Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) It is possible to make custom sounds, but it replaces the sound for all of the cars currently. I plan on trying to make a decent replica of this car's sound, and if the sound system becomes more advanced in the future I'll try to improve it then too . ----------------- Thanks for the encouragement, it motivated me to finished the engine base and post an update. Though you did say it abruptly . Also, may you edit your post and remove the quote, it's taking up a lot of space and it doesn't need to be there. (I moved this to reduce the space taken up by my update post.)
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) ehm.. http://www.beamng.com/threads/9211-TUTORIAL-Unique-engine-sounds-for-vehicles just going to leave this here
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) Thank you for this link . I never saw that thread before. And to think, this whole time I thought only one sound could be used for every car... It's time to integrate this into my game !
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) Glad to help been following this thread for ages although that is my first post in it
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) Looking excellent for a first time modeller, better than what a lot of mods i've seen being made look like, and atleast you're sticking to it and not giving up on it! A lot of interesting mods have been cancelled but i hope it atleast gets to released alpha stage so I can destroy it greatly! But the JBeam might take a while to make.
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) *UPDATE* (8/25/14) Hello again everyone! I took a few days longer than I expected but I've now completed all of the suspension modeling for the car, but I do still have some work to do with properly fitting it to the car. I've run into a few problems along the way that I'll try to resolve in the future. I would have corrected those issue before this post but it's been a week since I last updated, and I said that I would post an update in a few days (plus I still haven't figured out the best way to fix those issues). I may, also, start trying to get the basic frame of the car in-game soon. Anyway here is how it looks: (Verts: 24985; Faces: 18045; Tris: 36869) Thank you for reading this update and stay tuned for more . --- If you're interested: These are two issues that I've run into. I need to connect the tie rod to the steering knuckle and I need to edit the chassis so that the rear shock absorber is connected properly. To correct the rear shock absorber all I need to do is add more to the trunk so it can connect how its supposed to. The tie rod is were I'm running into issues. in order for the tie rod to connect properly I need to move it up on the Z-axis. It sound simple enough but if I move it up, I would have to move some other parts surrounding it. The engine is mainly the problem. If I move the engine that far up on the Z-axis the transmission wouldn't align with it. If I move the transmission, the drive-shaft won't align with it. Finally, if I move the drive-shaft, it won't align with the differential. I can't move the differential because it's aligned with the wheels. I may just end up slanting the drive-shaft and moving everything else up that needs to be moved if I don't come up a better way to do it. I just wanted to inform anyone who wanted to know why I didn't correct this right away. - - Edit - - I just added letters to the to-do list for anyone who may be color blind (I can't believe I didn't think of this until now)
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/18/14) I get the hint . I don't have Assetto Corsa yet though. I'll have to get it and find out how to make a mod for it there too. For your question about the engine sound, I would say that a goal I would shot for is the way the GTR sounds in Carbon. Most Wanted has more of an appeal for me in a nostalgic sense, but from a professional standpoint I would chose Carbon. The sound seems a little more refined to me in that game. I would be very satisfied if I could get the car to sound as good as either one though. - - - Updated - - - I spent much of Tuesday and Wednesday working on a new rendering of the car. You should be able to see the new image in the original post and in the thread's thumbnail image. The car ended up being a little more purple/violet than I expected (I wanted purple highlights with a mostly black finish) but I decided to stick with it . There will also be one more image that I am going to add to the top of that post in the near future. Blender Cookie's video tutorial was very helpful for me.
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) so far this BMW E46 M3 GTR looks extremely impressive I hope you can get an Early Alpha release of this car out soon although since your having problems with JBeam I doubt that will happen yet for some time
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) Thank you. I'm actually going to start trying to figure out how to create my own jbeam today. It may take some time, but, if I keep working at it I'm sure I'll figure it out sooner or later.
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) Still looking like it could shape up to potentially be one of the best mods on the forums, and there have been only a few of those! the latest rendering looks fantastic and although it's taken a long time to get to this point, I'd rather have a mod that's absolutely magnificent than a half-arsed job that took a week to do. Keep on going!
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) I've begun working on the Jbeam of the car. I don't have a functional structure yet or any nodes/beams but I just wanted to show that I started on it. I'm working on the main Jbeam right now. I'm using DrowsySam's example car and some of gabester's cars as guides, so some of the values are bound to change once I start tweaking them to be right for this car (after I get a functional structure for it first of course). Code: //WIP { "e46gtr":{ "information":{ "authors":"luchvk", "name":"BMW E46 M3 GTR", } "slotType" : "main", "slots": [ ["type", "default", "description"] //body work ["e46gtr_glass","e46gtr_glass", "BMW E46 M3 GTR Glass"], ["e46gtr_front_fender","e46gtr_Front_Fender", "BMW E46 M3 GTR Front Fenders"], ["e46gtr_door","e46gtr_Door", "BMW E46 M3 GTR Doors"], ["e46gtr_trunk","e46gtr_Trunk", "BMW E46 M3 GTR Trunk"], ["e46gtr_hood","e46gtr_Hood", "BMW E46 M3 GTR Hood"], ["e46gtr_roof","e46gtr_roof", "BMW E46 M3 GTR Roof"], ["e46gtr_sideskirts","e46gtr_Side_Skirts", "BMW E46 M3 GTR Side Skirts"], ["e46gtr_front_bumper","e46gtr_Front_Bumper", "BMW E46 M3 GTR Front Bumper"], ["e46gtr_rear_bumper","e46gtr_Rear_Bumper", "BMW E46 M3 GTR Rear Bumper"], //engine ["e46gtr_engine",""e46gtr_engine", "BMW E46 M3 GTR Engine"], //supension ["e46gtr_suspension_F","e46gtr_suspension_F", "BMW E46 M3 GTR Front Suspension"], ["e46gtr_suspension_R","e46gtr_suspension_R", "BMW E46 M3 GTR Rear Suspension"], ], // "dragCoef":10, "scalebeamSpring":0.84, "scalebeamDamp":1.3, "scalebeamDeform":1.5, "scalebeamStrength":1.78, //refnodes "refNodes":[ ["ref:", "back:", "left:", "up:"] //ref nodes undetermined ], //External Cameras "cameraExternal":{ "distance":6.0, "distanceMin":4, "offset":{"x":0, "y":0.0, "z":0.0}, "fov":65, }, //Mesh and Groups "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], //End of today's work
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) --bump--. I heard that the mesh is ingame. Nice work!
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) No, not yet. I'm going to model parts of the car that differs between the road car and the race car when I get to a point where the base model needs no more work and I separate it into two models. Right now I working with the programming aspect. Once I get a working structure of the car I'll probably return to modeling the car further. The point I've chosen to resume with the modeling process, along with programming, is when the chassis has "working" physics.
Re: BMW E46 M3 GTR Road/Race car (UPDATE 8/25/14) Chevrolet-Corvette-Z06 Would be perfect for police chases with this