Hi forum/developers, I am wondering if we can get a semi-official number on this: On a scale of 1-10, how is the difficulty to create new cars in BeamNG AS OPPOSED to Rigs of Rods.. 1 is the easiest 10 is the most difficult Thanks!
WOW! a message from THE man and so quick too!! -1 you say DDDDD I am like legit excited for what ever you guys decide to give us cause RoR is like impossible to create content for (yes, people like gabester are gods at creating mods)
to make an entirely new car? or just to mod them with the ingame content. like change the rims and bodypanels?
I work on many things simultaneously; the actual process of making the node/beam and getting things in-game is far easier than it ever was in Rigs of Rods. Because of the parts system and named nodes I can constantly reuse node/beam parts from other vehicles, like doors, hoods, fenders, bumpers, etc. and just modify them to fit the new vehicle; it's very quick and easy. The time consuming part is the 3D art and that's just because I spend a lot of time refining and fine tuning (and am always working on multiple projects).
wow thats amazing information. thanks gabe i think i will try to make a car when the "game" is released. ive once made a car for lfs, so maybe i will be able to do it for the beamng game.
Are we still using Blender or an entirely new modeling program? And I can't wait to make a vehicle and terrain!!!
Any program should do, as long as it can export to the engine's native mesh filetype. Edit: Yeah, what he said. I for one am extremely keen to investigate porting RoR .truck files into BeamNG. Has there been more research/development towards that end recently? An import script was mentioned at one point, just curious as to what's happening with that idea.
-1 eh? Well then... I'd better go and design the n/b for my first car :3 Model is already well underway so that should be fun. I can't wait Any 'tricks' we used in RoR that need to be used differently in BeamNG that we should take into account when designing a n/b? Like features that now work in an easier, different way? I'm very Glad Maya has a Collada/dae exporter built in, I hate spending hours looking for import/export scripts, especially since I have forgotten how 3dsmax works in the 4 years that I haven't used it :/ Then again, I'm sure I and many others will spend lots of time driving and crashing the cars that come with the game before there's a need for more...
Ah, great to see that will be apparently easy to set up a car ! By the way, will there be a forum part about mapping and assets creation for CE3 ? Cause I've some problems that have no answers on the official forum. It'll be cool to focus on cars, destroyable stuff and road obstacles.
Hopefully Sandbox Editor mapping is retained, because I was like a boss with that and it'll be especially helpful being able to play live to test out features of my map. I'd mostly be focusing on challenging terrains that would not just put these cars to their limits, but make it difficult to survive to the end. If flowcharts or other areas of the original engine are maintained (probably not) I'd even set up a few maps with traps, wrecking balls etc.. haha. Can probably still do the wrecking ball trap though through manual and ingenious placement of solids.
Could someone please tell me hat software to use and how to make a car? I want to start now so I might be 1/4 of the way done when the game comes out! Also, because I know nothing about 3D modeling whats the easiest software to use, if i need to mess with files for hours to get it into the right format or something like that, I'd be okay with that.I just need to make a Ferrari F40 , and a M3 GTR. Just absolutely amazing cars. EDIT- Disregard my first sentence. I don't even know what I was saying! - - - Updated - - - Just for fun, I have created a crappy, purple box with offset yellow wheels, and it is actually my best work. I only have created this one car. I did download a BMW M3 GTR and after I find out how to put in the node/beam structure and other things needed for the crash stuff, i will give full credit to the maker of the car. I'm better than purple boxes, but I'm not that good at modeling. Looks exactly like this Can't wait to use all the force of that V10 to shash it strait into a wall!
As long as you attend an education center then you can get Autodesk 3Ds Max for free, or you can use blender for free. Anything else isn't really all that good or that appropriate for games. They way you make a car is by following countless hours following crappy YouTube tutorials, then spending countless hours practicing. Eventually you should be able to make a decent model of a car. As for getting them into BeamNG, you're going to have to wait for the release of the game.