The game makes use of "advanced soft body physics" which means a use of so called beams and nodes to make up a vehicle which can bend, deform and break from collisions. Oh, also, it will come with a crappy trailer.Rigs of Rods is a free, open-source and cross-platform vehicle simulation with no actual objectives except for the races that some maps allow for. Yes, I know some of these things sound like they should take a few minutes and they will, I just have to get around to finally doing them maybe add wipers and the wipers plastic/metal coverĪnd more, that I can't remember right now maybe make prop switches with anims for the dash flip gradients on dash shelf and dash cover, they look backwards maybe interior turbo gauge if the car has turbo maybe more floor and a radio and gear shifter in the middle probably not but eh possibly make the interior dashboard backlit consider re-making oil and temp gauges and fitting them somewhere replace temporary icons in gui hud and make it actually good interior dash from Police into all versions cutout in rear bumper for the license plate placeholder dummy dash for when texturedashboard is not rendered (when not in vehicle) fix the seats so they don't stick out of the bottom make wheels dds instead of png, should help with them looking off-center, hopefully add visual gearshift indicator to the hud? add missing indicator lights to Flat-black Gauges and customize appropriately to better fit the car There's still some small stuff I need to do: Screenshots (first four courtesy of I know it's hard, but please stop shitposting in this thread or I'm gonna get in trouble for starting this dumpster fireĪlso, in case it wasn't clear, yes - this will be released eventually (please don't ask when) and it won't be very good, so don't get your hopes up That cool-ish looking gui hud is being scrapped in favor of the Flat-black Analog Gauges. Yes, the lightbar is node-and-beam also - I still refuse to touch blender, sorry. It really is just a crappy node-and-beam vehicle. This is what it looks like without the submesh: I probably won't be able to use that custom font with it, it would require the player to manually add it to their dashboards.zip - it's not worth it.Įnough exciting features, now the disappointing things. I haven't found a good place for it yet, but I decided to go with a horizontal autogear indicator, just because I haven't seen it done before: ![]() I am in the process of adding materialflarebindings for all the lights, we'll see how that goes: ![]() I've already been experimenting with using materialflarebindings to "animate" the switches, so I may do that instead: Though, there is a possibility I will add prop mesh switches with add_animation, so they move when you toggle lights and such. The dashboard is submeshed- the vents and switches are painted on. ![]() The interior will use the seats and steering wheel that come with RoR (the ones from the early, submeshed vehicles) but with some custom textures (I hope this is okay). I decided to make use of the new dashlights and flare types that were introduced recently, meaning you get full sidelights/low-beam/high-beam/foglights with their respective dashboard indicator lights.īecause this is a new feature (which introduced new keyboard shortcuts) and because the vehicle has no hydraulics or commands to list, I decided to list the controls for the lights in the help screen: The symbols for those were made by me, by hand, to seamlessly fit with the ones I made previously. These may change slightly to suit the car better, and to add the new dashlights for sidelights/low-beam/high-beam/foglights You may recognize the on-screen gui hud as Flat-black Analog Gauges which you can download and use for RoR already. It will come with a custom texturedashboard interior dash and on-screen gui hud:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |