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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Mr. Avanzato

    Mr. Avanzato
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    upload_2017-1-14_22-1-28.png
    how do i do this now :)
     
    • Like Like x 3
  2. CRAZY RACER

    CRAZY RACER
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  3. Mr. Avanzato

    Mr. Avanzato
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    :|
     
  4. CRAZY RACER

    CRAZY RACER
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  5. TomArne02

    TomArne02
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    WoW BeamNG Need This!
     
  6. Taza

    Taza
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    I didn't get a permission to use @DrowsySam 's wing, so I have to make it all myself. Already made a jbeam for the wing itself: this one has breakgroups, something to collide to and it flies more like a plane. It's my first own jbeam so it deforms not that well :| I'm still using his mesh though and his thrusters (those will be removed and implemented to the wing, using vehicle specific bindings). If you want to contribute by making a model (and materials and whatnot is needed) for this mod, PM me. Jbeam is not final and will most likely be edited to fit a new mesh once/if I have it.
    20170114155502_1.jpg 20170114155441_1.jpg 20170114155546_1.jpg 20170114155524_1.jpg
    EDIT: a friend of mine is making a model.
     
    #9726 Taza, Jan 14, 2017
    Last edited: Jan 14, 2017
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  7. Godzilla!

    Godzilla!
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    I don't think anyone has done this yet.
    barstowc.png

    It's in-game, but looks terrible, likely going to abondon.
     
    #9727 Godzilla!, Jan 14, 2017
    Last edited: Jan 14, 2017
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  8. Manche

    Manche
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    I hope it can be made in such way that it can accept any engine that is longintudinal, gavril, etk, miramar, moonhawk (which for now is the drivetrain donor) burnside, barstow, etc
     

    Attached Files:

    • Vulture.png
    #9728 Manche, Jan 14, 2017
    Last edited: Jan 14, 2017
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  9. wrinkle345

    wrinkle345
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    I'm finally able to start working on LeGran configurations.

    screenshot_00003.png screenshot_00004.png screenshot_00005.png

    I'm gonna call it the "Brunkell LeGran National"

    Which is of course based off of the always awesome Grand National


    They look pretty similar. From the front anyway.
     
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  10. 111111111

    111111111
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    is it going to be rwd and turbocharged. p.s. That was the first thing I thought of after seeing this car.
     
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  11. wrinkle345

    wrinkle345
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    Well, I don't know about the RWD part (maybe, if I can design a longitudinal engine for it), but its already supercharged, so I don't think turbochargers will be quite necessary.
     
  12. rick harrison

    rick harrison
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    well I had an idea just like that. LOL good luck dude
     
  13. Srockzz

    Srockzz
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    Ask Synsol for a coupe version.
     
  14. wrinkle345

    wrinkle345
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    Well its for a modpack, its not just gonna be my own mod. So I doubt it.
     
  15. Atomix

    Atomix
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    Dec 15, 2012
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    for someone
    Screenshot-15012017-003431.png
    Screenshot-15012017-003419.png
     
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  16. Taza

    Taza
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    Fly, you fools!
    20170115103722_1.jpg 20170115103646_1.jpg 20170115103636_1.jpg
    wing uses 3rd color palette
    much to do
     
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    • Agree Agree x 1
  17. Inertia

    Inertia
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    Dec 29, 2015
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    My new car, im so proud of it, so beautiful and aerodynamic :eek:
    rubbish.png
    Just kidding :p

    OT: More Charger work, coming along slowly but needs to be done. This door jamb is an absolute mess and it's doing my head in, so I'm working on other parts for a break in between short bursts of fixing it. I redid behind the front and rear bumpers in just about the worst way possible but it should work :p
    charger11.png charger12.png charger13.png charger14.png charger15.png charger16.png charger17.png charger18.png
     

    Attached Files:

    • charger19.png
    • Like Like x 3
  18. Taza

    Taza
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    I'm still too lazy to do my own models so I repurposed some good old steel wheels as turbines XD
    20170115113351_1.jpg 20170115113339_1.jpg 20170115113415_1.jpg
    needs texture work
     
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  19. Spec Racer Z

    Spec Racer Z
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    Joined:
    Aug 21, 2013
    Messages:
    403
    A family friend of ours is a 3d modeler for a living, so he's been wondering how hard it'd be to implement them into the game for terrain stuff using 3ds Max 2014. We decided to finally try and put something in the game so I can test strong downforce vehicles (FR16, Hill Climb) in a 90° incline (basically a wall with a smooth entry ramp) and it's not going especially well so far. Some of the attempted exports have had the visual mesh work in the game, but the collision mesh isn't working in any of our attempts (truck in picture is under paused physics). Would appreciate any help troubleshooting. Not sure if I'm possibly putting them in the wrong place (levels>smallgrid>art>shapes>misc to test on Gridmap pure) or if we're getting the hierarchy of the dae wrong. Any help would be appreciated.
    blalallaaa.jpg screenshot_00119.png
    PS, cargo container (that red blip) and a flatbed semi have been used respectively for scale.
     
    #9739 Spec Racer Z, Jan 15, 2017
    Last edited: Jan 15, 2017
  20. Inertia

    Inertia
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    Managed to start on the unibody frame/front end thing, looks ok so far :)
    charger20.png screenshot_00111.png
    Also how do I get in between the flat shading in blender and the smooth mushy shading? I'm guessing I need a normal map.
     
    • Like Like x 1
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