An hour in blender produced a mockup body shape for a subway car. The bogies and underbody parts are just copied in from my rigsofrods highliner train to give it some context.
Crapola, guaranteed quality to ruin your eyes >( Some days shape comes out, sometimes it does not, maybe raisins will help
Looks beautiful, people will love it/love using it. I certainly am in no position to complain. 1st picture (overview) is no-where near complete... This (above) avenue-to-ramp intersection is WiP, heavily so, missing a short filler piece where the new asphalt chunk is in the entrance ramp, lane marking don't match the ramp yet (the other piece with two lanes entering or leaving the intersection via ramps isn't done yet, so I used the single-lane ramp piece). The collector road kit is in, done, has LOD's. has collision (100% perfect), and has choice of two textures for roads, deliniated 5-lane or non-deliniated. Stick-on stop-bars, crosswalks, and other deliniation (double yellow, solid white) have also been created. This way if you need a stop bar or crosswalks, for controlled intersection (ones with signs or signals directing traffic), you can add them, if you don't, you don't need to do anything. Doing it this way results in about the same amount of FPS / rendering budget, with reduced VRAM or on-disk size load (unless you have the striping built into the texture, this reduces poly-count with needing less surface divisions, which some of my stuff does already use). The modular road/highway, rail/subway kit is already ballooned up to 330 unique puzzle pieces. It's still not quite done, but it's getting there. The stick-on striping bits should help save a lot of time here, and avoid double-work. If the only difference in two 400kb models is a narrow double yellow line-bearing surface, that's <10kb of a file, if you have the striping by itself as an addable piece. That piece is only ONE additional face (two triangles), so it doesn't noticeably hit the rendering budget when an RX 480 8gb can render 10,000,000 poly's and still do 30~35fps with absolutely full detail / maxed settings. So yes, I am keeping a keen eye on FPS. It doesn't get choppy where I am using the new pieces (barely any measurable frame dips, not enough for concern), and where there is a lot going on, the frame drop is easily handled (not a cause for concern). Buildings I am making will be decidedly simple. Almost GTA San Andreas simple, as that's the theme I am going for game-play and looks-wise here. GTA SA was lots of fun, so let's bring a completely new GTA SA styled map (but without using any of it's assets or layout) to Beamng. Don't worry though, it won't look like it's from 2005! I would have a house to show you, but Maya crashed promptly without saving. I would have gotten further on the interchange piece (avenue + on/off ramps) then I did but Maya decided to gum up the preferences, leaving me to try to fix it for two hours, get very steamed, and then finally resetting to defaults. I did finally figure out what's causing dark spots (vertex normals, you suck Maya, you really suck), plus non-removable lighting. So I believe this can be fixed (I actually fixed the end of the ramp piece, partially, it's fixed on the driving surface where I intended to fix it, but not on the barriers, where I didn't attempt to fix it). There's two miles of contiguous mesh-formed highway now. It's a LOT of fun to speed down and you will be catching some air time over 100mph without much effort. At-least I finally got something done, to show, though. I have been plugging away at this. The overview showing the road network took around 2~3 full days to lay out, shape, and perfect (not really counting much modeling time). Future: Finishing up more road bits that need it and making more filler pieces in various lengths for the ramps... No more black spots, lots of ramps to fix. I hate you Maya. More houses! They'll all be custom. Hopefully I can make this as awesome as I want to. Vegetation will be sparse especially due to the FPS hit it makes. It's THE worst offender here. I will make box-shaped bushes and use 2d meshes where-possible though to help lower-configured computers run this map. Yes 330 pieces for the road/highway/rail/subway kit, plus a station! Lots more to come, but hopefully sometime in the next week or two I can actually start finishing off some of these scenes. If an ACCOMPLISHED mapper is working on a map that he/she feels may benefit from the following kits, they may become available soon by special request, they include: *Main four lane striped and non-striped - Moderate Capacity, large wide routes for four lanes plus parking on both sides, or five lanes with no parking (not made yet), these only need LOD's for some and minor texture work (<2 mins of texture work), these don't have much in the way of driveway access, yet. *Surface roads - standard narrow low-capacity residential street