20 inches smaller. A body on frame fullsize monster that remained unchanged since early 70s is certainly not a base for a new generation of high tech cars.
I’m working on the shading, I already know that’s terrible Then maybe I’ll come up with another story? Idk, I haven’t thought about it that much, just the idea. I just want a car that looks like this, I don’t really care how --- Post updated --- On that basis, what other large, American fords (that aren’t crown vics) are there from 1992-2001 ish?
As in made by another manufacturer? Yeah I think so, that just means I’ll have to rebadge it which I can’t be bothered to do but will if necessary
Are you talking about the infamous “that one wheel that won’t stop wiggling back and forth while you’re pushing the cart”?
it begins... (that will actually be the name of the map, by the way ) anyone know where the name, description, features ect. file is? it used to be in levels info, but now i can't seem to find it...
For now its just renders, but I want to modify it to the extent that it can stand as its own car and not just an additive to the sunburst- im thinking 2018 sunburst or something, so not just a facelift. When that happens I'll definitely put it in game!
That would be fantastic ingame! For whatever reason it reminds me of the RS6, and as wagon version it would be RS6 Avant.
it's always good to start with a fresh slate, that way you can hide your laziness below it! (all decals, seriously though, is there any way to select all of them?...)
That can be a pain. Look around in the level data files and see if you can find the store of decals. If they haven't changed it again it's main.decals.json. It'll just have names and then a lot of coordinates, if it's the right one. Just delete that file (move it on the desktop or something just in case). Then make one single decal somewhere and it should write a new file. There's likely a better way, but that's how I've done it. You might be able to delete them from the f1 object editor (try that first, in-case it complains about missing main.decals.json after you remove it !), but you'll have to hunt them down in the list (that has all non-forest objects in it). Best done @ the start of the mapping process. FWIW I think my Roane County map still has an errant decal or two from it's grid-map beginnings! That all being said, I got another new bridge done! This time it's a highway bridge, matching the other small two-lane road bridge I did the other day. Complete with pillars and all. Native collision, for use in the forest brush. Comes with aforementioned pillars, a start piece, a long span, and an end piece. Fits almost anywhere then (the abutments are simple concrete blocks that I've already had in-place, I may do fancy ones later). Not only that but each pair of highway bridges I replace deflates the level item count by 20 (!) objects, mesh roads (and decal roads), which are 'expensive' to render anyways. Ruritan Road overpass in Roane County, where US 40 crosses over. Of all things, I spent about half a day on that 'Type 80' railing. It's identical to the railing on the previous road bridge I demonstrated the other day. For comparison, ECA uses 'Type 90' Railing on it's short road bridges (the paved ones with grey concrete). Again, these are totally modular bridges, and pretty much can fit anywhere. Cross a culvert, a road (big or small), or a whole river, they'll get you there! If you live in the coastal regions of the country or just 'the south(east)', they're everywhere. Will perfect the textures a bit tomorrow (aspect ratios, alignments of the road striping) and it should be perfect! These will be used across multiple maps, and released for FREE USE after I release a map (update) with them in it. I Made sure to taper the beginning and trailing ends of the collision mesh away from the driving surface (where they join up or at either ends of the bridges), in-case the position is not perfect; so the vehicle will not get hung up while skidding/crashing. --Cheers! EDIT: @TheDiamondLord8 - I chose Roane County because it's about 25~30 minutes from where I live in Tennessee, and it's got a lot of awesome roads in it. It just made for a good map! Looking around on the map with routes and such, this seemed to be it. Originally it was just a proof of concept to see if the game could run something this big. IT DID - for the most part (aside of a bit of visible shake when you get to the edges) it was just fine. People goaded me to finish what I had teased, and started. So I did. I still am... two years and 2500+ hours of work later, it is still being progressed. I am actually making these models for my city map coming up though, so you'll see lots of new (well before you saw this) stuff there also. It will be fun. It will be compete with THE LEADING BRAND (West Coast) by the developers. --I added this in here above your post because I cannot post without another screenshot - as per thread terms.