The update is almost ready, still some tweaking left of the trailers. And I've got some errors for which I can't find the specific cause, anybody here knows what to do? I've checked all my deformgroups multiple times but I can't find the problem. "Warning: collada <lines> element in (part name) is not supported" "BEAMNG |ERR| deformgroup on beam not found on any flexmesh: (deformgroup name)"
Very nice start, it seems to be mapped perfectly, so that's a start. For a start (as it was already said) the headlight does look foggy. Are you using a photo texture? if so, this is often the problem. You can get a much better quality results if you make the texture from scratch (I always do my light textures from scratch) If you would like some good techniques, I'd be happy to help Also, indicator lens is actually clear (the bulb behind it is orange). Getting a realistic effect for this may be tricky, but should be possible. If you use a normal map layer (placed behind the lens), this will help distort the bulb, spreading the orange over the lens (assuming normal maps apply to transparent textures). If you wanted to go even further, you could make and use a cube map for the inside of the headlight that contains the orange bulb (to simulate reflection from the bulb) Aside from that, your mapping is very nice. Remember to allow for plenty of resolution and use crisp textures, it will make your lights look much more realistic
Good thing then that BeamNG does not support UV damage, as foggy headlights bother me (as do cracked dashboards)... - - - Updated - - - The endless striving for handling perfection continues... Explosions and black screens are now almost nonexistent (crashing at speed sometimes does weird things, guess it's time for breaking beams). It still drifts like a Porsche too. Perhaps the problem lay between the lack of swaybars, 48/52 distribution (due to lack of body parts) or the chassis having the structural integrity of cheese. Hopefully I can sort out the problem fairly quickly and carry on. Also, that camber... (this is not the factory ride height. There will only be ~1 degree of negative camber at the stock height)
I used some references but after that I tried painting it myself over the reference image...but the outcome is less than pleasing Thanks a lot for the offer, I'll start a thread soon after school and I hope to see you there Yup I know, I went with the easy way out by doing the headlights with the non transparent lens because as you said...it's really tricky and the materials.cs is a really weird place to be. That's a good idea with the orange cube map...I have no clue how to do it in Beamng though..
Damn AR, I wish I could help I will do the only thing I can however and re-download all your stuff 10 more times.
Making a new mod. One I'm going to stick with and learn myself with a little bit of help. Its a Convertible Pigeon, It is simple my 3rd mod in blender and I am trying to learn. I have to add a little more Edge splits to the rest before it looks any good but here's a Pic. Criticism is welcomed. I have to clean up the Gaps and everything but it should be finished soon.