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Community Showroom extra

Discussion in 'General Discussion' started by nicbou0321, Jul 25, 2013.

  1. nicbou0321

    nicbou0321
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    Mar 6, 2013
    Messages:
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    everybody is making their custom car but who knows. the game could use something else except .mesh or how do you know how the game will identify the parts we do not know so i am not saying do not make any cars i am just saying that you should wait because the maps could be in a .mesh and the cars could be in a .3ds or somthing else so when the game will come out the custom cars will need to be converted to another format. IF the game uses another format. now everybody is already making their custom cars. the freaking game is not even out so relax people. just reminding you :confused:
     
  2. Kryotex

    Kryotex
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    Oct 16, 2012
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    What problem? if you got source file you can convert it to any possible formats, for me it's not a problem
     
  3. nicbou0321

    nicbou0321
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    i know but just saying
    did you see the livestream. well that is what i am talking about. you can see the pieces well how do we know how to make it do that. we do not know yet
     
  4. Kryotex

    Kryotex
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    Oct 16, 2012
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    as i know all meshes and terrains will be in their default formats as it is in Torque 3d engine, and all Beamng stuff will be possible to begin making only after release
     
  5. nicbou0321

    nicbou0321
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  6. Kryotex

    Kryotex
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    aahh) it' just meshes assigned through script, nothing extra) only note to modelers, that they need to make car more detailed and deeper, that takes more time to work
     
  7. Mythbuster

    Mythbuster
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    Aug 11, 2012
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    782
    Doesn't matter what format they're in for BeamNG... I can export my cars that I made for RoR to GTA or any other game. You save the model with whatever default format your modeling program uses... So for Blender that would be .blend I think, 3dsmax would be .max, Maya would be .mb, Zmodeler would be .z3d...
    You then just export it from there to whatever you want, BeamNG uses .dae(Collada .dae) so for BeamNG/Torque3d you just export as OpenCollada(.dae), or for Rigs of Rods you export as .mesh, or for GTA you export as .dff or .wtd(or .wft? can't remember which one it was), etcetera...
    You could even import a mesh from GTA and export it to Rigs of Rods, or vice versa, if you wanted to(and have permission from the author)


    In other words, doesn't matter at all what format the game uses, you just export it as that.
     
  8. Kamil_

    Kamil_
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    Mar 17, 2013
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    Also the maps are Torque3D maps, so you just use the T3D editor to make them.
     
  9. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

    Joined:
    Aug 4, 2012
    Messages:
    667
    Yeah, the terrains are pretty much independent of BeamNG (there isn't a lot of extra steps involved beyond basic T3D).
     
    #9 LJFHutch, Jul 27, 2013
    Last edited: Jul 27, 2013
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