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. EDIT: a friend of mine is making a model.
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
I'm finally able to start working on LeGran configurations. I'm gonna call it the "Brunkell LeGran National" Which is of course based off of the always awesome Grand National Spoiler They look pretty similar. From the front anyway.
is it going to be rwd and turbocharged. p.s. That was the first thing I thought of after seeing this car.
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.
My new car, im so proud of it, so beautiful and aerodynamic Just kidding 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
I'm still too lazy to do my own models so I repurposed some good old steel wheels as turbines XD needs texture work
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. PS, cargo container (that red blip) and a flatbed semi have been used respectively for scale.
Managed to start on the unibody frame/front end thing, looks ok so far 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.