Shockingly enough I've never heard of that part up untill this point, quite dissapointing how much content they cut. The game is good, however doesn't deserve the most wanted name
uh... i may have forgot that you can't break signs and barriers in beamng. i'm gonna have to remove each and evry one of them by hand
Set fire to the night~see ashes fall~ Set fire to the night~like into the nigh~~~ Set fire to the night~leave none behind~ Set fire to the night~set fire to the night~~~
Yep. You just have to institate 2 .dae files in the asset browser, I suggest not moving your camera at all since unlike blender the .dae placement is based on your camera position
This is electric,This is electric,This is electric,This is electric! I have been waiting for this for a year now; my first car game and my favorite NFS, with a soundtrack I STILL listen to! Hell yeah!
you seem to know blender way more than me. if you find a way to export this road to beamng with textures making the map would be a real piece of cake --- Post updated --- you might also need this blender addon for the textures to display correctly in the first place https://drive.google.com/file/d/1fpt7_eFc3h2yLgLsFK7pCC930cVIG2WW/view?usp=drive_link
no this is just a bit of road that won't export with texture and linking each texture to their respective material is pretty much impossible you have do guess what image goes where basically
As well as that I might as well just get the whole model into beam at that point. Shouldn't be that difficult
Could you perhaps send me the whole model? Putting it in game should be really and I mean really easy. Just requires some preparing
hmmm it's kinda big you know? alr i'll try sending it anyway and if you see large white polygons it's the water --- Post updated --- i can't do the whole map i'll send you the airport
Thanks. I'll get back to you in dms in approx. 3 days (I'm kinda busy with personal life so it might take a bit)
Why's that? Is it too big in terms of size? --- Post updated --- Or is it just too performance intensive?
Could you perhaps tell me the polycount of the whole map? If it's too high poly you can always subdivide some details to get rid of polygons. As for the whole map eating too much ram, it should be possible to send individual segments, right?