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I feel so stupid struggling for so long trying to bake materials correctly, but it works. I "just" need to make an addon to bake the materials...
Actually no, they are different meshes with lower poly count, the object will switch to that mesh when you get fruther away so your gpu need to...
You were probably using the noesis plugin, but now there is a blender addon that directly import the bndl in blender Talking about materials i...
thanks i'll take a look at it, making a collidable and a non collidable object seems like the best idea but i'd need to separate them by hand...
yeah ok but how do i make them work in beamng? I have no idea how LOD works in beamng and the only thing identifying them is the...
Not really but the process is very similar to nfsmw2012 which i love, but i'm stuck with blender shader nodes and DGIorio blender addon doesn't...
Then if you worked on BeamNG.Paradise would you mind helping me?
idk to bypass the object limit i just join them in blender so it's one object
The process is very similar to NFSMW2012, yet a little different so i thought i'd give it a try. i'm not sure but i think i can import BP...
I'll try --- Post updated --- It's funny how it uses some nfsmw 2012 assets (first screenshot is burnout paradise second is need for speed most...
You use blender shader nodes, and they only work in blender. if you want to export it, you need to bake them first, you should watch this tutorial...
In the editor, click on create object then sfx emitter [ATTACH] place it where you want, resize it to the size you want (it can only be squared...
Ok so the problem is that nfsmw materials uses blender shader nodes so i need to bake the materials to a textures before exporting. Now my problem...
I think i found out why textures are not exporting correctly. If i really find out how to fix it i'll release the part of the map i've already...