Alright, so with your suggestions I redid the suspension to allow the wheels to be closer, and altered the bed to a single wheel well. I also moved the fuel tank to the center bar. And added a straight side exhaust.
finally started to work on a shovel. Also fixed liebherr being wrong size. Now it can load things into krampe without problems.
so this basically? http://www.beamng.com/threads/gavril-d15-6x6-updated.5657/ i aint hating and in fact think it may be easier to start over than try to fix up that one. Just letting you know that another one exists.
Not many huge changes today, but I moved the fuel tank again as there were some consistency issues, and added a driveshaft between the rear axles. Now if someone had a good start-to-finish guide on texturing that'd be lovely. Correct. That's what inspired me to work on this, as I remember really enjoying that a couple of years ago. But I wanted to do my own thing. Fixed. I was trying to keep a similar style to the D15, but after I finish the rest, I don't see why not.
Some totally serious development testing going on here... I'm totally not just driving for the fun of it... Honest...
Put some simple textures on her. If anyone got one of these Mamod locomotives IRL I'll be happy to buy it from you .
I figured out how to texture and gave the side exhaust a simple texture, and altered it to be less prone to smashing on the ground while maintaining it's compatibility with running boards. I also decided to give the truck fat 12" wheels. Thoughts? I was thinking of adding extended fender flares, like those found on the G63 6x6. But perhaps they're too ungainly. Edit: I'm also thinking of moving the fuel tank again, as through testing(driving around Utah) I've found it very easy to destroy. Where should it go? Between the cab and bed?
Looks like there is plenty of room in front of the fenders for an in-bed fuel tank, or you could just get really crafty with it. E.g. A shallow tank in between the leaf spring shackles. Just sit it right against the bed with a dip in the center for that part of the frame and extend it to the eyes of the leaf spring shackles. It should easily clear everything there.I just don't know about the pumpkin. As for the fenders. That's personal choice. I personally like a molded widebody as opposed to bolt-ons, but that's only in most cases. Like the G63. I like those fenders on it. Try both.
The wheels are alright as long as you can change them back to the normal wheels. Is this mod gonna be a configuration or a whole separate vehicle? Sorry for no OT.
After a while of working on the Cadillac, here's a comparison between my improvement work and the original worldofmods release (Screenshots shown the "Vinh's Customs Performance Package" and the original release's "V8 Engine" config) Change log: -Changable colors (Credits to the BeamNG Mod Support Team) -Dynamic reflection supported -Better Jbeam (Credits to me and @Fen) -More engines and radiator (Credits to @wrinkle345 for his tutorial and BeamNG for engines) -Correct exhaust routing -Better textures -No more fullsize (All jbeam files are named as dts_partname.jbeam, 3d model parts are named as dts_partname.dae) -Thermal supported -Universal wheels supported (5, 6 and 4 Lugs) -Proper radiator damage -Proper configs -No texture conflict with Garvil Grand Marshal anymore -Headlights, signals and taillights don't glow forever now -Nothing says "Garvil Grand Marshal" -Working skins (UV included, all credits of this goes to @Fen) -You can spawn the original release version of worldofmods side by side with this one -Nightmare included (check spoiler) -Proper info.json file And loads of changes that are forgotten Also, configs listing (image below). Previews are taken at different points of time in different locations and different quality settings so some look quite off and strange...But it's fine to me
I got some more work done on the map! Thanks to @DoullPepper for letting me know how to improve the bridge! So far, I have changed the base textures on the bridge, but not the railings (I'm not sure if they need retexturing), so here's what they look like now: The dock area has had some improvements such as telephone poles, but that's about it. Some random shots taken up the main road of the town: Custom Inn sign made properly, as in no textures from google maps, because that's ugly. School with giant satellite dish. Some further away screenshots to display how large the map actually is. You might need to click on the image to see, but I lazily photoshopped an accurately sized ECA town beside my little town. My town isn't that much bigger, but I tried to make it more unique. It's also less like a city and more like a town, because it's based off a real town. Also, this is still work in progress. After taking these pics, I can see things that need to be fixed and improved, don't worry, I see them. I just wanted to display what I have so far, it's always a confidence booster to display what you're working on publicly. The empty forest areas I will probably just fill with impostor trees, since it's supposed to be dense forest in real life.
Yay, working interior colors for the Willard, now i just need to get the spokes ingame and some more tweaks.