--- Post updated --- My idea is to make the full talladega circuit completly with infield circuit etc. I dont know a lot of map building so im going to need a lot of help, if anyone can help me contact me a ngbroersen@gmail.com Thanks. Made a simple 3D model needs more work but I dont know how to import it to my map editor
This is a great idea! We need this track, the game would benefit from this by creating a race with this track.
so I would like to have the track ingame but Im pretty sure that it will not work so well if you create a map with sketchup. because if sketchup exports wrong collision youll not have a functional map but to bring it in editor you just have to export your object as a .dae file and after that but the file in a folder of your map (f.e. levels/yourmapname/art ...) , then go to f11 (map editor) and go in scene tree to levels/yourmapname/art and select your object hope that helps a little bit
I have made a 3d model in sketchup, it isnt much and it needs a lot of work but its a start I managed to get it in but as you said the collision didnt work, please tell me how to get it done or in which program I should do it
so first of all try to select your object in map editor and set the two things on the right from collision mesh or so to visible mesh, maybe thats enough. If that does not work or if you get wrong collision, you have do some stuff in blender or so, I think nadeox1 made a tutorial for this long time ago
I'd love to see this track completed in BeamNG! I've been considering doing a stock car mod for one of the vehicles as introduction to Blender and BeamNG modding. What I'd love to make is a full blown stock car for BeamNG, but I'm way out of practice on my 3D modeling skills.
From my currently limited Sketchup experience you'll need a separate collision mesh made from a low detail version of the original track. In the long run though importing the track .dae into Blender and making the collision mesh there looks and operates much better. Ultimately doing it all in Blender is the way to go.
You don't need a collision mesh, just import it in-game and select "Visible Mesh" for collision in the Inspector or whatever it's called.
Why not use the Moonhawk body and go for a 1980's Nascar look? If I could change tire grip, rear end raito and add roll cage for what I've tweeked on so far, I would have a close mach. I've changed the 350 engine torque and rpm range. Changed to race parts in parts manager, lowered suspension,changed wheels and tire and changed the camber Set the differential to a "3.42 posi-traction limited-slip differential". Removed bumpers, seats and mirrors.
Visible mesh works fine for small uncomplicated objects not something the size of Talladega. Not sure what it is comprised of but you just might have a framerate nightmare on your hands if it's huge with lots of geometry.
These links should help. http://www.beamng.com/threads/tutorial-how-to-create-your-own-map-for-beamng-drive.19598/ http://wiki.beamng.com/Terrains:Quickstart_guide I was initially thinking of using the Barstow for a late 60's early 70's car. Something like this: I haven't used a 3D modeling program since Zmodeler over 10 years ago. I loaded up the Barstow car file in Blender and I'm tinkering around to see what I can learn before committing myself to making a mod. The tires, engine, and gearing will be the important parts to get right. None of the racing slicks offered in BeamNG seem to have a high enough grip level for 200 MPH oval racing. If I can learn well Blender and BeamNG modding well enough, I'd love to make a full blown NASCAR stock car from scratch. I think the late 80's/early 90's Lumina would be a good choice.
all my materials and textures are fucked up in my editor They are all transparent or grid, can someone help me. Creating a map in blender is way too hard to do for me by the way I just tried and its impossible. I made a 2d drawing with only the main circuit and the infield but I cant ghet it into a 3d model and its pissing me off. a lot. someone please help me. Thanks
I did this but my track is too complicated for it, it has too many turns and its really hard to do it right, also I dont need walls everywhere but just on certain places, im trying to make it as accurate as possible, I also need backed turns which is really hard to do
Hmm, maybe you need to just make the oval racing surface first and then all of the extra details like pit road, infield, runoff areas, ect. I've never made a track before, so I'm not sure what the best way to do it would be, but for something like this I have to imagine the main track area would be best to do first.
Man that would be awesome! I'm gonna start a new thread in Ideas and Suggestions on this so we dont interfere with NickDeAppel's progress.