Have u done anything to it??? OT : Unbreakable driveshaft to act like a slider driveshaft for my Derby pack! (done fore 80 pessima ,burnside ,Barstow ,GM) Here is some testing Normal (4.5 v8 ,head on ,high speed) Unbreakable (5.5 v8 stage 3 ,head on ,high speed) And derby bumper for Barstow! (for all cars soon)
Hey, i'm starting my first map. How would i get my walls (making a racetrack) to function as walls? I can drive right through them and they're set to collision mesh. Also, how do i make sandpits? i'll upload a picture later.
This is the forum for development screenshots not mapping questions. Please stay on topic. Post questions in content creation forum in the future. Set "Visible mesh" for your collision model in the right-side dialog box with your item in the f1 object editor mode of the f11 map editor. Try to use things that have a built-in collision mesh in the future, most game-included objects do have this (a few don't). Keep in mind you have a 4000-piece (4096 incl. player and camera, terrain etc) limit of map objects so don't go bananas & do watch FPS. I do have something to add to this thread: A super-center in Beamng.drive with it's own custom name. There will be a few of these in Roane County. Most all the objects here except the mesh median in the main route, and the decal roads themselves are all forest objects and don't count towards the item-limit.
is there any tutorial on how to do this? i saw what you wrote on another thread but I can't follow, how do you make a soundgroup? or can you just post the file structure.
Oh yeah I just realize this page exist. It does better job explaining than I do https://wiki.beamng.com/Sound
Dollar Miserable! AWFFLE HOUSE Spend a-lot plaza (it's now done except some business signs for the strip-mall on the side) I had posted some hints as to the Spend-a-Lot yesterday but it's finally done. Before you go to put one in your map please understand that the AWFFLE HOUSE and the SPEND a Lot, signs, shopping center, curbing, grass planting took TWO DAYS morning until night working. For those that missed the other day with the Burger World menu, I have posted it here again. I made it for the car crash guys out there... and all the folks who enjoyed this map but said the detail wasn't enough. Look for these in next month's ROANE COUNTY version update.
Theory: Lettering consists of three layers. First has "_d" in the end of the name. Texture in it usually has dark grey color. The second has "_s". This texture usually has very light grey color. Third has "_n" and is a normal map. The third is optional (and needs GIMP with special plugin to be edited), you can use null_n.dds that is located in "common". Lettering without a proper normal map looks pretty good (all my lettering is made this way), especially on pictures. The only problem is that it lacks the 3d look of normal-mapped lettering. 1. Make textures, I use paint.net for that. They need to be .dds. Consult official lettering for size and color. The letters in _s texture should be smaller that in _d texture to fit inside _d letters. 2. Make materials.cs. It should look like this: singleton Material(your material name) { mapTo = "your material name"; specularMap[0] = "vehicles/target vehicle/your lettering folder's name/your lettering name_s.dds"; normalMap[0] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/target vehicle/your lettering folder's name/your lettering name_d.dds"; reflectivityMap[0] = "vehicles/target vehicle/your lettering folder's name/your lettering name_s.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; diffuseColor[0] = "1 1 1 1"; useAnisotropic[0] = "1"; castShadows = "0"; translucent = "1"; //translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; materialTag2 = "decal"; //translucentZWrite = "1"; }; 3. Make mesh. Open the desired car's 3d model in Blender. Find the right lettering mesh, delete everything else. Rename the mesh as you want and rename the material to match the material in the .cs file. Then, open the UV editor and do UV mapping. Export .dae when finished. 4. Make jbeam. Use a copy of official lettering's jbeam, just rename it and change the correct flexbody name to your mesh's name. Put all files in vehicles/target vehicle/your lettering folder's name, send to zipped folder. Your lettering is complete.
no its because those configs have spaces in their names. get rid of the space indents and they will work
Ok, yeah thanks i see the issue, only got 41 files to individually rename **found a bulk renaming program** this makes life SO MUCH EASIER! expect the mod by Tomorrow latest, hopefully tonight