Finished working on this for the day. Most of my work today was getting the suspension geometry fixed and finishing up the props. The steering column is now complete and several more parts were added. Changes for today: Frame Adjusted weights and spring values to prevent the front end from flopping around so much Front suspension: Fixed geometry so the coilovers actually work Changed hub shape to be more generic Changed steering geometry Added non-visible brakes Rear Suspension: Changed hub shape to be more generic Added invisible tie-rods Redid torque reactions Added non-visible brakes Engine Added fake radiator Props Added steering column parts Parts Added antenna Pics of the current setup: Spoiler Plans for tomorrow: Rear Suspension: Continue working on rear instability It can explode under the right conditions and any loss of traction causes the wheels to wiggle Parts: Add the headlights and brake light Here is an updated video showcasing the updated handling and new parts:
Ayo Since the engine model resembles an I4 I would like to suggest you to adjust the power as well as sound of the engine. Maybe you can add a turbo on the engine to keep the similar power.
It is canonically a V8. Specifically a V8 from a generator. However the model does look a bit off now that you mention it. The head looks like it should have 8 cylinders, but it only has four exhaust ports. I think what I will do is try to fit a vanilla v8 into it as an optional engine. That way I can keep the spirit of the original buggy with the old textures and have the option to use not only updated textures, but also an updated engine model. And it actually fits surprisingly well
yoo finally i dont quite like half life 2(for reasons i dont wanna have to get into,just gonna waste my time if i do) but i actually wanted to see this thing in beam
For those curious as to why I chose a newer model instead of the original, I leave these images of the original model: It has a front driveshaft, but it connects to the steering box? The shocks are connected weirdly, it looks like it's a solid axle, but has cv ports, and that box is the original engine. Plus, the whole model is incredibly low poly at 5k faces for the entire thing including the ammo box, ammo, and all 4 wheels. --- Post updated --- I was trying out different blend files and found one that sounds really close to the HL2 V8! There is still a noticeable difference in the tones of the sounds, but I feel it is close enough. Here is a video showcasing the sound: Here is a video with the HL2 sounds:
I am done for the day and have gotten all of the parts added. I won't be able to work on it much at all this weekend, so don't expect too much of an update until monday or tuesday. Changes: Frame Stiffened front and rear subframes Increased weights of front and rear subframes Suspension Front Increased spring values to help reduce shakiness Rear Increased hub weight Increased spring values Engine Added subpart to the engine to choose between the new and old meshes Moved exhaust selection to the engine mesh menu Added new engine mesh Transmission Fixed reverse ratio being too low Parts Added all of the head and taillights Added the front bumper Pics of the current state: Since all of the parts are in, I am going to start working on the textures for the new skin. It will still be a worn look, but with much higher definition. I will be using the textures from the backyard kart as a base for the frame and floor since it has a decent setup node-wise for worn and painted metal.
After looking into retexturing the scout car, I realized that the textures are mixed a lot more than I realized. For instance, the gauges are on the same map as the fenders and floor. In order to make a custom texture for it, I would have to make a duplicate of each of the meshes and redo the UV mapping and texture designation and I think it looks good enough as is. However, I did add new wheels and tires which significantly improve the look. Aside from the visual changes, I also implemented the fake front diff and driveshaft. Since the tires are mismatched, I am including a front final drive that auto-calculates the ratio needed based on the stock tire sizes. This will not work properly if any other tire sizes are selected. My plan for today is to improve the stability of the suspension arms so they do not hyper-extend without breaking.
Ahhh, the joys of working with models from old videogames. I can't tell you how many hours I've spent re-UV mapping Mario Kart courses because of this lol. Maybe you could have an option to swap the frame out for a Beam-ified version with new textures and updated model? Then players could choose between having the original stuff or the new version.
it definitely is possible. In fact, It should be relatively straightforward to do. My problem was I that I was trying to do it as a skin instead of just making a new mesh and setting it as a new frame. As soon as I get the beam structure done, I will do it that way.
Here is the current state of the new textures. I need to add a lot more dirt to the paint, but it is looking good so far: I am focusing on the frame components right now since they are the most prominent and will require the most attention. Otherwise, I managed to fix the misalignment in the front end and improve the stability of the front wheel under power.
Almost done with the new textures. I have the actual textures finalized and I am now just redoing UVs to make the textures not so stretched and whatnot. I also am almost finished with the final touches to the beam structure for an initial release. It's not going to be anywhere near as customizable as the backyard kart, but I hope the nostalgia and new face make up for it lol. Due to drivability issues, there will be anti-roll bars since it is almost undriveable at mid to high speed without them on road, but they will be invisible. I did end up using vanilla textures for updated headlamp glass as well as gauges, minus the fuel gauge. The fuel gauge is a pressure gauge on the propane tank and it is a bit hard to read in direct light. I kept the fuel gauge in the center of the gauge cluster partially because I think it looks funny and partially because I want it to be left there from before it was propane fueled The speedometer is in Kph to match the original and it will spin around twice as you reach top speed Here are the textures as they are now:
I'm really excited for this mod! I've been searching for something Half-Life related, and this is it!!!!!
I have most of it done now. It handles like I want it to and the textures are done, so it will be a matter of cleaning up the files and testing each config, then if there are no issues I will be uploading it very soon. Here is another short video showing the new textures as well as the run from the initial video:
I might try it, but the only reason I was able to do this one and that I got this together so quickly is that it is essentially the backyard kart scaled up. It has a scratch-made jbeam, but it is very similar to the backyard kart in how it is shaped as well as the placement of various parts. The only real differences are the front suspension which has a two-part hub, the rollcage, and the fenders.