I got the normals inverted in blender so most of the car is now textured but parts of it are still invisible as well as the inside of the meshes. oh and the chalky orange is because in the materials menu you have it set to a texture that is not in the folder of the vehicle.
nice work, congrats! So you used a texture that's put in the vehicles folder? I'm slightly confused. for example, I have my mesh and move all my textures into the beamng/vehicles/super folder ? If it's not that then I need to know what materials are required or something, assigning materials?
Do you maybe know why the needles for the gauges and steering wheel are off from where they are supposed to be?
yeah could be the location/scale not applied as above. Otherwise not sure. Scale and location should read 0 before export. In previous versions of blender I could check this easily, but on the new one I don't know where to check lol
I will try to figure out why because in the model they are in the right place its only when the are moving that they move from where they are supposed to be. --- Post updated --- Tried that but that moved them farther from where they were.
That's a big hint. either something to do with jbeam txt and nodes coordinates, but I'm guessing you're using everything from the bolide, including this, so that might not be it, in which case it might be the origin point of the needles in blender, that it's rotating from a different point than it should be? Look at the original super.dae and compare the related stuff to yours...do the origin points of needle or other placed or moved somewhere else from yours? or parts missing? Also have you tried applying rotation?
well to make it work i had to resize some of the stuff in the interior would that cause things to be misaligned with each other and keep the original point of rotation?
Yes, that's very possible. The way blender works, it likes to keep old values that you might need somewhere, those generally need fixing for new locations. Check your origin points What i'd do is make a copy of your .blend then import the original super.dae and move it next to your edit, then you can compare exactly what's different easily --- Post updated --- Update! Thanks to you, I got my textures working, the materials was the problem! I had to jump through several hoops i unknowingly, previously created, from uv names to incorrectly named objects (tailights instead of taillights) to rotation and location not being applied (turns out beamng doesn't care about scale) and having to export over two dozen times, but it my mod works, finally. so Thank you! Just needs more polishing
Dude, nice progress for your first mod! I really always wanted at least some Mclaren P1 or C8 corvette in beamng!
This is pretty ironic, I am making a car based off of the Bolide. It doesn't look like this tho. (Keep going, I never said to quit on this)
I have gone back and made a completely new model of the car. I could not figure out the problems so I remade it and I think it turned out better just a few easy things to fix on this one.