Come on man, if the creator wants to release it, he'll do it when he wants to, how many times does it have to be explained. Stop asking for release dates.
Not dead fellas, just been super super busy with work, holidays, sickness, ect. ect. Im hoping to get this working soon. I need to create a n/b, which shouldnt be an issue, and figure out materials, which seams to be an big problem. Some models i export are fine and dont have any issues in beamng, others i cant get to work to save my life. Ill post some pictures of any updates i have a soon as i have them. you all just have to bare with my busy schedule, sorry!
One question will this thing work in the game or is it just too high res for the game to render and to work with?
The entire model is only 80k vertices, 60k faces. With almost 50% of that being just the tires alone (tire tread eats up verts like no other). Without all 4 tires, its 45k verts, 33k faces. All of it is unwrapped to a single 2048x2048 texture, other than the motor which is on its own 1024x1024 texture because i made it so i can use most of it on multiple vehicles with minimal work. In short, it will run just fine and is no where near being too much for beamng to handle. I use Blender for the model, photoshop/blender for creating textures (i first bake a AO map, then create my own textures over that in photoshop) and of course notepad for anything node beam related. EDIT: Made some progress on it. I have got the model scaled correctly now, and i have it in the torque engine (just the model, no node beam yet) however the materials are still jacked. Every time i import the model it creates a new set of basic diffuse materials with the EXACT same names as the ones i already have in the material file. So ill set up the textures, normal maps, spec maps, ect. ect. and make sure it all saves, the material file updates these new materials correctly like i expect it to, then ill import the model again and same deal. It will create a new duplicate of the same material thats already there with basic diffuse and no texture settings. So if i import the model 5 times, ill have 5 sets of the exact same material because it creates a new one each time. I cant figure it out and its driving me nuts! But anyways, enjoy some shots of the model in Torque3D
CANT WAIT Wow that looks amazing does it have rear wheels steering (was too lazy too read the comments so i decided to just ask the maker of this INCREDIBLE mod) becuase if it does it will make MANY MANY MANY times better to crawl as proven with the Moonbuggy this thing will be amazing when done. P.S REAR WHEEL STEERING PLEASE if it doesnt have it yet) T can wait longer just for rear wheels steering THANK YOU
Thanks but just wow...I am lost for words how detailed that is I am guessing Gabester uses 1024x1024 for his models or less I would love to see more 2048x2048 models appear in this game...
Hoping to get a beta test for this soon or even a full release! I'm guessing your working mainly on the jbeam now? Model looks finished to me.
This is exciting!! Can you believe that this game blew up so good? And just the community is so helpful with the mods and vehicles and tutorials!
Started on some node beam work. Obviously it doesnt have any support beams in the main body yet, just got the layout set up and and made sure i had everything correct for all the suspension and other moving parts. I may add some more nodes for other parts in the vehicle, so they move around correctly (gas tank, motor, ect.) but we'll see how everything else goes first Blue is the main frame, red is running gear, yellow is hydros, shocks, or drive shafts.
So heres some progress. I got the node beam in game, working shocks ect. The wheels might be a tad large, however the they should be the correct radius. I think they might just look big because the edges arent rounded like the model. Biggest problem right now is that the motor doesnt work, and i have no idea why. It seams to just ignore that its there entirely, no sound or anything. However there is a error "Attempt to perform arithmetic on field 'clutch' (a nil value)" Theres no info on the engine sections in the wiki, and no results for searching that error so... im a bit at a loss there.
Hmm does it show the dyno range on the second debug page? Does it ever try to go into gear when you hit the gas or does it sit there and not react at all?. Like if you open the debug screen is it idling at the set rpm? Or everything null?