and can be integrated into the forest brush so to be used in a limitless manner. That's right, when this map comes out, then anyone who can use the editor can pretty much build whatever they want & I am not going to mind! Yay! Then everyone can build awesome city maps that don't suck more than they have to, without abusing mesh roads to the point of oblivion. This is only the two-lane version. I will have a 3-lane version and possibly more variations later. There will also be curve pieces (2.5 and 5 degrees), inclines, declines (2.5% grade change per piece for inclines/declines), there will eventually be on/off ramp versions too. These will be mix-and-match types, just like puzzle pieces; just like the roads, piece together the city of your dreams in the editor, where it's easy; without the prerequisite modeling skills needed. Beta won't likely be out until the end of summer unfortunately. It's going to take a LOT of work, but I am willing to do this. Models also will be back-ported to Roane County, so that the map can take advantage of better models and possibly increase FPS and reduce item count (by replacing mesh roads with forest road & bridge objects). "That stupid bridge" took me about 4~6 hours to model up, LOD's and texturing included.
Crash testing: Installed some tinted plexiglass: Testing at various traffic situations. "Honey, what was that street again?" "Marvin, I think we are stuck again!" For windows without texture, this code is handy translucentBlendOp = "Mul"; I have no idea what is Add, Multiply or Subtract, but Multiply seems to give window like windows, Add makes them very light and everything trough windows looks overexposed. Coltris debug makes nice pink view. Really not sure what to do with windows, I want panorama view from rear, but them windows are so fugly, then again I can't really see how I could make them pretty as I would need rounder tail section and then whole tail section would look really ugly. I guess I need to browse boats and campers from image search once again for ideas. Also fixed automatic transmission, still need to update 6x6 powertrain as it seems there is some changes in hubs/wheels which require some fixes to my files. Then need to make new frame as currently I'm using AR162b's Extended frame, but there are changes in latest semi frame that I need and probably next game version will introduce more changes, so probably will take frame from that and extend it a bit. Small island is not best place for these vehicles, even WCUSA is bit problematic at some places, with camper height can become problem at surprising places.
wow impressive looks like m3/m4 completion wheels maybe they could go on a special TTsport just wondering but in the future could you try making an electric/hybrid ETK S series because it would go with the last wheels you made and it would be cool
Using Blender to evaluate suspension design: Using MeasureIT edge length makes it bit easier to see if your thought is even nearly correct. For example here only edge changing distance when rotating from pivot point should be edge designed to be shock/spring, which seems to be case. Just not sure how theory will work in BeamNG. Next I need to make that with proper measures, then try to get it adopted into current mod version without things blowing to pieces, which usually is wishful thinking, but at least theory should be solid, I mean swing
This is difficult part as there really is no information and all has to be reverse engineered or then I have just not stumbled upon information what are requirements and principles of building a hub: My selected white vertex in Blender is or perhaps should be equivalent of node rh11l, which perhaps is placed where rear solid axle ends, from rh11l to ah11, but I can't see diff node, so maybe I have to open one more jbeam or then there is connection from rh11l to rh11r, how to adopt this to swing axle setup is then bit of mystery. Option 1, to set white vertex at back surface of the hub, this presumes from rh11l to diff goes half shaft. Option 2, to set white vertex to pivot point of swing axle, this is to presume rh11l to rh11ll is the half shaft, but somehow I would think rh11l to rh11ll is the axle of the wheel, which then confuses me why rh11l is so far inwards from the hub? Probably I need to examine hundred lines of code and see if I can find that diff node and what is mentioned in powertrain nodes. Another bit I'm wondering here is if I should go for two beams along y axis or this one beam along y axis, currently I have not found reason to have two along Y-axis, but I might miss something. My thinking is supports will hold it and will not interfere with a motion, but that is something I see in practice when I have all setup for testing in game, which might take some time as there are quite many places that needs changes and need to figure out airbags too, not sure if anything comes out of it though, but need to try at least.
does anyone know how to fix the camber I get when I move? (it looks worse here as the weight is on the wheels).