Finally Doing my texturing with what I originally had from now on. How do I apply all of these dds's to their respective groups in blender using materials Sorry I'm an absolute blender noob.
Hi its Vince with ShamWOW. You'll be saying WOW every time you use this Towel. P.S - I think we should stop this threads kinda going Off Topic :/
I didn't know that there is a difference in collision between T3D alone itself and BeamNG "applied" on it. Now you have cleared it out for me. I wish there is a way for BeamNG to support terrain paging in the future.
Yeah, i really hope they sort it out too. It seems like a really good way to get really large maps that still maintain enough detail, i wonder if there is any way to hack it in as a single tile. The engine limits the size of height map that you can use but maybe its possible to remove that limit in some configuration file? This is an interesting thread: http://www.garagegames.com/community/forums/viewthread/136126
That looks really good. Actually, it is possible to force t3d to use a basetex image of 4096x4096. It just doesn't do so by default. Before I get into how this is done, I need to first describe how T3d uses terrain paint. Basically, when the ingame paint tool is used, the game pulls from it. When the world is saved and then opened later, it instead relies on the basetex.dds file. This is where stuff can be done. If one adjusts the terrain settings in their world's mission file to read 4096x4096 and replaces the generated basetex with a much higher quality one, the game will use a 4096x4096 image. Unfortunately, there are a few problems with this. If the terrain block's thing is looked at in-game or the ingame paint tool is used, t3d will return to its default basetex.
Many thanks to both of you! @aljowen, Indeed very useful finds. Thanks! I hope they can be applied somehow on BeamNG. I will see what I can do. @Ouerbacker That's really clever. I used to think of solutions like this for various issues I had in the past, but this time it didn't struck my mind. Many thanks! If I get this right, I can't use the texture brush tool without switching back to 2048 basetex? That's quite a problem indeed. But I could use another program for editing in this case. I have started a thread about the basetex on the "Torque3D" section, before you answer me. We could continue our discussion there, so as not to bump this thread.
The material editor not changing anything half the time my material.cs is completely different from my model and the windows are translucent on the wrong f****** side
#rage Try recalculating normals in your modeling software to see if that helps with the issue. May be worth creating a backup of the model first since thats always good practice before you start messing with things.
I don't think recalculating normals could help with a texture problems. From my experience, when T3D puts the NoTexture thing, it won't go away even if you changed the texture to the right one. What you should do is applying the right texture from the editor, save and restart BeamNG.
I meant in reference to the windows being the wrong way round, but you are probably correct. I should have looked at the image...
18k Tris. Those little tubes are a drama. I already tried them ingame, and I haven't had any FPS problems, so unless you run on a rock, you should be good. Ah shit, that was the third one. The second is just 5k Tris.
Some sexy rims there Nade, Would these overwrite current rims or will be extra rims in the parts selector?