Yep, I noticed that. Node coordinates are also flipped up. There's an (empty) body part for the F150 shell in the main file. My suggestion is to add nodes/beams/triangles there and leave the chassis alone for now.
Those bodies have something called a halo on their chassis. It's basically just an extra bit of tubing to make the body fit. Don't worry about that black bit in the background, just the way that map worked out.
Don't forget to add BKT tires to the trucks. It is what all Monster Jam trucks use now. --- Post updated --- I know your not trying to make a perfectly scale map but can you add an update with a lot more room in the back part with the big center jump? Also, you should do a non-muddy version.
I might be a little late but when the fire started he gave it gas (his mistake) causing the fire to spread quicker
Good. Something like that could be added together with the mesh for the shell in order to keep the current frame as is. I can probably isolate the "extra bit of tubing" from the original meshfile for Crusader. Thanks! The default tires are BKTs already. They just had their lettering on the sidewall removed. You can still get the original texture with the white lettering that came with the original mod, but wheels aren't mirrored correctly on the right side of the truck, which is why the lettering was later removed in the first place. That was all I could do when I started working on updates for this mod, now I could probably go for a proper fix in Blender and then reinstate the original texture. Yes and no. The frame isn't colorable like Hondune's buggy, because it's textured. Setting a diffuse color would likely alter the base hue of the surface, but the texture is too dark to get vibrant colors such as the bright green of the Gravedigger's chassis. Any recolor will need to be done via texturing (so, the skin system once again), but yes, it's definitely possible... --- Post updated --- Oh, btw... It even says so in the back: "It works!" This is Lucas Oil Crusader with the frame modified at the rear. I also made a new texture for rims in vibrant colors, such as this bright red depicted here.
I cant wait for the new shells and for deformation! All this work you are doing paying off! Keep it up!
What do you mean? Anyway: get this file. This is the latest revision available here. Once you have downloaded it, put it in /Documents/BeamNG.drive/mods/ on your PC. Next time you load up your game, it should appear in your vehicles selector as "CRD Monster Truck". It's just one vehicle, with selectable paint schemes. Let me know if you need further assistance.
So, since wagon bodies would require a halo-ed chassis, work on them is postponed for now. I'll work on a separate mesh for the extra tubes in the next few days. Meanwhile, work on some body designs for the CRD chassis that would fit the current frame as is has started. So, next mini-update will contain: - Upgraded brakes - Improvements to drivetrain / engine / tires (improved traction, fixed shaking on launch, wobbling reduced) - General revision to all the JBeams - 2 new paint schemes for the existing Ford body (Apex Runner, Growing Darkness) - A new shell (see attachment) - Fire, if I can get it to work in a plausible manner... I'm currently doing the gold color-coded textures for MaxD (the ones in the screenshot are placeholders, but I'm not entirely convinced yet), then I'll need to make configurations for the new looks and new default images all round. Hopefully, it will be up in the next few days. Then... If @Fen manages to make a functional JBeam structure for the original body, with the necessary adaptations it could also serve as the ideal starting point for any future body design. Otherwise, you'll all have to live with my abysmal JBeam for the shell, whenever that comes.
Ok, MaxD ready for deployment. Now, if only I could get around this... Any brilliant suggestion on how to fix that? As for the gold skin, this is what it looks like now. Do you think the shell is shiny enough?
needs a little bit more shiny and yellow tint to it....mind making a silver/orange paint scheme for it?
Maybe. I want to find a solution to the problem with skin system first. Right now skins for different bodies can't coexist. Then I'll need to find a reference texture for the "standard" paint scheme, the design of this truck is way too complicated for me to create one from scratch. --- Post updated --- Oh, btw... MOAR yellow tint and MOAR shine, as you suggested. This is it!
Further improvements to the 3D mesh for the upcoming Max-D body: 3D rear lights (I know, the texture underneath looks rather plain up-close, in the process of remaking it right now) and fiberglass lining for the inward-facing surfaces of the shell. Coming up next: working lights (no glowmaps, just some flares ) --- Post updated --- Oh, I think I'll leave one more screenshot here... Ghghghgh... Somebody please kill me now...