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Discussion in 'Land' started by Sithhy™, May 16, 2017.
pretty much, though, I have heard nothin on HL3 lol
Or Midnight club
Well, MY final plan is to release it before or right at the thread creation date, but as usually, we have some hurdles to go over like me having no motivation to work on it due to my health issues & atv_123 being constantly busy as always with reallife stuff; I don't want to replace him with someone else as he spent too much on getting it all ingame. I wish I could post some more cool pictures or videos, but as it stands now, the B1 hasn't been updated from 18.12. We are currently trying to quickly rework the previous body variants for the 6th & last time, due to them being too highpoly for proper deformation & possibly too demanding for people with crappy laptops.
Would love to tell you all some more uplifting news, but that's really all I have
I'm content with the update info you just put, cant wait
Can you show this im interested in what this looks like
It doesn’t hurt to backtrack and find it yourself.
I mean the model or it in game
Again, it doesn’t hurt if you were to find it yourself.
Did you read the post lmao
A bit more wibbly wobbly...
I realize this doesn't seem like much... but I only had an hour today and this required syncing 28 nodes across 6 different bodies... that required about 5,000 node names (low guess) across all the files to be adjusted to match up... nevermind actually putting the lights in place.
love these tiny little bits of attention to detail- it makes this car that much better.
Just keep going when you have the time, I will wait patiently like a good doggo, cause I cant wait but will
wouldn't it be easier to finish one body first and then port all of the changes to the other ones?
I mean... In an odd sort of way that's kinda what I am doing now... I guess... This is the first time I am ever doing a vehicle with tons of parts like this so I am kind of learning my flow as I go along.
There might be easier ways of doing this, so I will lay out what I do here and my reasons behind it and see what you all think.
Alright... so... This is basically how I make a vehicle.
Construct each body
Attach each body
Construct parts (can be anything from engines to doors and lights)
Attach parts (if they attach to a body or other part that has multiple/close iterations, change body nodes to have the same names in each variant... note: not terribly difficult to do in Notepad++)
Find other part to work on and step back to step 7
Once all parts are added into the game, start tuning for performance (weight. strength, deformation... so on)
All joking aside for that last bit, basically the reason I do what I do (one part at a time, then adapt to fit all part variants it can attach to) is because there are TONS of parts in this thing... and I am not trying to hype the thing up... there really are just an insane number of parts. If I went and did one body... the whole way through... every attachment, and then start adding them to the other bodys, there would be many many mistakes. I just would straight up forget to add things, forget to attach things, forget to adjust things, straight up forget the part for that body type all together... it would end up being a mess.
I'd put 2 after 9, it is always easier to have one 100% complete base which you then go and modify and as you go along making different variants, you then make alterations that you need to the parts you've made previously.
But since you're already at the point of adding non essential parts to different bodies, you should finish it without changing your workflow, as I found out myself, changing the workflow while working on something often ends up in a huge mess.
That makes sense.... I will keep that in mind for next time.
@Sithhy™ You should learn to jbeam to help atv out xd
Update: Added scuba gear
looking SEXY will ther be a 6 wheel version at any time just wondering