i had a question when i was playing with the scenario again. Would we be able to change how many cars spawn and on which side of the road they spawn? Hype is real now that i see you are working on the app. really amazing work. cant wait to try this out its super fun. it changes the game entirely almost.
Yes there is, I could see a getNodeWidth method, but I couldn't use it directly with the spawn point node; it can be called by the parent decalRoad with an index passed into the function to get the width. I'll figure it out later, probably not too hard. My .lua code is now flexible enough so you will be able to spawn as many cars as your PC can handle, and it will process them. As for side of the road, that means traffic going towards or away from you, right? Correct me if I misunderstood that. At the moment, my spawn point rotation code is a bit abstract (due to the way that I calculate the node rotation), so traffic has a 50/50 chance of spawning one way or another. I'll look into this as well. I'm gonna work on a new bit of code that detects if traffic spawned on a divided highway. My goal is to have cars spawn facing the right way on highways, and to raise the speed limit automatically.
He means UK vs US traffic I think, so reverse driving direction from normal. There is not many maps of course which work for left side traffic, Automation track and there is that Mount Glorious too, maybe some others? Of course it might be useful for future. Really nice that game has road size implemented already, that certainly is handy for creating realistic illusion of traffic. You are kinda like magician
Some more progress on the 8x8 BigRig mod BeamNG - 8x8 BigRig Offroader Progress #13 - Made the engine air cooled - Modeled 2 Exhaust pipes (with custom J-Beam) - Modeled 2 Exhaust Mufflers (with custom J-Beam) - Added Damping beams to rear suspensions (front and rear direction & up and down direction) - Added damping beams to the front suspension (Up and down direction)
Yes I had to add a lot of spring force to the front airbags on the suspension, and forgot to adjust the sound sensitivity for those beams. Its on my to do list
I really like the bronco/blazer mod ideas but I always seem to see people use the default camper top looking side windows. It just looks like a camper top and not a real blazer/bronco top. I think this could be fixed with some very slight modification to the rear window. Here are factory examples for each the bronco and the 2 door Tahoe (blazer of the 90's) Here is an example of how I made my tahoe/suburban mod of the d15. It's not perfect by any means but, notice how it looks much more natural and less like someone glued a camper shell to the back of their pickup. Camper shell on a GMT400 (Aka the d15) Window design doesn't match OEM cab windows and is clearly an aftermarket after thought to the styling of the body and windows of the truck. I don't mean any offense by this just an observation but feel free to get triggered or what have you. I had planned to eventually release and add a two-door variant of my mod along with other things like barn doors etc. I think it looks great and if you changed up the odd-looking camper windows it would be perfect.
The side windows are edited and reshaped quite a bit, they are not simply the "camper top side windows." The look I was going for is a 1980's Bronco/Blazer with a removable cap, not an integrated solid roof like your mod or the 2-door 90s Tahoe you used as an example. See the comparison below, I think its a resonably close mix of the two...
i had some free time tonight need to fix textures and stuffs. jbeam is done and model is done. Its a targa ute thingy and i like it alot
Didn't make any more progress on the route, just fixing up some areas. Thanks to @fufsgfen for creating that bridge (It's two of the same model for the picture.) Used a MeshRoad underneath aswell. Decided to add somewhere for spectators to park up and watch. Atleast the people that got there super early. Also, used "Paint Noise" to add a bit of height to the forest area.
Not much new stuff from me, just some tow hook and lights options, also working on improving the rear axle (stock one is not able to survive a burnout with 35s on duallies)
Let the AI drive the B1 over these obstacles to test how the 6x6 would perform & I have to say, they both did very good Obviously, it got stuck twice, but that was due to having open differentials. I will post an updated video, when we'll implement proper lockers & then the run will be even better