The things I care about is interior quality, exterior and handling. Crashing is the last thing I care about.
Yeah if a 200bx revamp is released, it is possible that I would update the car with the new jbeam but I would be essentially redoing the jbeam for the third time since there will be pretty substantial differences between the two jbeams. So yeah I definately think its possible but it would still require a lot of effort. --- Post updated --- update: So I got the 200bx jbeam working, for now all I have is the unibody, doors, bumper, suspension and engine components in place. Luckily that's enough to get the s15 driving for the first time: (sorry about the low frame rate, I just wasn't bothered to change my recording settings to 60fps. Ik it looks very unprofessional) So far I've adjusted the jbeam to match the cars shape but that's all really. For the moment the mod is essentially a "meshslap" (though hopefully it won't stay in this state).
ay look, my mod aint gonna be a meshslap when(if) its released so I'm not really insulting myself here also can we maybe not talk too much about meshslaps cause theyre kinda a sensitive topic around here and i dont wanna start any drama
i personally think you should continue with your own jbeam. your progress is very good and it looks like an awesome mod. also thankyou for replying to my other message
since it seems most people seem fine with a 200bx based jbeam I will by trying that but there's always a possibility that i will go back. I've backed up my custom jbeam so if basing it off the 200bx won't work out i can always just roll back to my custom jbeam. --- Post updated --- update: -added proper front bumper jbeam -improved jbeams shape to match the car better -added sideskirts (ingame) -added proper fender jbeam -started improving the rear of the unibody to be more accurate to the real thing (early wip)
You should build a custom jbeam, rather than adapting the 200bx jbeam. Building the jbeam from scratch will give you the experience needed to properly learn jbeam itself, as well as the techniques used to troubleshoot it. It would definitely be easier to use the 200bx jbeam, since it most likely would work, but you wouldn't learn nearly as much along the way, and you would most likely end up having to modify certain sections to the point of having to redo them entirely, which would be more difficult than just starting your own jbeam at the beginning, and using the 200bx as a reference to glance at along the way.
Yeah i really dont know anymore, cause the advantages you stated here are pretty nice. The thing is from my pov making a custom jbeam isn't really necessary, that's cause of the origin of this project as a whole: -This project started when I wanted to learn high poly modelling, what I did was try converting an old low poly stylised s15 model of mine into a high poly one -In the mean time I was also working on a different project, a low poly racing game made in Unity in which you deliver pizza, this project allowed me to learn programming in C# and could actually be beneficial to my career. -I then got kinda carried away when converting my low poly model, I was meant to just try the bumper to see what it was like but I ended up converting quite a few parts -while making the high poly model I was jokingly considering making it into a beamng mod -but the further I got in remodelling my S15 the harder it got to stop -I was meant to be working on my pizza delivery game and school but instead i got involuntarily carried away by beam modding This essentially means that once I finish this project I might stop modding beam meaning that properly learning jbeaming won't really be that beneficial, on top of that I've already learned a lot from making my current custom jbeam which will help me finish this project with a higher level of quality. I'm still highly considering keeping my custom jbeam but i don't guarantee it. I don't want to give the impression that this project lacks motivation or is rushed, in fact it's rather the opposite: I have too much motivation to work on it, otherwise I would be working on more important projects. Hopefully you see what I mean, also sorry for the rediculous amount of text.
i know this is a hard question to answer but do you have a rough estimate for when this mod will be ready. im very excited
Hey, welcome to the forums! I’d just like to let you know that, while you did ask in an acceptable way, this question is not generally appreciated throughout the forums.thank you for being polite about it though, some people aren’t.
I don’t really see the harm in asking for release dates tbh, like you just gotta give a random estimate and everyone’s happy. Anyways next time maybe just try not to miss anything in the forum post since the estimated release is there.
big what --- Post updated --- update: -solidified most areas of the unibody so that everything shows up with backface culling (I didn't just use a solidify modifier, I did everything manually) -redid rear/central interior sections of the unibody to be more accurate -uv unwrapped everything(again) -added door jams/detail -added factory non-aero sideskirts -improved shaping/positioning of sideskirts -learned the basics of substance painter -started retexturing unibody (not shown in render) the unibody model is basically done now except for textures (unless the updated model will deform badly for some reason)