Hey @Driv3r1142 I just want to let you know that you should feel free to take your time. A lot of people are hyped about a revamped Vendetta, but don't feel rushed to deliver and just work at your own pace, you know? In the end, if you decide that it's too much work, I guess most of us would understand if you decide to temporarily leave the mod alone, or permanently if that's what you really prefer. Sorry if some of that was worded badly (I suck at phrasing things), but yeah, take your time and don't burn yourself out with this mod.
Bump because it's my thread. Also sorry in advance if anything's worded strangely, I'm extremely exhausted atm.... Anyway, I apologize for being absent for the last few months, I've been watching the forums though and engaging in private conversations with people involved in the Vendetta remaster, so I haven't been dead all this time. I've also been working steadily on this off and on these past few months since I last posted... Currently have all 3 facelifts in-game; Interior's now completely modeled and in-game; Skins support has been added; Engine bay has variants, with the late engine bay variant utilizing stuff from the LeGran/Wendover; Engines are still using the older models and textures, don't really want to port over the new engine assets atm. Among other things, can't honestly remember all that's been done since I last posted progress Needless to say quite a lot has changed or been done since. The C2 body has been scrapped for the time being, it's not far enough along yet, but other than that pretty much everything I want to have in-game for this is currently in-game to some degree. The JBeam's a bit of a mess right now unfortunately... I've asked Agent_Y for some help here, so far its been quite helpful and we've identified a multitude of problems and whatnot that ideally should be addressed, but I'm not entirely sure if all the issues currently present can be fixed by either of us before I release anything. Some, definitely for sure though. There's still quite a bit of work to do atm, several issues came up while fixing stuff that need to be addressed, and there's still several more things previously found that need to be dealt with (Such as somewhat buggy collision, missing flexbodies, the luggage rack needs a JBeam, etc.) Either way I'm wanting to release the update before the end of the year, no promises though. On another note, I've been contemplating the next step for the Vendetta. The current model isn't up to par with what people expect these days (having modeled most of the shell back in 2020 and early 2021,) and there are several fundamental proportional issues that make working on this extremely difficult (Such as the transmission and driveshaft tunnel being way too wide, pushing the seats right up against the doors, which severely over-complicated modeling the interior.) Structurally there are several major inaccuracies with the bumpers that will be very difficult to fix (Such as the sides of the rear plastic bumpers taking over the entire lower quarter of the quarter panels,) and on top of that there are some minor proportional issues in the frame, and since I want to do a C2 Corvette body for this as well, I need that frame to be 100% exact or it won't fit (Previously I had a special shortened frame, however this isn't ideal and isn't exactly realistic.) So, I've also been working on a new model these past few months that should help address these issues; This time going for much more of a C3 look, enough so that I could probably go ahead and put IRL badging on it for a forum special version... Remastering the remaster so to speak, I guess is how you could phrase this? Kinda strange really, but standards have changed quite radically since I started the remaster in 2020... I'm not 100% happy with the model currently in-game, and it's going to hamper my long-term goals trying to just make it work for what I want to do with the project. I also don't want to just keep you all waiting either, and with the current model in-game practically finished for the most part it'd be pointless to throw it all away and start over at this point. So that new model will be its own separate iteration, hell it may not even be related to the Vendetta in the end and I'll go on to do a full fledged C2 and C3 Corvette mod instead, keeping the Vendetta around as a repo-friendly novelty... We'll see. I'm open to suggestions on this btw. I also mentioned a Beam Mountains refresh in April, that's pretty much ready to go atm asides from a couple missing textures; Need to correct a file path I missed earlier, at least that's what the console's saying... Could have it out this week if that required fix is as simple as it seems to be in the console and nothing else comes up The Cosmo, as I mentioned in its thread, is effectively on hold for the time being. Until I get a better setup going for PBR texturing that doesn't involve the struggles of working around Blender and Cycles limitations, I can't do much with its materials, and I don't want to touch its JBeam either because people will get false expectations for an update (Like "Where's the PBR materials?!") Most of my available free time and effort for texturing atm is going into the Vendetta, and another project that I'm not quite ready to reveal here yet (NOT related to the C3 shell I just showed btw, that's a long term side project.) Stay tuned, I should have more info on the Vendetta remaster posted this week
FYI everyone, the new C3 shell I showed is a future project, I still haven't decided yet if I'll replace the current Vendetta remaster with it, or if it'll become a standalone C3. The shell that's currently in-game (The most complete so far,) will be what is released first. More than likely this new shell will become a standalone C3, since I've figured out how to model everything in such a way that now doing some of the more subtle variants is feasible (Instead of having to work around it in unrealistic ways,) and I've gotten a far more realistic shell so far with it. You're in luck Don't mind missing rad hose atm... Will fix. Again it's using the engine assets from the LeGran/Wendover for this, just modified slightly to work with things here. The JBeam is still being worked on in that regard, but should give similar performance to what you'd get on the real CrossFire system. I will attempt to on the remaster, though I'm not sure if they should be current prices or old prices, and if it should be in US Dollars or if the game values are a different one. Tbh I've never cared for setting the values correctly anyway, only paying the most attention to getting the configs in the right order in the selection menu. Obviously with Career mode coming up, that's kinda something I need to address.
Based on... not much, I would go with current values in US dollars. EDIT: Just went and looked, the dev prices for vehicles like the Barstow, Miramar, and Bluebuck are obviously collector pricing. Considering that in 1970ish, a brand new, top-of-the-line Corvette, with the most special racing engine available - like, the kind they'd deliberately underrate so that casuals looking for a daily driver to show off in wouldn't buy it - cost around $10K, there's no way that a Miramar GTz was $26K in 1968 or a Bluebuck RS was $54K in 1963.