with room for two lanes or one lane and parking to one or both sides - few of these have LOD's but the textures should be fine. Several driveway pieces exist for this kit on straight or curve pieces. *Avenue kit - with large raised stone mount or flat concrete sidewalk medians. High Capacity. doesn't have curve pieces yet but all pieces have LOD's. Working on adding more. *Collector road kit - these have the nice green grass islands to each side (between curb and sidewalk). these all have lots of LOD's, and have almost every piece you'd ever need. Lots of lot/driveway access pieces have been made for these, and is the most comprehensive kit yet. Moderate Capacity. *Highways - two lanes per side, high-capacity with full-width shoulder could double as a third lane, purpose-built high speed roadway - pieces include both directions on the same piece, and has optional (on some) embankment/abutment walls to make it look more contiguous. These pieces all have LOD's but the on/off ramp pieces need lots of work as they have darker sections that shouldn't be dark. *Rail and subway - bi-directional rail and underground subway kits that use the same gauge as all other BeamNG rail kits, includes subway-to-at-grade transition/tunnel entrance, turns, grade/slope changes, and several crossing pieces, and even a subway station. all have LOD's, collision, etc, and it's very difficult to destroy the car in rough driving conditions by touching the tracks. More crossing angles and sizes will be made. *Bridges for most major road and highway bits have been made, with abutments, posts/pillars, and LOD's already made. On/Off ramps have solid barriers while the bridges have Type 80 bridge barrier. Jumps will be everywhere. If it can be turned into a jump, it will be, rest assured. 75% of the road pieces have already been made and completed. 98% of the rail/subway kit pieces have been made. 1% of the buildings have been made. *sad music* 450mb or less of Video RAM usage noted as of current. This will likely double by completion. <3.5gb of system RAM needed to run this map currently. This likely will increase a bit with adding buildings, but there won't be huge thick forests all over (that explains Roane-County's RAM use issue), so it shouldn't be too bad. Expect to start seeing this map in action on Youtube near the end of the month or the first half of August, but a public beta won't be available until August sometime (at the extreme earliest) as I've got quite a lot of work to do yet. @fufsgfen , forget the raisins, McDonalds got raisins beat by miles. I could launch a log over the house with that stuff (haha). I'm surprised McDonalds doesn't have their own brand of Bathroom Tissue. --That is all.
@bob.blunderton I'm too afraid to try their products I got little more Crapola done, but it is really too hot even to model, I get glued to my leather seat. Light grey - vents, red - button things. I haven't ever done a dashboard, I haven't looked any pictures and certainly no any kind of blueprints, so might have to scale bits at some point. Haven't got slightest idea about car which I will put this in either, but I will probably need one for weekend, so have to try something, naturally that means that 1.6 meters might be far off and some shaping can be done only after bodyshell is imported.
Modular road/highway/bridge/rail/subway kit is up to 355 pieces now. Re-did highway on/off ramps, dark spots are much better now but not all are 100% perfect yet. Lots of fun to fly down the highway though, however it's soon time for making buildings after another 2 days of road-building. FPS is pretty good through heavy use of LOD's.
Still working on skins. Adding things, small alterations, correcting horrible translation errors, etc. 4 Months since starting these Jap themed skins and I sure as hell haven't gotten very far. Nihon Kotsu - Yellow Taxi Nihon Kotsu - Black Taxi Tokyo Musen Taxi Japanese Police Chuo Musen Taxi More taxi skins are in the works. plenty more. There are so many goddamn taxi companies in Japan, but I gotta make em' all!!! Tokyo Musen Taxi is the only one to have unique glass (small advertisement and taxi number on rear window) I am working on some roof lights, and a better sign than the one I'm currently borrowing from another mod. No idea how to get those in-game yet though. I also plan on making red police lamps to replace the rally lamps on the police car. The steering wheel is still on the wrong side of the car and the grey steelies are stolen. I don't like asking for help, but it would be appreciated.
Dreams are reality. Ready bonnet + damaged carbon effect. Big tnx for jbeam helping @burilkovdeni TO BE CONTINUED...
Will the airbags always deploy with the post crash brake? Because if you rear-end an ETK hard enough, the post crash brake engages, and frontal airbag deployment during a rear-end collision is rare in real life. Same thing with side impact crashes.