Those are three 3DS Max renderings of an LDraw model and the original LDraw model, respectively. If I actually make it, I'll redo everything from scratch to minimize polygons.
Harq wrote:
Cool! How about making a version that HAS to run on a track (and send a track piece with it )
That's the idea. I just need to figure out how I'm going to script that...
No, not at all. I handmodel all of the polygons in AutoDesk VIZ, then export them to .DTS for the chassis. Then I used preexisting wheels from the diesel and train for the wheels and made a mockup. Soon I shall script together the two, especially since the chassis is progressing smoothly. I might even make some progress towards it becoming rideable today.
alex10819 wrote:
Could you script a wall that people could pass through but vehicles couldnt?
I probably could, but it would be very difficult. I have some other track ideas that I'll be working on.
*bump*
Front Page wrote:
I have been working on a new train class for The Better Mod (TBM), the famed Blockland mod. Based loosely on the color scheme from the original TBM Train, it incorporates my newfound skill of UVW mapping on vehicles using Multi/Sub-Object textures, a high level of detail, and more precise realism. I have completed most of the modelling for it save a few touchups, and will be finetuning the scripting over the next few days. I hope to complete a few other CPRR vehicles by the time the first full version of TBG is released.
woot. woot. woot woot. [several more consecutive woots follow].
when will you release those other TBM vehicles you've been working on?
when will you release those other TBM vehicles you've been working on?
rivereye wrote:
This would be great to see (question, is it possible to edit the spawn menu at all?)
yes.
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