Somewhere on this thread there is download of this car, not sure where it is, you have to find it yourself.
I wasn't happy with the grill, so I modified it. Looks much better now, but will try to improve the headlights as well as I think they still ruin the front of the car. before after
Like it better now. Also, maybe update the WIP Beta with the working taillights and textured headlights and all? Personally, I find the car moderately underpowered.
It is somehow, yea, while I have tuned the engine to the real life 136 hp. However, the car is about 400 kgs too heavy at the moment. I will try to sort that out later. And for now I will not update the car I released, the taillights are buggy sometimes showing bright sometimes showing dimmed light. Another reason I'm not updating the Beta for now is because then I can keep updating it on every change I make.. Gotta keep you guys excited and not giving it all away all the time the orange headlights can be sort of fixed by adding this to the material.cs file: Code: singleton Material(W202_Headlight) { mapTo = "W202_Headlight"; diffuseMap[0] = "vehicles/C_CLK/C_CLK_Chrome.dds"; specularMap[0] = "vehicles/C_CLK/C_CLK_Chrome_spec.dds"; specularPower[0] = "8"; pixelSpecular[0] = "1"; diffuseColor[0] = "1 1 1 1"; castShadows = "1"; dynamicCubemap = true; //cubemap = "BNG_Sky_02_cubemap"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material(W202_Headlightglass) { mapTo = "W202_Headlightglass"; diffuseMap[0] = "vehicles/C_CLK/W202_Headlightglass.dds"; diffuseColor[0] = "1 1 1 1"; specularPower[0] = "32"; useAnisotropic[0] = "1"; castShadows = "1"; emissive[0] = "0"; glow[0] = "0"; translucent[0] = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
Lights need the same treatment you gave to the brake lights. But the front looks so much better with them and not with a missing texture thing
working on it actually --- Post updated --- Lowbeam (when it works) Highbeam (when it works) Indicators (not bright enough) The game does not recognize which textures should be bright and which should not, it often results in something like this: One bright indicator and one that is not bright, also the taillights are bright... .... But the brakelights are not.. This mix of bright and unbright is random everytime I respawn the car (after reloading the game or quitting a map) I have been struggling with this for a few hours now but so far haven't been able to solve this, Any suggestions?
The car's been on a diet today, though it has not reached it's goal just yet. The goal for the atmospheric C200 is about 1250kg empty so with 62l of fuel about 1310kg. I am quite clueless on how to get it to lose more weight though as reducing the nodeweight too far makes it unstable in the game. I have reached that limit pretty much..
If you reduce nodeweight you'll have to reduce beamspring as well otherwise it is unstable or vibrates a huge amount. That kind of stuff is difficult for me too, a lot of the time I find it's trial and error (a lot of error for me ).
There are a couple holes in the mesh, that are evident when driving in dashboard view. You can see the wheels, and into the engine bay. Also, I think the gauge font is slightly unusual, and the lighted color of the buttons is too yellow.
Done, Thank you for the suggestion --- Post updated --- Reworked the front bumper again, this time the shape it has around front of the car, I made it a bit fatter. It now also features switchable inserts and will feature a switchable lip in the future. (atm you can only remove it)
No, not yet. The wheels can be downloaded though link Also I gave a quick fix for the headlighttextures. Post #147