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Collada Animations break if they play for too much frames Long animations like a flying object going around a path for ~10 minutes will break at...
jup its the 1.0 repo version --- Post updated --- Well its intended to be a map with a fairly narrow focus. ^^ Something in particular you would...
should not be there, cache? go to youre beamng appdate folder and delete temp, make sure the ./levels and ./repo/unpacked folder (if those exist)...
makes sence, since this will also increse how much frames it takes to complete the animation
Removed trees from road
Added more scenery Added Rest stops Updated Ramps Updated country roads Fixed Ultra graphics Improved guardrail collider Minor improvements
It’s impossible, the collision data is built once the map is loaded but doesn’t get updated after. I disabled the collision completely for...
[ATTACH] [ATTACH] thes are also included I could probably add stuff forever to this map, but im planning to leave it as is for now and release...
yes
--- Post updated --- [ATTACH] [ATTACH] [ATTACH]
Yes, 3 or even 4 lanes are a relatively rare exception for high throughput areas like near mayor cities. In retrospective I might should have...
Getting your whole scenario into blender isn’t what you wanna do anyways, all you need is your terrain as reference, you can export it from BeamNG...
Incredible save design :oops: [ATTACH]
why did nobody tell me that the grass looks like slime on ultra? xD
perfect, thank you verry much ^^
omfg lol, it works... to much c# i guess xD any idea what the variable for RespawnRate is called? (its not respawnRate)
ok changing the variables manually with the ui app works. but i cant get this script to work, not even the log messages show up... Auto: Off...
I came to quite enjoy driving the backroads myself, so I put a little bit more work into them ^^ [ATTACH] [ATTACH]
You can’t do it directly in BeamNG, I did most of the map in blender. Do you have any experience using 3d software? [ATTACH]
not sure it works [SPOILER]