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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
ohhh, please be a nell car or legends coupe! I would love to race that around a short track!
Oh yes know I remember I quit flying years ago, that is on simulators by all means
Same here lol
Redoing some of my previous crap work on the FS65 dash.
Finally I have a computer that makes my life easier and I tried to see how it could perform in terrain creation, and it does pretty good! (i7 8750H, GTX 1070, 16GB RAM)
Obviously it's a very first step, as I have only added the heightmap and a colormap just to see how it looks ingame, nothing fancy.
Also, it's just a part of a bigger island I have been working on as I had said, so I am looking for ways to make it possible, maybe I would go for a cleverly poly-reduced mesh solution with different LODs, but I am not sure how it's going to work yet, and how much time this process is going to take...
So, for the time being I am thinking of making parts of it as individual terrains and add roads, buildings and other props, apart from the vegetation of course.
And some World Machine screenshots:
Huh. So I test fitted the transmission and engine into the Freightliner, and it was clipping the floor
Turns out it's in the right position, but IRL the floor is just bent around it
So now mine is too
when a refnode weighs 100 grams:
2002 Kashira Flux Concept
How did you make a literal box look modern.
Did some adjustments to the Freightliner today
You can see just how much its changed if you look at the curvature of the bumper, which is much more correct now
It was also 4% too wide, and is now the proper 96in wide
Only one terrain can have collision so I guess you need to use groundmodel to static objects and use multiple static objects as a map instead of terrain.
That limits depth to something like 0.2meters at maximum I believe.
also you would need to have different materials for each groundtype on your mesh, that is then easily murder in UV mapping.
digidash 2 electric boogaloo, now featuring (slightly) less garbage design.
Very retro. I like it!
Thank you for the information. I know most of what you said except for the need for uv mapping. Can't I use rgb maps for detail texture distribution on a mesh? I thought I could...
Does that make different material name? MapTo in groundmodel points to material name in Blender, so you need to have different material names for each ground type, sand and grass etc. It does not matter how material looks, but you need to be able to point specific material with MapTo or it probably will not work.
I don't know easy way to do that, not sure if rgb maps would work as I have not used such, but if there is easier way than UV mapping that works, I want to know about it as UV mapping way is just bit too much work
@Dayz Me Rollin'
nice Z31 300zx
HAHAA !!! FINALLY someone got it !! Everything works accurately to the bone.
Only thing it's missing is the variable height on the tachometer when you give it throttle but at that point it's just nitpicking