The amount of work you're putting into the map is beyond amazing. You should be getting paid for this
is this my mod that i pm'd u ,or your old one --- Post updated --- also:special credit to Firemonkey Studios for making hellcat's uv same as 2012 R/T
Ummm, shouldn't Firemonkeys Studios also get credit? They were the one that developed RR3, AND started the series themselves before EA acquired them.
SXT/Scatpack/R/T steering wheel that i did --- Post updated --- Exactly!,now editing... --- Post updated --- I think its nice! --- Post updated --- umm,k gudt?
Note the models are the same ones,but poorly set-up Gray one:workclock's old clickbait challenger White one:workclock's old clickbait challenger but its restored by me Ahhh,man its like looking at old baby pictures Notice the interior differences?(its same model but ressurected by me) About the gray one:"engine bay?umm,wot iz engine?"Engine taken from CSR2 LibertyWalk Hellcat 100+ hours spent on object splitting,notice the difference? leftld right:new But how about lights?Gray one:"wot iz leights?" Introducing:Glowmaps! Also let's not forget about coloring and skinning capaciblities! All materials in new challenger has 2nd UV Material slot,so you can skin everything! New hellcat:luk wot i can! Your turn,oldie ergh,ummm ok my turn? k i cant change anything((( "r8 if u cri eritime" Only thing i have to do is : jbem and custom wheelz
Today i made replica of Chrome car from Burnout Paradise/NFS! Its scratch made,with good jbeam. Should i edit jbeam of body too? Or just keep only edited frame?
More contraptions, this time I wanted to have better aerodynamic drag measurement, because non round tires were interfering with data acquisition. Really simple sledge thing that rides on slidenodes, two rails, four slide nodes. I just don't quite understand node grabber yet, attaching to sledge or car provides different behavior, mass moves very slowly when attached to sledge. Using node grabber on car is kinda frustrating as it takes so long time to stabilize to provide any useful numbers, also I think it might twist the results as angle of car might change from grabbing it's nose etc. I guess you could build it like a scale, just measure from Y instead of Z, you clever ones could build much better aeroscale, for me getting slidenodes and rails to work is already big success
The map I am making is getting the AI treatment. It does work, I just wish it would mind lane DIRECTION on Random and Span. Roads divided by a median or a center turn lane will have a single AI route for each direction; where-as side streets and other narrow bi-directional roads or one-way streets (Regardless of lane count) will get one AI route. Like Roane County, larger mall/ strip mall parking lots and common places of interest like large warehouse/factory lots and fast-food places will get their own parking-lot routes for the AI to bumble around in. Most all the new roads on this side of the town are already done for the AI to use, even the alley-ways and the future Burger World (that is built, with no sign yet). @synsol , still getting a crash on the decal road deletion, with no mods, I don't delete them by clicking once and hitting the delete key, I delete node-by-node so it doesn't erase other things by accident (back from the old delete one thing the editor deletes multiple things by accident, due to improper grouping of objects). They're much less crashy now though. I did get one crash while drawing one last night though, for the first time. --That is all.