wow, thanks for the help so far guys! I need to leep track of who has contributed to this project so I know who to thank lol So a few hours later, and I have mostly everything modeled and cleaned up, I think I got the shading right, but I am a bit confused about how the modifiers work, there's a wrench next to all the names of the pieces in the scene tree then when I go piece to piece, and click apply, the wrench goes away but the parts still look good...so i dunno about that small detail in the mechanics of blender... So I figured, since it is going to be an offroad machine, I decided to "cut out" the lower front rad support, make the front bumper shorter, took out the grilles for more "cooling" and essentially gave it a much better approach angle. (and now I am actually just forgetting about the FWD aspect and leave it as a RWD with huge knobby tires, maybe a beach monster or something, but the FWD can easily be added, just have to remodel a proper transmission.) This is without the bumper, see the bumper reinforcement is selected by itself? It will be its own part, so you can choose to offroad with insane approach angles (and a much weaker front end collision zone...he he he). Also, in this pic, you can see how I essentially lifted the front suspension, and also lengthened the travel by quite a bit. I did this by bending the lower control lower where the coilover links to the control arm, lengthened the coil overs and adjusted the tie rod, and altogether it looks like there will be no clearance issues, I even had to essentially restructure the strut towers, since the bigger shocks and upper control arms were cramped and were clipping, so that was over an hour of small adjustments, which also led to some enginebay mods as well.....that's whats fun about modelling, you find shit all over that affects 24 other things lol This pic shows the rear end without the bumper, and it got a similar treatment as the front lower rad support. There was about 6 inches or so of sheet metal that got cut off and the rear bumper reinforcement (also selectable and separate) was raised to allow more travel and depart angle. Looks kinda cool to me as well without the bumper cover. And one with the bumper on, which was also modified. And a better look at the suspension in the rear I am pretty decent at the jbeaming, at least I can understand the different parameters, however this car, with all the changes to the structure and running gear, will take me a long time, at least until I really have a very firm grasp of the concept of jbeam...hint hint I can collaborate with someone to assist with the jbeaming....but id like to at least try it myself until i slam face first into a roadblock lol Sorry for clogging this up, but its development, and I will start my own thread the moment I start to see it in game, which means it will need to be on some sort of custom jbeam. I really like it so far, however. Oh, and the exhaust is pissing me off, here is a pic of what I want to do: I want to take this piece of pipe, and be able to extrude and manipulate to some sort of exhaust tubing, however when I click all vertices on the one end (like the picture) and extrude, the angles of all the verteces are all messed up, meaning I can extrude straight ahead and it will be fine, but once I try to translate on one of the axis, it makes the "opening" of the tube all narrow and cock-eyed....is there an easier "tubing" tool?
You dont need that many polygons for tubing. A pentagon or hexagon is fine providing you give it smooth shading. I haven't really worked with tubing much in blender other than my go kart. For that i just kept making extrusions, "e" to extrude then click the scroll wheel to lock it to an axis, then drag it using the axis sliders as required. Then "r" to rotate it using the x/y/z keys on the keyboard to select which axis i want to rotate around, then if i wanted to adjust a section of pipe i would use alt+right click on a loop of vertices/ edges to select them all in one go, allowing me to rotate them to avoid weird angles etc. That seemed to work just fine for me.
thats a perfect explaination! Thanks...btw that is the hatch rollcage tubing that I copied, maybe high density because it is so visible and a focal point of the interior...i dunno And, i just shut the cover on my laptop, then came back before to start working again....and system wouldnt resume. So I had to re-boot fully to windows, and when i logged in of course blender was closed. So I did some research regarding autosaves etc, so I found the .blend file that was autosaved 2 minutes before I shut the lid, and when i try to open, blender says the .blend is NOT a supported file format. It was saved in users\appdata\temp\2840.blend with a correct timestamp.......Am I screwed? Like an idiot I did not save much today cuz I was on such a good roll, everything was done!! About 5 hours worth of work, so not the total end of the world...Can I upload the file and see if you or someone can open it? So pissed if I lost all the work :'(
This may or may not be a thing and it may or may not go anywhere. This is just a mockup in visual studio rather than an actual project at this time. Kinda just gauging what would need to be done to make it work in blender, which bits of moonhawk need editing, which bits of engine need editing. No the driver wont be able to see shit. Yes the weight distribution will be fucked and this makes absolute no sense. But fucks given? Approximately less than 0.
T75, possibly tuned. Possibly nothing at all. I can't model so chances are this will be deleted at some point.
I dont see any problems with this, none at all. I'd say it fits perfectly. Its like it was meant to be.
I'm (also) busy updating my van addon mod, it shouldn't be that much work... I'm almost finished but using one setting the game keeps crashing. I've updated all wheels (and other jbeams) to latest specs. - When I select the cargobox trailer, I first add the axis and wheels, no problem. Add the upfit, no problem. Add the rear doors and front door the game crashes. - When I do it the other way around; fit first add the upfit, doors etc no problem, add one axle, no problem, second axle the game crashes. No matter in which order I add parts the game crashes when I add the last part... The torque log says a fatal Lua error: Code: 121.26978|E|Crashreport|*** Trying to get Lua callstack 121.26989|E|T3D|*** FATAL LUA ERROR: [string "line"]:1: Lua C++ CrashRpt stacktrace Stack Traceback =============== (2) global C function 'error' (3) main chunk of [string "line"] at line 1 121.26995|E|T3D|*** while executing this line: error('Lua C++ CrashRpt stacktrace') 121.27000|E|T3D|*** in chunk: line Anybody knows where to found the cause of this error? The previous version of my mod didn't cause an error... EDIT; could it be an out of memory problem? Loading the new Jungle map causes the same error (I'm using a 32 bits system) Code: 62.07122|E|Crashreport|*** Trying to get Lua callstack 62.07136|E|T3D|*** FATAL LUA ERROR: [string "line"]:1: Lua C++ CrashRpt stacktrace Stack Traceback =============== (2) global C function 'error' (3) main chunk of [string "line"] at line 1 62.07142|E|T3D|*** while executing this line: error('Lua C++ CrashRpt stacktrace') 62.07147|E|T3D|*** in chunk: line - - - Updated - - - Because fixing the racing truck wasn't that time consuming I tried something. Is this realistic for the US? Could be fun with a rollback system, a bit like my rollback flatbed pickup. Used BeamNG mesh, changed it a bit (obviously made it shorter, 20ft, made an inside and added vertices so it deforms properly). The materials file uses the original map in a level file The pushbar is a slightly adjusted GM pushbar.