Very nice. I look forward to seeing how this progresses. Oh, and you weren't kidding about it being a very early beta.
Here's a little sneak peek of what I'm working on right now, just to keep your hopes up (don't mind the hood, it's still being finished ) Yes, that red paint is actual UVed paint - still a test, but thanks to @Firepower as ever (and a video he linked lol) I've learnt how to properly do UVs, and make this car skinable from the get-go. The secrets behind getting to many parts working at once are a) I already had the fascia, doors etc as parts already and, b) All of the JBeams have been replaced with Roamer ones, used as a template and moved/altered properly to fit the car. To prove that this thing definitely isn't a meshslap, here it is with the coltris visible: Edit - Yes, I know the hood coltris are the wrong way up
Some parts look as if they could use a bit of editing, but I have to ask, is the car still jello when you crash? I know it was in the beta.
To answer your question, here's an offset crash at 45mph. And yes, I know that there are some bits that need tweaking. As I said, this is only a little sneak peek, not a full reveal of finished bits Remember when I said I re-made the JBeam from scratch? Well I did actually, and I've tweaked (and are continuing to tweak) the deformation, weight and beamspring of individual sections of the car, to get things correct.
You know imma be running no doors and 40s on it lol --- Post updated --- Is it possible to make the latches stronger? everytime im in the D-series or Roamer and i hit the rocker panel on a rock it breaks the latch and makes the door swing open. really annoying lol
I think the main problem with the d series/roamer is there is not enough nodes along the rocker panels, allowing rocks and what not to hit the door directly rather than damaging the panel. Being an offroad vehicle i believe the underbody really needs a slightly more detailed jbeam than a normal onroad car. To show what i mean, the yellow dots are the existing ones, and the green are where some should be added to improve realistic ground contact while off roading.
Well guys... good news... I've always had 4 nodes on the doors rather than just 2.. Like the real car, because the unibody is one piece, the doors get stuck when the unibody is bent or twisted. That being said, I am working on improving the beamstrength of the hinge and latch to make it sturdy like the real car is. The hood is in a similar situation - it needs more pull and latch strength because the real car had three latches that it hooked onto. And yes, they already do dent the floor when you hit those nodes with rocks, I've been testing this thing through and through to get it right
Will there be locking 4.88 differentials like the hopper has? and lift springs and shocks? Also the XJ unibody is relatively weak ive personally has issues with some of my old jeeps where i flex hard enough and open my doors and then they dont line up right again. thats why on my nicer rigs i welded on unibody stiffiners.
There will be aftermarket low geared diffs, like the Hopper, yes. For anyone who watches FailRace's Driven Till Destruction - The Endurodrome series, you will not be disappointed with this car... In fact, you'll be very excited... FailRace uses the mid-range models of a car usually, but to set a benchmark I've tested the base model, 2WD, 2.5-litre Commando, with the addition of a rev limiter (because previous attempts stopped the car due to overrev damage). This car isn't finished as you can see, but even so, with so many missing panels - it managed just over 6 laps without a rev limiter, and beat the Miramar - the current leader of the series - by a few hundred meters on the 7th lap, after overheating from a roll, which punctured the radiator. With a mid-range models' 4.0-litre straight six with at least 70 more horsepower and 100 more lb/ft of torque, not to mention 4WD, this will be very interesting
I would agree, there needs to be some kind of official (ish) review thing for BeamNG Oh, and one thing I forgot to mention was that there's an error I can't seem to fix, to do with textures. This is what the lua console reads: Code: 123.60997|E|MaterialList.mapMaterials|[NO-TEXTURE] Unable to find material mapping to: blackfoot_rubber in vehicles/common/empty.cdae All parts other than the main body are not having their materials applied in-game because of this, and all of them have this same error. A few other modmakers so far haven't been able to figure it out with me, unfortunately. The parts are all UVed and mapped correctly, and the materials.cs (as shown in the Mod Support page for this same issue, by me) doesn't seem to have any issues with it. Any suggestions would be appreciated. Here's the Mod Support link: https://www.beamng.com/threads/unusual-material-mapping-error.57210/
I thought that the 'How helpful was this review?' option was a good idea. That would be a god send right now, but I am no forum designer.
Looking real nice so far! I got a question though. Since it's "Ibishu", would it be RHD or LHD? Thanks!
The UV maps are going well after a few problems along the way, but I've got it learnt properly now. One thing I didn't mention before was that the Blackfoot will share the same factory colours as the Hopper, since it's in the same lineup. That's Seafoam green, and comparing the colour (and others) to the Hopper, they're almost exactly the same, if not the same looking. The UVs are coming together quite well, and like the real car, the bumpers, fender flares and bumper edges (all of which are detachable as parts by the way) will be available as two-tone or plastic parts in some models. The mapping issue I spoke about is still there, but I've fixed some things by moving some files around and re-naming some of the model files (yes, there is more than one at the moment, which might be part of the problem). The window rubber textures, for example, are now there (the models haven't been put on the doors or trunk yet) on the windscreen and rearmost side windows.