Beware of trailing commas. They make .json sections not read at all. Every line must have a comma after it, except the last line. If the last line has a comma, the whole section won't read. Example color section (note the commas): Code: "colors":{ "Pearl White": "1 1 1 0.6", "Charcoal": "0.25 0.25 0.25 0.6", "Silver": "0.65 0.65 0.65 0.6", "Cream": "1 0.9 0.8 0.6", "Light Brown": "0.6 0.45 0.35 0.6", "Deep Earth": "0.3 0.2 0.12 0.6", "Jet Black": "0 0 0 0.6", "Burgundy": "0.5 0 0 0.6", "Forest Green": "0.1 0.35 0.2 0.6", "Seafoam Green": "0.2 0.6 0.5 0.6", "Sea Blue": "0.2 0.3 0.55 0.6", "Deep Blue": "0.1 0.2 0.5 0.6", "Fire Red": "1 0 0 0.6", "Flame Orange": "1 0.3 0 0.6", "Chrome": "0.5 0.5 0.5 0.0" } By the way: car looks great
Here's a good place to check for Toyota paint colours: http://www.toyotareference.com/corolla/1968-1970 It has the colours available for the car, as well as the year that each colour was offered. I'm not sure whether these colours applied to all models though (i.e if they are all available for the KE17).
Haha, you nailed the problem right there. Much thanks. Funny that you mention that site, I'm actually the one who sent in the info found on there for 68-70 Corolla. I tracked down some old crusty Dupont charts years ago when looking for a color match on my project car. I've been doing google image search a lot lately just to figure out what was Sprinter specific because the books never said anything.
Feel like making a map. Already generated a mountain-like heightmap. Currently on the roads planning part. The general idea is to make an european-ish map. (imported from here) Using CryEngine Sandbox 2 (Comes with Crysis) to create the roads. It has a fantastic Road Tool that levels terrain to the road spline. I used it for making Mt.Shell too.
Do you use that purely for deforming the heightmap and then paint the roads on in Torque3d or do you export the road co ordinates from cry engine. Or do you just export the 3d model from cry engine. So many questions
I use it just for the heightmap. Once I've got all the paths done, I will export the Heightmap from Cryengine and then go on.
Progress. Body shell is almost done, I just need to finish the bumpers and then I can move onto the inner part of the vehicle. (front and rear bumper are heavy WIP)
I made this little video of the rc jet. It flies now rather decently and has somewhat realistic jet engine replica, which means no thrusters Yes, the video is in realtime, it's a bit quick :| There's music instead of in-game sounds because i had forgot my mic on and it made some rather thrusters white noise.
Nice work man and yeah it looks fine to me These could help if you don't have them already. http://www.powerfanatics.com/gallery/albums/userpics/23456/normal_DSC05044.jpg http://www.powerfanatics.com/gallery/albums/userpics/23456/normal_DSC00004~0.JPG http://www.powerfanatics.com/gallery/albums/userpics/23456/normal_DSC00005~0.JPG http://www.powerfanatics.com/gallery/albums/userpics/23456/normal_DSC07417.jpg http://www.powerfanatics.com/gallery/albums/userpics/23456/normal_DSC07409.jpg Build thread http://my350z.com/forum/forced-indu...7-inside-a-vq35de-with-two-garret-gt3582.html
this could help for the suspension parts googled "lada 2107 suspension" in rusian really nice model so far
Ok so here's the story. I've been building the Caprice wagon in the Prerace version instead of the Experimental version so I can use the parts selector. While testing, I came across some of my REALLY old projects. One of them was a 1970 Chevelle from Forza that I stopped working on because the mesh wasn't working. I tried using dummy materials to see if it would fix some of the problem, and it worked perfectly. So, long story short, I spent 3-4 hours fixing some of the old issues and adding new stuff. I'm pretty happy with it. It's a really simple conversion that looks pretty damn good. Stuff to do: add Chevy emblem to stock config, fix front bumper Jbeam, fix roof Jbeam, add simple UVs for body, make color selector work
Thanks! I've started looking for other terms in Russian as well for the lada, instantly got great reference!
Some progress with the Del Sol Windshield and proper pillars are finished. I'll have to redo those headlights...Or am I the only one who thinks they are ugly? I have also been working on the b16a2 motor There is still al lot to be modeled and tweaked, especially the valve-and the cambelt cover and lots of the details will be made with the help of normal maps Can't wait for that. I've made an album with the wip of the engine if you are interested http://imgur.com/a/sARvF Oh polycount: 32k
Wonderful! The headlights are almost perfect, you just need to elongate the inner corners of the main headlights ever so slightly, and make the curve along the bottom one gradual curve (it's a bit too pointy at the moment). The small headlights are fine, you just need to make the edge a bit flatter, so that the light surround does not drop off so harshly. Hopefully you can see what I mean in this image: (imported from here) Everything else is excellent, the shading is practically perfect. The poly count is good too, you could easily afford to double it for the finished car without any issues. Also, some XX...
As always I really appreciate your feedback Bakasan You are totally right about both of the headlights...I knew something looked off but I didn't know what it was...well now not anymore ^^ The Celica is shaping up really well. I am really happy that this forum has a japanese car enthusiast who knows what he is doing ^^ Classic japanese cars are sadly missing in most car games.
KEVA [webm=]http://www.beamng.com/attachment.php?attachmentid=47553&stc=1&d=1417619787[/webm] Someday... (Frame from a series of KEVA Simulations in Blender that I'm still rendering overnight)