Of course This time I'm trying to make the uv's so that I can have only 1 texture. It will have parts from the covet but some new parts like spoiler for example. Edit: I'm not sure if I should make the door panels with their own jbeam so they could come of or make them just a part of the door so they can have duct tape on them. Or is it possible to make a mesh disappear when a beam is broken?
Doing some more work on my Juggernaut scenarios, had an idea that allowed ECA and JRI scenarios. I just have to remove some vegetation to create paths, and more importantly find ways to allow the player to climb the cliffs too steep for the cars. Also took screens of my blender backups to see a sort of timelapse of the creation of the wooden feature :
Just testing my sweet new rims I'm actually really happy that I've even gotten this far - I have no idea what I'm doing. Edit Seriously though, how do you actually centre wheels? Because i'm pretty sure i'm doing it wrong.
You need to move them to the center of the scenario (idk the name) in blender, in a way that the lines are perfectly centered and them Press Ctrl+a and select location (something like that I'm in phone) then it's position will be set to there (it will show 0,0,0 in the transform section)
Got Lights to work (No glow maps yet) and Transparency partially, but the world editor fails to save the changes to materials .cs though :L Just need to jbeam, make the body have the skin as a selection in parts menu (So there would be a normal non-livery version), get reflections on the textures, decrease glass intensity, and fix wheel locations (Maybe add default wheels too)?. Also, postal delivery van in progress (since I've never seen one in BeamNG before). No materials found bug according to "~" , so might have to rename materials in the .dae. Lights work too, but have to change van_lights_g.dds to match uv layout so they dont all glow red. Also got custom engine mesh to work w/o conflicting anything in the sub-directory vehicles/common/grumen_chev80sMAX Did stuff above to ASPEN to. Learned to set instance diffuse[0] to "0" for materials and diffuse color to "0 0 0 0" so textures aren't influenced by the color of vehicle. Lots of learning in progress still. Setting materials to translucentBlendOp "Mul" in materials.cs worked for transparency, so may need to do this to annihilator again too. Got 90% of car models out of Kane and Lynch 2 + most fictional models out of Driver San-Francisco including the ASYM Desanne 3.0T (no police model though).
I tried to make that in blender once, it failed I also tried to make an hseries with a D series front fasisca cant spell right now