Totally an Autozam or something of sorts, mind the Kei plate. Looks a little boxy though. --- Post updated --- can’t believe some talented person was like “imma beat this dude to a kei car mod” smh (can’t wait!!1!) And it’s also a Hirochi. (well technically mine is not Hirochi but rather from a subsidiary of Hirochi but who cares)
I might be looking too deep into this, but is the “550” on the car’s plate the displacement in cc? I mean, it’s the limit for kei cars until 1990 (it used to be even less before it had become 550), and this seems to be a bit older than your average Autozam.
With retractable headlights and following the number plate 550, this car would be modeled after the Autozam AZ550 Sport, a concept car of the AZ-1. However, despite the title "Hirochi.JPG," it is possible that it is a lie that it is a light car, since it is hard to tell how far the silhouette image is mixed with a lie when its correct file name is "SEDAN.png". The proportions are crisper and there seem to be no gullwing doors.
what is up with all this traffic on the touge cant even enjoy my hirochi wigeon 420rs and seeing as I am here some recent Claria HT jbeam progress I have been working on the collision triangles and rear deformation (which is proving to be a bit of a pain lol) seeing as the architecture from the wagon was already there, I did the triangles in such a way that you will be able to put smaller objects in the boot and transport them around also adjusted the openable properties for the boot for a smoother opening, then I realised I should add a limiter beam, so it does that little bounce thing when you open it (currently I have used beamdamp so it just comes to a smooth open) also got bored so fixed some of the jank with gaburiru baasutou, i might do a beta release of this soon and just slowly improve it when I feel like it imagine your 423 or kingsnake getting gapped by a FWD 2.0 turbo barstow
And another one is in-game and working Work on Most Wanted 2012 port allowed me to optimize workflow and port Burnout Paradise much faster. From the first test in Blender to a fully working map with all materials, lods, props, and collision meshes took me only four evenings after work . All of that while watching Monogatari. Yes, I said LODs. I decided to export all LOD steps from BPR and convert them to work with BeamNG's LOD system. Every mesh is separate and at 0 position internally, and then is placed as normal TSStatics on its location in the game, just like in official levels, which allows all kinds of BeamNGs mesh rendering optimizations to work. All to avoid duplicated geometry, unnecessary polycount and draw calls, and so on. Video - Click to Play - Direct Link That alone allows the map to run way better in comparison to other Paradise City porting attempts. All textures have been converted for BeamNG to make sure everything displays properly. I will explain more probably once I create threads for both Fairhaven and Paradise City. And some stats at the end: Currently, an unpacked map is around 3GB, which includes 4190 visible meshes, 267 collision meshes, and 1200 materials. In total, there are 74000 instances of meshes.