Getting back to work on this mod... again. I copied all of the 0.4.3.x meshes and Jbeams over, so I'm starting with a clean slate. This is as much as I've got so far in-game (I didn't fix things up cause I didn't have time )
So, does that mean it runs ads (unlike the actual DevBlog), and those ads don't support BeamNG? If so, I can understand that.
Everything should be correct in Blender now; names, materials, and the like. It kinda works in-game (there's at least no more orange parts). EDIT: Got more parts to work in-game after some minor adjustments. The mod also has blank license plates like the other official cars now. Didn't expect a shot with the Roamer in such an odd position but oh well .
If there are good spots for highspeed crashes & a lot of nice intersections for T-bone crashes, I'll be happy.
Hey everyone, I have started on a new map some time ago, it is for suspension testing, and I am still working on more stuff to put in to test the durability of the cars
Developed upon 22rlux's engine model with more wires and tubes, engine cover lettering and badges. Also did quite a bit on the rear interior section of the vehicle including rear parcel shelf, rubber seals, general geometry correction and reduced unnecessary faces.