Honestly, I don't know. To me, it doesn't look too bad, so I'll stick with the current look. You've got to ask someone more experienced about that .
Yep, that just needs to be setup like any other material by using alpha on the diffuse texture to control reflectivity.
You have all the cool stuff, I get just this, when I enable flexmesh debug by groups: Caused by this, something here I have not quite understood correctly: Anyway it is an achievement to get BeamNG to crash reliably.
I always spend most of my time wondering why it does work Nah, If you know the basics from the top of your head and know how to use the console it's doable. And to load a mesh connection to nodes you have a flexbody (in the flexbody section) on phone now so I can type it wrong but like this: ["Name of part in dae file",["deform group"]], The deform group is a group of nodes (minimum 3 so the game can define an x-y-z ) that makes it deform when said nodes are moving. If you don't have enough nodes or they are at the wrong place(like very close to eachother or all 3 on a line trough an axis), you will get a vy/vx node not found error. And your mesh needs a material to show up My own development post: Did some small tweaks to the axles of the buggy today. It can do the rally circuit in wca in less than a minute with the n/a 2.5 sbr4 engine. And I'm thinking about a name and about taillights.
Check your console if there are any errors. Also make sure you added material to your object. That may cause error.
Hey it is close now, even BeamNG stopped crashing for now. You might notice certain pieces missing, that is probably because nodes and beams are bit of a mess currently. You just have to love that orange What was interesting, was that deleting few nodes made object to appear into position where I wanted it to appear, maybe cache or something with nodes were really messed up, idk. Whole mess was probably because I did push wrong key in Blender, then I did press esc and there were some odd edges and faces that had no area, removed doubles and deleted parts manually, then made faces again and that helped a little. Then mesh did not show up because, I don't know, setting pos to 0,0,0 made it to appear, but when pos was set to different coordinates mesh was not to be found anywhere, you would think it would appear someplace, but no, I looked under ground, up to sky, nowhere. Next to edit those beams, that is important part that I need to learn, which is why I started making this small object, second thing I want to learn is textures. Oh and two other things that someone might sometime need to remember, in Blender rename both red and grey triangle, it is not good to rename only red one: Other thing is that edit jbeam file that is in correct folder, when you have two files of same name open in Notepad++ it is easy to start wondering why my edits don't happen... So getting 10 faces into game takes about 4 hours, we can then estimate 10 000 faces taking around 4000 hours, I do hope ratio gets better... Update: I might not be completely useless after all, there is even hand made jbeam now: It actually even works as intended, not sure about volume though, that needs probably adjusting: It is an upfit:
Lol sure. I'll improve it a bit and see if it plays proper hardbass. I just downloaded some track that has people shouting "Adidas" and I think I can put it somewhere in the sounds lol. And maybe 3 stripes skin for Covet?
Working on a .zip file, too see if the 2014 (old, outdated, or unsupported) mods still works on the new versions, I've got 2 working, the Ford Sierra Cosworth, and later, the F250 Super Duty
Getting annoyed, this time with blender, why it is like looking trough water / fish eye lens, but meh. Why it is that you can't select all vertices and weld everything within specified range easily, so you have to go around one by one. I'm not really happy with that model, there is shading issues with that loop I had to weld manually, so I might redo it, but then again I haven't found any documentation of how to make such work in game, is it specified type of material, material name, object name or what which makes needle to be drawn on top of gauge face, probably there has to be additional face that uses some specific material or so it has been in other games, but just guessing. Haven't really looked into files yet, but I hope to do little extra gauges at some day.
Project is coming along: Original Ae86 paint stripes: Added Glowmaps and reworked the center console: