Unfortunately this is back on hold. I got a job lead that I need to complete an art test for. Next week I'll be away on vacation. I will resume working on this mod around July 15th.
The Baionetta is in progress again. I've started working on the ingame config. Here's the very first load after copy pasting the bastion and search and replacing "bastion" for "baionetta" everywhere.
Remember, slow is precise, precise is fast. I know, it sounds like a bit of an oxymoron, but hey I'm not the one who makes these up.
I agree. I would add that it's pretty hard to measure speed at this point, so please be patient as I stumble through the jbeam and pc files as I learn them.
Slow progress on combing through json files, here are some work in progress shots. AFAIK I correctly edited the main.materials.json, despite this I get the "no material" orange. The console has no errors regarding the new material I created. No idea how to fix it atm. I'm going to keep plowing through it.
Here we go, some meaningful progress: -managed to fix main material. Don't ask me how I did it though, it just started working at some point. -base version exterior mostly there. Ignore the silly bastion exhaust tips sticking out. Judging by the number of meshes in the Blender scene, I'd say I'm 1/4 to 1/3 of mesh slapping everything. Here's how I plan to go through this: 1.Alpha1: exterior fully in game without custom custom jbeam collisions (aka meshslaps). Since the shape of the bastion didn't really change, this should be good enough to play around with it with minimal bugs. 2. Alpha2: new engines in game (meshslaps and copied performance from similar engines in game). 3. Alpha3: new interior meshslapped in game. 4. Beta: fix all issues found in Alpha1 through 3. Add custom jbeams where needed plus engines and performance adjustments. 5. Final release.
Thank you for the suggestions, they're a good inspiration. I would rather design everything myself though so I hope you don't mind if I don't use them. But if I ultimately change my mind and decide to use your work or any other people's work, I'll make sure to properly credit everyone.
Okay --- Post updated --- Ayooo looking goood --- Post updated --- But honestly i think the front bumper looks empty. Id do smth like this --- Post updated --- Like make that and air vent
that would make it too chaotic and not like a giulia. for me at least, it looks great. perhaps a fast version could have a more aggressive bumper and bigger vents, like the giulia quadrifoglio
Alphas will be free? Yes. But at least for normal versions make it a bit more styled. Here's what I mean
The car will stay as is. I have previously explained my though process in this thread, I will not go through it again. Regarding the releases, everything will be available for free. It doesn't feel right to monetize something that's not entirely mine (I didn't make the Bastion obviously). I might look into making full mods from scratch if I can make it pay off but to be honest, I'm torn in half. On one hand, as a creator I'd like to have a way to make money off modding, on the other hand as a consumer I find the idea of subscriptions or recurring payments off-putting. Having an pay walled early access version also feels wrong, having people pay to get the incomplete/buggy version. I also know that if I just put a ko-fi link on a free download, almost nobody will click it. If anyone has any experience or meaningful insight on this, feel free to DM me.
Progress for today: -added exhaust tips -fixed carbon fiber material -fixed main body textures, issues around the rear door handles to be precise. I'm about half way there with the exterior pieces, the GTX parts are next. The screenshots below show the base version with luxury chrome trim with some 19" placeholder wheels as well as the sports version with optional carbon fiber parts and Civetta 22" wheels.