Actually I think in this instance, single core performance is more important than multi-core since each dummy will run on the same core the bus is running on, Since thats the case I think a mere Quad Core 8700 could possibly handle all 24 passengers!
Personally I much preferred the white helmets. I'm trying to figure out how to change it to white myself, but I don't quite understand why it's black in the first place. Looking at the .dds files in the driver_synsol folder the textures for the helmet are white? Any chance I could get some help from the author?
I think many of us hit the same wall as you: the helmet is white in the texture file, so why does it look black in-game? Also, is no one still trying to replace the stig model with a custom one? I'd hate to think that such a thing is not possible..
If you have some Blender chops, you could replace the helmet (or even the entire dummy/driver model) with another mesh. Like this:
I knew that it had to be possible somehow, thanks for sharing! Now it's it's time to figure out the actual process.
I am hoping beyond all hope that BeamNG devs implement Collada (even better - FBX imports, which would preserve morph animations) with animations that follow the vehicle motions. The dream is to one day allow import of an animated mesh into the World Editor and "parent" it to the vehicle of choice. Imagine the possibilities. If morphs worked as well, what a sandbox BeamNG would become. The above was accomplished using the following methods - roughly speaking: - In Blender, import the Collada .dae file of the Stig or Dummy - Import the "donor model" of choice to be posed, positioned, and scaled to closely match the Stig/Dummy driving pose (using it as a reference) - Chop the parts of the donor model up to match the parts of the Stig/Dummy - Delete the Stig/Dummy mesh parts - Export the posed driver donor model - I wont go into too much detail here on how to properly do this - Edit the jbeam associated with the Stig/Dummy for the vehicle of choice and reference the mesh parts to the correct groups in the flexbodies section That is pretty much it in a nutshell. Hope this helps.
Oh, you're the actual creator of the video? i guess we've been talking in youtube using out throwaway accounts, haha. Thanks again for all the info, specially on how to animate the driver using nodes. One question though: are you using the passengers mod for this, or the original old stig mod file?
Haha, no problem. I am using this thread's mod since the model is already posed inside the vehicle. It is actually MUCH easier if you just want a static model in the driver's seat (without chopping up the donor mesh). Depends on your situation and need.
I understand, I do want my model to move the arms and be able to move its nodes, so i will have to go the chopping route anyways, I'll report back here when i have some success on this.
I have found a solution somewhat, I used the newest version of the mod, then downloaded an older version through version history and replaced the entire texture folder with the older one. The helmets are now white although the body texture is a bit glitched.
Great mod, shame it's not included in the official game despite being developer made. Also, any plans to add Piccolina and Wentward support?
could you please update this mod!!! it needs a update for all the latest vehicles like the bus and bluebuck
You people need to realize that this mod hasn't been updated since April of last year and will likely not be developed further. While it would be nice, I doubt it will happen.
it’s probably due to the cars getting overhauls and that the newer cars may getting mesh fixes/tweaks that usually happen after they come out.