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If you are interested i can add them to BeamNG.
Like i said before until they release the final version of Automation i will not update my mods, or make new mods.
For any one one interested i already release my first mod on BeamNG,
ETK-I Expanded
its on the repository, i will also release more mods on the upcoming weeks, by example for the Moonhawk, the Autobello, all the ricer cars on the game, etc.
The mods are focused on expanding vanilla content, like engine mods new body types racing parts and wheels.
Maybe i will do a quick patch so my mods are up and running, until the devs of this game decide to ruin my fun by updating this game engine, again. Remeber UE 5 its out and i suspect that they may updated to that version.
Probalby not, i already move to mod on beamng since is way more fun to mod that game.
But when the devs finally release the final version of this game and stop changing the unreal engine version every two weeks , i will update all my mods.
Good job man, keep up the good work!
my memory got janky again. sorry.
a question, is it me or are those Falcon wings the same as vanilla now?
PLEASE
https://www.youtube.com/watch?v=lh7e5qAegOo
As for this one is a little bit harder to optimize, beacuse the way i made it, this is more for a photorealistic render than a game, and i didn't even use the highest poly count mesh (100k), so as of now if you really want i can shove like 3-4k without repercusions to the asthethics.
I always include the 3d model view so you can preview the model so if you really think is too much let me know, just go to model view select inspector then search for wireframe view and decide for yourself.
The model you see in the 3d view is the same that i send to the Unreal Editor.
Anyway thanks for your opinions i will try to make my models more efficient from now on.
You can definitely get away with more polys than a lot of the default Automation wheels though.
Accent's wheels are worth a look for a good guide on a good poly level, they're more detailed than the default ones, but not super high poly, and look good/perform well.
If you enjoy making super high poly meshes, go for your life I guess, but I think everyone below is trying to help make sure your mod works as well as possible so that everyone can enjoy it :)
Let me know if you have any other questions about modding, we're always happy to give advice to modders!
The main problen is that this is a morphable asset so if you use to few polys on the wrong places is going to look bad, like real bad.
But look if more tell me that is slowing down their game, and they are sure of it, i will take my time to optimize, even if it add another week to the process.
As for why make in bif poly counts, because i enjoy it, you know is a challenge to make all the details as it would be done in real life rather than making it just look good for the game, i am an engineer so i am bias i guess
As for killing mos pc i don't think so.
My old FX6300 can handle this on beamgn with no problem, so don't worry this runs good, now days you can push over 1 million polys in just one scene in games like GTA V on modern PCs and is just good. As for a very static game like Automation, made on a superbeb engine like Unreal, theres is no way in hell that you are going to notice frame frops or stuff like that.