Reading through the documentation sounds like its possible to do it now, unless the Beamng devs has removed any of the components from the original code. ![]() But in the resource link i posted theres also terrain patching which means you can hook up terrains together for larger terrians/maps, not sure if possible in Beamng due to their massive work and so on but its there. That though is also effected by terrain resolution so to look good it would need to use highresolution terrain/small terrain size. Delete BeamNG.Drive folder from MyDocuments (backup your mods if you want, but dont put them back yet) -Delete BeamnG.Drive folder from Steam/Steamapp/common (If there is still a folder) -Reinstall BeamNG. ![]() DO NOT SKIP ANY OF THESE STEPS -Unistall BeamNG from Steam. Im not longing for that specific thing but it got me thinking. If the problem persists, do a clean reinstall. Different stuff (example Particle Emitters for exhaust smoke) can be fixed to a players model and i was thinking if implementing a terrain deformer and fixing it to the wheels would replicate say SpinTires way of deforming the terrain in that game. ![]() Also someone coded a terrain deformation thing (i posted a link to a bunch of resources availabe a few weeks ago) for Torque3D, i think i saw vid of a weapon creating a crater. Click to expand.Yeah, been wanting for ages and i cant remember why its not, Things like posts, lightpoles, traffic lights etc would be awesome to have destructible (without the ultra realistic BeamNG factor).
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