almost here but older and similar to a321/tu204 --- Post updated --- A320 can be ordered with sharklets(bleh-bleh winglet name knockoff)
Finally I have a computer that makes my life easier and I tried to see how it could perform in terrain creation, and it does pretty good! (i7 8750H, GTX 1070, 16GB RAM) Obviously it's a very first step, as I have only added the heightmap and a colormap just to see how it looks ingame, nothing fancy. Also, it's just a part of a bigger island I have been working on as I had said, so I am looking for ways to make it possible, maybe I would go for a cleverly poly-reduced mesh solution with different LODs, but I am not sure how it's going to work yet, and how much time this process is going to take... So, for the time being I am thinking of making parts of it as individual terrains and add roads, buildings and other props, apart from the vegetation of course. And some World Machine screenshots:
Huh. So I test fitted the transmission and engine into the Freightliner, and it was clipping the floor Turns out it's in the right position, but IRL the floor is just bent around it So now mine is too
Did some adjustments to the Freightliner today You can see just how much its changed if you look at the curvature of the bumper, which is much more correct now It was also 4% too wide, and is now the proper 96in wide
Only one terrain can have collision so I guess you need to use groundmodel to static objects and use multiple static objects as a map instead of terrain. https://wiki.beamng.com/Groundmodel_on_static_objects That limits depth to something like 0.2meters at maximum I believe. also you would need to have different materials for each groundtype on your mesh, that is then easily murder in UV mapping.
Thank you for the information. I know most of what you said except for the need for uv mapping. Can't I use rgb maps for detail texture distribution on a mesh? I thought I could...