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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
WIP Autobahn Polizei skin
I added the front pickup bed wall. It was a slight challenge to join it to the body because of the odd way that the interior mesh is built. Now I just have to work out the textures, make the mesh look a bit cleaner, and add the rear glass. I also plan on making a completely topless version, and the two body types will come together in the same mod.
Would be cool if you could ask @losr for uv maps of Etk k and make it for Etk k
Wait losr has uvs for the k-series? There are so many skins I would make for it if it had any, I'll see if they will let me use them. If I can I would definitely make it for the k-series along with many other skins.
So it is as I was afraid of, saving level is not working way I thought it would, this is all that is left from hours of adjusting road sides:
I moved saved terrain files from /levels/ to directory of my map, also copied other stuff from template map so that textures etc would be there, but even terrain files are there, they are not read.
Then I tried to open level, which resulted just a black screen.
I made earlier collada export just to be save, but it contains nothing in it.
Obviously there is more information than I do posses, but still I would think that save, save as and load functions should work like with every other program, that is quite crucial in any software really.
Paths were wrong and PNG of such name was not found anywhere, so I renamed heightmap image, moved it to place which I typed in file and had no any better result.
Nothing really changes anything, instead of my pretty island, I get that flat piece of terrain.
So I can import heightmap again, but I will not have textures from template map to be used and all that hours of work with roadsides will be lost.
Instead of just continuing my work, I have to spend lot of time to these kind of issues, because save as is not saving map to folder I choose and that is problematic, it should really be that simple for me to save my work as choosing save as and to continue I should be able to just load where I was, this is why nothing happens, instead of just doing the thing one has to look and read dozens of threads spending more time figuring out completely unneeded steps.
Sorry about the rant, but I hope it helps to see what needs to be improved in order to allow modders do modding instead of seeking solutions to problems of finding awkward ways of doing most simplest of tasks, improvement to this aspect will certainly return investment.
It is like instead of grabbing a broom you have to figure out how to hold pieces of broom together to swipe few times that was your task in first hand, improvement there would allow more time to be spend creating more quality mods.
I can import heightmap and do edits in Torque3D, then save as and load later, everything works just fine, I can save to any folder I like, load and continue where I left, so clearly Save As function in BeamNG world editor is broken and should be fixed or disabled until it is time to fix it:
yea, i'm working on UVs and skins for the T-series, K series, and new pessima. once i release a skin pack i'm gonna release the UV versions of all 3 vehicles
Oh, I got it to work, had to copy art from content/levels/template.zip as well as bunch of .json files, then move my .ter file and accompanying .json back to /levels/ from /levels/Devils_rally
Despite having paths changed in one of the json, those .ter and .json has to be directly in levels, which is odd, must examine more, but issues with loading my work pretty much required all of my allowed modding time for today to be wasted figuring out why it does not work.
Thankfully I got thing to work for now. Collada export is not working though or I am understanding it wrong, kinda wanted to have terrain in Blender to scale so that I could make 3d objects in correct size like bridge etc.
Update: So what I wanted to, before all the saving issues, was to experiment ways of achieving tunnel that would look more like tunnel and not just flat smooth tube. It takes time to learn to make such though, first experiment is not so great, too repetitive and too little detail:
Maybe that could be aided by texturing, but it is area where I need to learn a lot and I'm not that good in making models either, I still can do something to express ideas etc.
@The Shotty The XB is coming along nicely. You need beta testers ahahahaha mate guess you'll beat me to making the first Aussie car for Beam thats public. Have you got much to do still and are you making the 351 engine, interior and suspension for it? And will you make a Mad Max version? btw you're a legend
The facelifted sunburst now has a “gt” hatchback variant. Working on an animated short to showcase it!
No, not quite right either:
Without talent it just takes more attempts...
Aha, it might be better with textures:
Not quite realistic yet though, but I'm not sure if I'm able to reach quite this:
Working on a tutorial for a simple car
It will not be an entry-level tutorial but more for people who have messed around with some nodes and want to see how you could make a vehicle.
I look forward to this
borrowed a pillar from Legran, I hope he doesn't get mad
Usually, 4 door cars have a shorter front door than the coupe version, and they're sometimes not much longer than the coupe
just a small tip
The front door has been greatly shortened, but there was still no room for the rear door of normal size.
Maybe I should not be let to have these tools, soon I might end up with dragons and stuff.
Space is always an issue and scale, I need to make more space for castle to get it to be bit bigger.
3D walls in a tunnel work also quite ok now with fog creating correct atmosphere and light playing it's tricks on walls, I doubt that you could get effect with textures and bump mapping.