Working on new beater and rusty skins for all cars, color changeable. It wasn't the case before, meaning colors changes were ugly because skins color bases needed to be white or clear at least. Now like on the new Moonhawk rusty skin, rust patina is not affected by colors changes nor reflections anymore. Using diffuseMap 3 code instead of overlayMap 2 . This is still Wip and subject to changes.
Loocks very nice the new skins and by the way do you have some sneakpeaks for the upcomming sounds for the olds (a short video or something would be nice^^) im happy that they becomes now new independet FMOD sounds because the sound of the car makes the real driving feeling
Thank you, more variety is always better. I keep the existing beaters skins like the caprice redneck repaired though. Nothing really exciting on this part, i just made the vanilla cars sounds work with my idle sounds, and the rusty engine was remade by Synsol almost identical to the sbeam version. No new diesel, i'll see to record my own car but i didn't had time til now. The diesel has just a lower idle that makes the trick for now but that's it. I'm not a sound engineer and Fmods sounds are pretty hard to handle, so i kept it safe and clean, using vanilla database.
Damn, that looks really good. --- Post updated --- One more thing, is it possible that the poly count of the model could be decreased a little, compared to vanilla cars it seems to be a higher poly count, which could lead to lag. Normally I can get around 40-60fps but when I use this mod it drops to about 20. Its not the end of the world cause I can just remove some interior parts and I get semi normal frames. But I feel that there are some areas on the model that could be less poly and still be as smooth.
He he Lightrunner Oldsfullsize, why not ? Maybe i'll see this later and in a different pack so that it won't increase the weight of the whole mod. You're right, the mods has a bit too much polies, especially the Olds variant. But issue came also from too much flexbodies (different meshes objects under a single jbeam instead of one objetc) and i have decrease that. Now we don't have separated carpet, roof sky, and so on. But maybe one day i'll optimise the mesh. Not easy task because body panels have two uvmaps to take care about. Issue here is to keep the correct texture mapping.
I doubt he would "just" make a car. That is an extremely complicated process. Also, that is kinda offtopic, and would bet better suited for a DM.
I have to say, the dirt on the windscreen is just amazing!! It looks so realistic Glad to see you are still passionate about this mod and continue to improve it, keep it up!
Tanis, if you are interested in this mod evolution you could read the last few messages, sounds are discussed there. Well this mod is my baby so from time to time i try to find energy to keep it updated. Not easy though, time is flying like we were in a parallel world when making stuff for a mod. Just like restoring a real car
...wait, I'm confused, are SergentFido's amazing old school lightbars actually available on other vehicles, or is this a custom mod of which I'm unaware?
These lightbars were created by Ar162B for the Moonhawk sedan pack, and i retextured them and improved meshes when necessary. He then used them back i think with new textures on the H15 van mod he made, on which i contributed with some skins and oldschool dashboard. A mod pack could be created to make them work on other vehicles.
Would you consider adding a TBI option to the 305 Chevy engines, since the Chevy Caprice got fuel injection in 1989?