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We already can import .dae objects in the world editor.. would it eventually be possible to import fbx files as well?
@nekitu Will we ever be able to add pedestrians on the streets or drivers in the cars using the world editor, or is the long-term plan to never...
Yeah, I know almost everyone is into Beamng for its car physics, but my main interest in it is as a landscape generator where I can import files...
Well, they did say that WE2 is in pre-alpha state, so bugs and crashes are very likely to occur.
Oh, hey, i was typing this long answer without realizing we had already talked about it in the Drivers & Loads thread, hahaha. Hope that what...
What are the import formats you allow in the new editor? I know the old one allowed importing .dae collada files, I wonder if the new one adds...
I understand, I do want my model to move the arms and be able to move its nodes, so i will have to go the chopping route anyways, I'll report back...
Oh, you're the actual creator of the video? i guess we've been talking in youtube using out throwaway accounts, haha. Thanks again for all the...
I knew that it had to be possible somehow, thanks for sharing! Now it's it's time to figure out the actual process.
I think many of us hit the same wall as you: the helmet is white in the texture file, so why does it look black in-game? Also, is no one still...
As far as I understand it, you should split the model in all the parts from the original one (head, lower arm, etc) and then pose it in the same...
If there's a way to turn the stig's helmet back to white, I'd appreciate to know as well.
That's an interesting model, i'd have no idea how to give it motor abilities, though, but it's definitely intriguing. As of now, I mostly want...
Yeah, I researched this a bit more, and realized that if I want a model that crashes out of the car window or things like that, it has to be done...
Thanks for the replies, I imagined that it wouldn't be that impossible, so I'll give it a try. I know that in Torque 3D we can import animated...