i was planning to add a sherp-alike to beam, but my lack of skills has postponed it. if you want, i can give you my model. it's not supposed to be 100% accurate, so i can rebadge it (if i tried to make it 100% accurate it would end up lower quality, this way i can say it's differences are on purpose). it's probably 85% completed. still missing things like axle mounts and fine details. interior could use a bit of work too. the main differences are in the body design and the fact that it uses an air-cooled 1.4L boxer-4 turbodiesel. it also uses only a rear door and roof hatch, as opposed to the front door on the real sherp.
Some work from quite several months ago but I thought maybe interesting to share visually. This example concerns the saveable odo state I established (in 0.15 but anyways). I never got to really dig on the dancing zeros yet and my camera work is bad today, it's just a proof of concept.
Playing with some ideas again. This time a small single seater that takes inspiration from more well known sportscars like the Lotus 7's and lesser known ones like the Light Car Company "Rocket". Goal: Something light that is fun to drive and modern while not too complicated. It is powered by a 600cc i3(hi Pigeon!) with a redline of 10000rpm. It currently weighs 376.5kg! and pulls quite nicely in curves: It will be a Fintray, current name is Roadsport but that might change to something that I like better.
Working on some wheels for the modern Fintray: Options are: Black Silver Gunmetal Gold Body colored Body colored with a silver lip Black with a colorable lip Only one size option for now(16x8) and the center cap is selectable (empty or Fintray currently)
The textures of the tires are ingame under tire_01h but there are no tires that use it currently AFAIK. Wheels and tires will come out with the vehicle.
I tried to tease you guys in horrible rice but it failed. I show you the coupe Pessima, because why not.
Because I can... Some other semi-recent pics of the city: Just thought I'd post some teaser shots of more recent work done in the map of Los Injurus, a real modular city for BeamNG. Please excuse some WiP stuff in some of the shots. From the ashes of deprecated So-Cal Interstate rises a city of no comparison or compromise, for everyone's (I'd hope) favorite driving simulator. An airport with 5 concourses featuring 145 individual gates. A secondary paved airstrip w/hangars, on the other side of the map also exists, and will become a military base eventually. A two-level abandoned / derelict mall you can drive around in and crash about, flying off escalators or falling down from the floor above, and a rendition of the abandoned Packard Plant. The Frank-Douglas towers in all their occupied glory - yes - the ones from the housing project. SUBWAYS! Not the food store, the transit system. With stations you can enter and miles of tunnel. Modular tunnel, that you can put in your own maps, too. Highways - FIFTY miles of them - with all kinds of fancy interchanges including a four-way flyover stack near the airport, mile-long mountain climbs and everything in between. Even double-decker portions. Much of the highway is built in looping format, so the fun never has to end. Also, a majority of said highway is built to DOT specs as per banking, hill grades, and lane-width/layout. A facsimile of part of the lake Ponchartrain bridge destroyed by Katrina, that you can enjoy crashing off of. 50-floor sky-scrapers plus a police department with an enter-able parking garage exists. Also, a separate 9-level parking garage can be found in the city. Jumps jumps and more jumps hidden all over, because The Bob enjoys BeamNG drive for what it really is, and you should too! Flood Control Canals, because I don't know why but they're super-fun to mill-about in. Flash Floods sold separately. Tons of homes & businesses in already, including some of the goofy-named businesses from Roane County with NEW custom models. Speaking of custom models, this map has over 1000 of them, as there's some reason after-all the download is a whopping 1GB zip file. 100's of new textures, many made custom by myself, and others downloaded via free-use and royalty free sites if it wasn't already available in-game. This map is roughly the size of the GTAV map, for comparison purposes, and provides plenty of space for mayhem. Good traffic support on most all the new sections of the map. Public Beta comes on or around September 30th of this year - project supporters get betas every two weeks and are already playing this now. Modular? Yes! Now you can build your own city from a library of almost NINE HUNDRED different road, rail, and highway pieces, accessories, and other tid-bits. Now you can make a city that looks almost as good as most triple-A game titles, provided you have the time and editor knowledge. Almost all pieces are properly UV enabled and have LODs. Collision meshes are implemented in all models, so forest-brush use is recommended (but not required). All but a handful of models have UV's linked for draw call reduction / less FPS hit. Modular! The Modular Road Kit is like the fabled NAM Simcity 4 add-on, that's all but required. Why play a city builder when you can now city build in BeamNG? The Modular Road Kit (MRK for shot) will be free-use for all BeamNG mappers who wish to build their own city in this game. It includes: Roads - two lane side streets without delineation, normally lined with houses. Four lane, Five-lane and 'sidewalk only' kits that seamlessly fit together. Side-walk only kits can be used to add sidewalks to one or both sides of the road while using the terrain and decal roads for detail. Using single-sided sidewalks allows you to build roads and intersections to any shape, size, or capacity. Six-Lane avenues with raised and concrete medians allow lots of traffic to flow in a divided manner. Includes a few highway interface pieces for junctions/interchanges. Highways in all sorts of shapes and sizes, from 2-lanes per side, to 4 or more lanes per side. Includes new textured urban (walled) and one old-textured rural kit (lacks walls but has wide median). On/Off raised ramps provided in both one and two lanes with a full-sized shoulder to suit most all highway entrance/exit needs. Highway ramp interface pieces are provided. A full assortment of (roughly) 30 meter long Jersey Barriers, including curves and hills. Various bridge pieces to fit all the highways, roads, and avenues, also includes (currently only) straight rail bridge pieces with aged look and custom matching pillar. Tunnels, for road and highway, some do not have a driving surface and can be used with any of the road kits, and some have a rail base for subway use already included. Flood Control Canals, in Large, Small, and even smaller flat-sided local canals, and all means to interchange them. Various bridge abutments, pillars, and foundations for raised highways and bridges. Both underground and sunken subway stations. One each. Underground station includes a pre-made building of one type but more will be available in the future. Both mesh-friendly and decal-road-friendly variations of textures or their component parts (in the case of delineated roadways) are provided to seamlessly blend road kits with one another. Some kits also have 3D modeled reflectors that really work, like the aged rural highway kit, along with some of the bridges on the urban highway kits. Coming September 30th 2019 to a BeamNG mod site near you! A big thanks to all who supported and continue to support the project, updates occur about every two to three weeks for supporters, but the public beta will be updated every 3 months or so. Link to last page of the map's thread below. Pictures on 'page 1' are out-dated but still show some of the city. https://www.beamng.com/threads/a-new-city-map-los-injurus.57055/page-42 Please come join the discussion thread or support the map if possible, as it helps pay for monthly commercial software fees while I map for all on a fixed income.
Perhaps some more dramatic door length could do the car some justice. Also, if you are up to it, a slightly lower profile roof line could be an interesting idea, though it'd take a bit more work