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[ATTACH] More testing on how to create groundcover without being able to use the groundcover system
That sounds awesome but I was just referring to a technique games use to get around the glitchy stuff that happens when you're far away from the...
A lot has changed since I last posted an update on this thread, the map has very quickly become massive and I plan on making it much bigger....
One of downsides of the current LOD system is the pretty obvious pop in that happens when a LOD switches, while this is somewhat hard to counter...
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I'm not sure how maya handles this but you may be able to get around the vram limit by just manually lowering the resolution of the textures you...
Starting to block out one of the costal highways [ATTACH] [ATTACH]
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Made some changes to Thomatoes50's forest exporter to make updating all of the forest item positions for my map much easier. [ATTACH]
[ATTACH] I've managed to make the workflow in Blender almost completely none destructive so its much easier to work on the roads and environment...
Update: I was able to get forest objects to go from auto billboard -> nulldetail if the forest objects where in a small group, but when I painted...
The exporter now adds a _d to specify that the number is the detail size and also to prevent name conflicts, you can also add Null Detail Objects...
yeah I was thinking about how to handle the naming better and that will definitely work, I saw the devs use that for their lods too. I'll also be...
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I've always found the process of exporting assets to beamNG quite tedious so I decided to write an addon for Blender that cuts out a lot of the...
Found a workaround to get material blending on shapes [ATTACH]
Definitely, it needs some polishing before I release it though.
Yep, that's how I've been doing it but trying to manage multiple objects using that method quickly turns into a mess of conflicting names, I...
[ATTACH] Anyone else tired of constantly reconfiguring their scenes to export objects?