You and me both.I spent about 30s looking for one of these... My reading ability really is lacking
You and me both.I spent about 30s looking for one of these... My reading ability really is lacking
@Mahad, dunno, is a cool car for sure, but everytime i do a car I swear to myself that will be the last!
I've said that every time I completed physics for every car I made that's released on RD. You'll get used to it.
Oh, talking about that.
View attachment 326322
Rear geometry this time NOT from a scan or measurements or anything: I don't even have measured curves...
But it seems sensible. Perhaps later I will refine it.
Oh, and here's how it turned out originally and in DWB adapted to AC.
Rear from ML
548 = 0.81 , 0.23
528 = 0.43 , 0.04
508 = -0.02 , 0.01
488 = -0.57 , 0.12
468 = -1.24 , 0.39
Rear DWB adapted 2
548 = 0.81 , 0.23 / 0.65 , 0.23
468 = -1.24 , 0.39 / -1.25 , 0.38
As per usual for my cars, I'll be doing S-versions. S1 or S2 is probably what you're looking for. Maybe some will be included in 1.0.Oooo, cool!
Any chance you'll do a mildly hopped up version with stiffer racing suspension, semi-slicks (or slicks), better brakes a bit more grunt (while still not turbocharged)?
I've got a 2017 BRZ. AFAIK nothing in the suspension geometry has changed. If you give me some detailed info on exactly what measurements you need I could measure some stuff up - though I wouldn't be able to get spring rates or anything, just the physical dimensions of things. Not sure if that's of any help to you at this stage?
As per usual for my cars, I'll be doing S-versions. S1 or S2 is probably what you're looking for. Maybe some will be included in 1.0.
Ideally I'd want a full measurement of the control arms and tie rod's balljoints relative to the wheel's center, preferably with the car's weight on the suspension but no fuel or occupants in + full measurement of the rollbar dimensions as per https://balancemotorsport.co.uk/suspension/anti-roll-bars alongside measurements of the locations of the rollbar endlinks.
At worst, something simple like the length of the control arms or at least the position of the balljoints closest to the wheel would help. Or good pictures from straight-on angles in good lighting.
Maybe you could find a script, (scriptspot is a place to start) but without script, you could (should?) create your main 60 materials, and slowly affect them to your mesh, hiding the ones you already affected to know where you at.HI guys ,
I'm working on a track with 900+ Materials
I want to reduce it to 60 as recommended
Is there a way to merge all the same texture to one material In 3d max?
theMap = "your_texture_name.jpg"
theObjs = #()
for i in (getclassinstances bitmaptexture) where (filenamefrompath i.filename) == theMap do (join theObjs (refs.dependentNodes i))
select theObjs
Code:theMap = "your_texture_name.jpg" theObjs = #() for i in (getclassinstances bitmaptexture) where (filenamefrompath i.filename) == theMap do (join theObjs (refs.dependentNodes i)) select theObjs
maybe It'll help someone .
FRONT=32927.7222713 ;18.0mm
REAR=3869.0262976 ;14.0mm
;F ARB rate = 97258.15888266399
;F ARB MR = 0.92^2
;F ARB dimension = 110, 660, 120
;F ARB bushing effect = 0.4
;R ARB rate = 27786.744452843996
;R ARB MR = 0.59^2
;R ARB dimension = 120, 720, 125
;R ARB bushing effect = 0.4
Doesn't sound too crazy.
Yes, by using multiple material channels and the render to texture function. Its time consuming, but works.HI guys ,
I'm working on a track with 900+ Materials
I want to reduce it to 60 as recommended
Is there a way to merge all the same texture to one material In 3d max?
The kind of stuff Doom 3 is made ofSadly not something i'll be releasing so by that nature I shouldn't really post anything at all, but I haven't posted anything in ages and this is too cool imo to pass up
Been messing with high-poly normal map baking, quite cool to see the effect on this gearbox. Its quite hidden so I didn't think it justified the extra geometry, but this works a treat I think.
View attachment 326343
View attachment 326345
Without the normal map
View attachment 326342
And with
View attachment 326341
tried something like that recently , couldn't really get it to workBeen messing with high-poly normal map baking, quite cool to see the effect on this gearbox. Its quite hidden so I didn't think it justified the extra geometry, but this works a treat I think.