I have a question to skilled modders/developers. Is there any decent way to create good looking realistic materials, maybe with cubemaped reflections, such as chromed metal ? And is raytrace compatible with BeamNG (or exactly T3D) ?
I'm not an expert on textures, but if you want chrome I think you just set the diffuse to full black (or was it full white, I forgot) and let the BeamNG reflections handle that.
Um i know it can be created with help of dark gray texture, but im more like asking about how to tweak the reflections for it to look as real as possible. Thanks
So here's the story. I was trying to find a simple mesh to use as an example for the tutorial, and came across a really nice mesh of a car I'm rather fond of. I decided to throw it into BeamNG and use it as my example. The mesh work is all done. I'm just starting work on the materials. As I progress, I'll take some pictures and make a tutorial. If I'm super productive, I'll have it done tomorrow morning. If not, I'll have to make the tutorial on Saturday. Sorry for the delay.
You can also use custom skyboxes (cubemaps) for different materials (although the way I've done it is level dependant because it's used on static objects only at this point), this is a material used for certain parts of east coast which uses a custom 128x128 cubemap. It's extremely fake but effective, especially for static objects. (imported from here)
so there's a random silver spinning box in the middle of the road in some parts of east coast? now that would be an interesting crash Scenario: *Just Driving Along the Road* *all of a sudden, random silver spinning box thingy* *Crash Noise Here* *Ruined Covet here*
Oh yeah, we had plenty of those things all over the place in Indiana where I used to live. We never knew why they were there in the middle of the road, we just had to make sure to avoid them.
Please check the last thread post before posting. This one is from 2014. It's simply using a different cubemap than the one vehicle usually use for their bodies. Check the Super or Burnside interior, as they both use that cubemap.