Alex Cuff is going to be making the plastics for the trx 450r he is really good with that and will do a much better job than I ever could. I'm working full time as a service technician so I don't have a lot of time to work on it but it'll be finished eventually Beep Beep, Tapatalk coming through..
I really think there should be a high quality cloth that comes pre-installed with the game. Would be neat. And people could cover up their projects and people could guess what it is. Beep Beep, Tapatalk coming through..
Sim building need help though because it doesn't show up in game When-I-import-a-dae-the-mesh-does-not-show 300th post getting close - - - Updated - - - All I'm saying "moonhawk"
Nadeox is the trendy man. http://www.beamng.com/threads/1575-...tributing-post-)?p=67324&viewfull=1#post67324
Yep, Nadeox was the main source for our needy cloth addiction http://www.beamng.com/threads/1575-...tributing-post-)?p=67324&viewfull=1#post67324 Talking about addiction I NEED a towel in game aka Towelie
In my experience, not having a material on an mesh will hide it. Just give it a holdover material to check the shape and smoothing, and add the proper materials later. Speaking of which, I have a building, too. Just a few houses I'm cooking up to help with chris_lucas's suburban map. And perhaps a few of my own, should I get to them. They include a faux interior for a few windows, and will come with a handful of modular parts. Meanwhile, I have this thing... ...which will be sculpted further and baked down into the mesh for a statue in my Perryville map. Do the proportions and pose look alright to everyone?
In the material.cs how would I apply a texture called "1" for example ? - - - Updated - - - Next I have to somehow get textures :s then make a collision mesh. Fun...
What I was showing you all this time was the 1/4 of the whole map. Now I finished and joined all the pieces together (4 terrain blocks) and this is the result. Also worked again on the textures a bit. Nothing is final yet. However, I have 2 issues. First, as you can see, there are these "lines" which are caused because the terrain blocks are not joined together properly. I haven't been able to fix this yet. Second, when the vehicle spawns, it gows through the terrain and doesn't collide with it. Probably collision failure due to many terrain polygons? You may ask, "why didn't you make one terrain block^2, instead of dividing in 4 blocks?". I could do that, but that means 4096x4096 pixel heightmap and I won't be able to apply the same value to basetex (max 2048), and the texture coloring would look bad. Vegetation is on hold, since my previous post, because I was working on finishing at least the terrain heightmap. EDIT: Sorry for the bad quality of the pictures, but I have limited internet connection, because I am on holiday, so I had to reduce their size so as not to spend many MBs.
BeamNG does not have support for multiple heightmaps, i also don't know if its planned. Collisions are only enabled at the original heightmaps location. This is why you cant even get a mesh to collide when it is not on the height map.
http://www.garagegames.com/community/blogs/view/22029. I think this guy has achieved that. Need to drop him a line.
If i remember correctly Torque3D does support multiple heightmaps but BeamNG doesn't because of how it does collisions. But i have never seen that article before so i could be wrong. Found some more evidence: http://www.beamng.com/threads/9107-How-big-can-the-maps-be?highlight=multiple+heightmaps http://www.beamng.com/threads/1004-Torque-3D-max-world-size?highlight=multiple+heightmaps I was involved in this one so feel free to discard it but its still a thing: http://www.beamng.com/threads/9049-T3D-Map-size?highlight=multiple+heightmaps