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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
Is there a thread for this yet?
So @Nekkit allowed me to do some work on his 944, see if I can make anything out of it
Maybe I could!
Stay tuned uwu
It's Forza mesh, so probs won't be too good, but never say never. This has potential
Are you going to sort out the interior? I asked nekkit about it on the beta but he never got round to it before release, the uvs were a bit of a mess in the rear area
A mess is selling it short...it's a nightmare
I'll try that, but no promises, materials and UV stuff hates me
Ah ok, i've messed around with uving generic materials like leather/cloth/alcantara/whatever before and from my knowledge it should be pretty easy just to generate new uvs in blender and scale them to make the texture look proper
Smol pwogwess update:
-Re-routed intercooler piping to match IRL setup
-added the small shroud thing
-added the rain catcher thing
-and did some small performance changes
-I still need to reposition the intake (cause rn its on the opposite side lol)
Got it! Thanks for the help
This will come in handy once I get around to messing with the UV stuff (and breaking it)
Will it have R31 or\and sedan?
No and No, first because R31=/=R30 and i cba to model and convert the current jbeam to sedan
Here We Go.
I miss the times of the Funny and Awesome buttons, those were good times of uncontrolled anarchy in the fóruns.
Do not try to makes maps larger then 2048x2048 with LIDAR, you will end up slamming your fist into your table in frustration when blender melts because you're trying to work with 8 million polygons.
With that said I've decided to finally start a fun little side project, the recreation of the Montezuma Orrego Highway which has always been one of my favorite bits of road. this 8192x8192 map is more of a proof of concept right now and has a obvious seam because I didn't wanna clean a full 8km x 8km pointcloud until I had the basic concept down but once I get a clean mesh I can start working on smoothing the roads and adding all the little details.
We are starting to get the engines for the car in game
here are the specs:
Base model (65): 4L N.A V8 650 Horsepower 740 Lb/FT Torque
Mid model (65H): 4L N.A Hybrid V8 720 Horsepower 785 LB/FT torque
High model (86): 5L N.A V10 860 Horsepower 960 Lb/FT torque
Extreme model (120TC) 5L Twincharged V10 1200 Horsepower 1500 LB/FT torque.
I tried porting it to the Roamer for my NFS Underground 2-inspired mod but that didn't go so well.
Also, page 1234. Neat.
Got the engine torque curve and gear ratio right (thanks @baarry5444)
Now trying to nail down the handling of the DTS.
Meaning super boaty, but smooth and easy to handle. Sort of like a cross between a 2000 Deville and a newer BMW sedan.
It's getting there, i suppose, but not very close right now. Could use a bit weaker sway bars.
Did you make the model or is it from a game?
Model is a lovely mix of a lot of stuff, then heavily edited.
Main model is IV mod, bits and pieces ported from Driver San Francisco, some bits stolen from the Pessima, various parts scratch made to fit the vehicle.
Overall, it's a mess.
Bit of this bit of that, but end result is usable model that isn't stupidly highpoly and good enough for BeamNG. Still a lot to go.