I just noticed the hubcaps or your car! Are they another mod, or already in the game somewhere? I like them a lot, and the whole car in general. For your question on why I used the D-series main body material, there was a forum I found on how to build your own mod car which I used to understand how to make this mod. The person said something about using the D-series texture because it was used on a lot of cars. Maybe I read it wrong, but I used that texture anyway. The forum is a bit old, so now looking, back I should have done a little bit more research before mapping every single chrome and black texture on the car, but I definitely learned from trial & error to not do that again. Here's the link if you want to read it- https://www.beamng.com/threads/tutorial-viewing-your-mesh-on-an-existing-vehicles-jbeam.41130/#:~:text=[Tutorial] Viewing Your Mesh on an Existing Vehicle's Jbeam Also, where'd you get the rims and tires? They were exactly what I was looking for! I like those big white wall tires, with those smooth hubcaps. You guys apparently have much more tire knowledge than me. --- Post updated --- I guess I didn't notice. I'll change the name in the next update.
I see that the Cadillac just uses the bluebuck engines and transmissions. I can correct the torque curve and add the correct gear ratios if you would like.
Those are from Mythbuster's old Cadillac mod, I had to convert them to pressureWheels while I was doing a revamp of it. They're a bit too tall for the Eldorado (15 instead of 14) but I couldn't resist the Cadillac logo on 'em. That tutorial was just for putting a temporary material on a mesh so you can see it in game, not for actual use. It's fine to use vanilla textures, but you need to copy them to your mod folder, rename them, and rename the materials on your model. For example, if your mod is using "pickup_main" or whatever, and the devs update the game and change anything about that material, then your mod could break, or it could break the pickup, or both! I could probably help you separate the materials from the vanilla ones, it wouldn't take me too long.
Sure! If it doesn't look too hard, then you can re-do the materials, PM me the file, I'll do a quick check in beamng to see if there's a difference from the original (mostly just for personal interest), I'll post the new file on the download post (the one with all the mod pictures and writing), then put your name in the credits. I'd have to think on it.
plan on making any more mods? Im sure everyone would love that and im sure i read something about christine on your page a while ago... i could be wrong
Originally yes, but seeing that it is a bit hard and uncommon for meshlaps to be approved to the repo, the chances are a tad lower. I knew from the start that I wanted at least one of my meshlaps to be approved so if people liked the mod, they may look into my other mods and find forums for other mod cars. Also some models are more complex than others, and thus take more time to separate the body into parts, add materials, rename the parts, plus the time it takes to fix an error that I might of made. But like said in my first post on this forum, the 58' Plymouth is one of the cars that I really liked, so you might see it sometime in the future along with other cars. But this process will probably take longer than shorter. I do look forward to seeing another classic car in beamng though.
You know what would make this mod cool, if it's frontend and fins could go on the bluebuck wagon mod. Someone could make a ecto 1
It's kinda on hold for the moment because my schedule is pretty packed, and I'm also working on my jbeam and modelling skills so I can do a better job with at least the initial release. The main hurdles stopping it right now are it currently has a weird (wheeldata I think?) issue that messes up the speedometer readings and automatic transmissions that I haven't been able to solve, and the rear diff rotates so I'm missing some beams somewhere I guess. Once I get it in a spot for an early alpha or something I'll release it to get help from the community since I never found a way to contact Mythbuster .
please make a hearse. Anyway i love the mod 10/10 --- Post updated --- will you release that mythbusters cadillac revamp
WOW! this mod is amazing, well done sir! I will say, the only thing that will make it better is an ecto 1 variation. I am currently building a real ecto 1 so like please if i can help you AT ALL with reference images, measurements, whatever, i would love to help because i want to drive ecto in beamng
Thank you for your support! And likewise, I hope you finish your Ecto 1 in real life. However, creating one in BeamNG Drive would be quite the challenge (for me specifically) to do because I'd probably want to find another 3d model of the Ecto 1 to combine with the front parts of the Cadillac model I've already made suitable for BeamNG Drive to avoid both doing the 3d modeling myself (as I am not a very good 3d modeler) and making a whole other 3d model of the Ecto 1 suitable for BeamNG Drive. But on the contrary, I have tried it before with a station wagon variant and have seen that it may be possible. But I've been taking a break from modding for a while anyway, so I may come back with that idea in mind. I don't think I'll do that, but I have an automation mod very similar to it, and you can find it in the link below. https://www.beamng.com/resources/79...8421/#:~:text=79' Prime Cadillac Brougham 1.4