You came quite far since your first mod half pessima I was also about to make a coupe like this, but never really got back to it, and also asked AR162b to finish his (but he never really replied, what a scumbag )
Ctrl-B works too I believe, then mouse wheel to adjust number of new edges, if desire is to get more rounding. I like to bevel last as shaping becomes easily a chore with beveled edges. 5min crap, which I was not sure at all how to make, so I made very quick and dirty test so I can learn more how to make it. That is still very much of just concept of thought, nothing more, but if I ever start to make one, it might be mod for two games. I have so many other projects that might work on those, however as I have not seen Chop O Matic made before, making such interests me somewhat.
There is no logical explanation for this, really each node says same material being selected, certainly those should appear and certainly decal road should be on top of terrain, but no, I'm missing good chunk of road texture here: That is good bit of road missing: It should work, it should be as simple as lay out decal road, choose texture, be done with it, but it seems there is some small bit of information I need to go and seek, once again...
Yup, there's a limit between how smooth a decalroad can be and how long. If you reach that limit, you can simply end that one and continue with another.
Aha, that was 3600 meters of road, so limit is somewhere around 2000 meters probably, another bit that is good to know
There's no fixed limit, it really depends on your 'breakAngle/detail' value (lower value > smoother road > shorter limit)
Completely redid the rear pillar. As some of you might have guessed I took inspiration of multiple coupé/notchback cars, nothing in particular.
Gypsie config? Did you know that if you add tow hitch to rear bumper slot, then add rear bumper slot to tow hitch, that creates infinite loop and crashes BeamNG? It seems to be that I need to have copy of bumper in my mod to make it possible to have rear bumper with hitch, but that is of course not a big problem. Update, there was a little bug and fixed that. I don't really know if it is tow hitch or towhitch, my spellcheck claims tow hitch, so I wrote that as a name. zip goes to mods folder, should work just fine, select tow hitch from rear bumper slot.
I found this file just today, the file dated when i right-clicked and hit properties was sometime in 2016 lol won't turn it into a mod, a historic artifact i guess
The limit is in the max amount of surfaces (visible bends/divisions) that can be in the road. Lower value, less divisions = more length. This also applies to MESH roads, though it's not a limit I really hit unless I'm carving things into the map. Both mesh and decal roads will be able to be driven on, you just won't see anything render past like 1024 'micro-sections' of road (exact number unknown, but I'd reckon it's 1000 or higher, it's not easy to hit unless you have large maps or a very snaky road). I hit this quite often in So-Cal, Roane County, and Nevada. Speaking of roads, a new concept is in the works: divided multi-lane avenues! Sim City 4 Rush Hour much? Yes I played the stink out of that game. NAM mod for the win. See picture at end of post. Also, I've taken time to fix any models that weren't working right (or spawned upside down, Damage Control 101). I've also made lots of sloping highway pieces and tested them out, a few abutments, some fresher pillar textures, with much much more on the way. The Modular road/rail/subway kit now has precisely 220 pieces (I think there's one dupe or broken one in there, didn't count that in the 220 though!). Another 50+ are planned. There should be close to 300 pieces in the end, allowing you to build almost anything in your city, and I haven't even done any angled pieces aside of the rail crossings yet. Did not count the subway station in that total either. Everything is moving along nicely aside of the dark spot issue with normals on some models, which is something to do with the model, I have a support ticket in on Autodesk for that, now for the waiting game. That's it for now, though. More pictures in the next few days. Fellow 'Muricans, please enjoy your holiday!
playing around Proof of concept: Tatra style suspension(minus the offset wheels but that's easy) with the right powertrain