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Dunkel AI cars will be available for purchase untill the end year. I think that is excluding, not including the end year. I tried but did not see a car appear with the same from and end years.
The AI people will use the car for the duration of its life time. So if you're end year is 1995 and the life time is 10 years they will appear untill 2005. Their number will decrease as no new ones will be added.
The cars asset is now working out as I hoped, just the licence plate feature isn't in yet. After that a bit of fine-tuning and testing.
If I use the availability from real life (in The Netherlands) some vehicles will only be available for 2 or 3 years. That I find too little in the game by definition, what do you think is feasible for the game?
A. Keep it real
B. At least ... years (fill in your preference)
Also what do you think the life time of the vehicle should be? In real life it is of course very depending on the use, a courier car will be sold after about 2 years, where others manage to keep driving the same vehicle for decades.
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Do you already see your favorite?
PS there are of course some easter eggs, two of them are visible in the vid if you look carefull.
oh and that does remind me, I've lost my little red elephant, it's been gone for about a month. If any body sees it around, please let me know lol
The issue with repainting is that it does not change the mesh nor the animation of the figure.
I think Ingo-1111 explaines this also in his interview with PeterLustig . Since the mesh defines the model's shape and that does include the clothing, you can't just paint anything on the existing images.
Creating new meshes means creating your new 3D models in an external tool, but human figures require a lot of experience and time to make.
Same for the animation part, it is possible to adjust the animations on the existing models but that is very much restricted based on the existing meshes and their positioning. Let alone it is very cumbersome to figure out how to animate a mesh of which you have very little information, so it's basicly trial and error if you want to do that.
So to create fully functional beach characters is a very big task.
Closest for the moment to your request is my Lifeguard girl from the Mercedes G, Ingo-1111 made it available in his persons asset.
But who know's perhaps someone will add a few static figures. E.g. hugedragonyk is featuring a few fiugures in his mods.
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Do you want to have a selection for the licence plates like on my VW T3?
Answer;
A. Neh, don't bother I won't use it anyway.
B. Yes please!!
C. I don't need a selection per country. 2 selections is sufficient; Dealer plates like VW-GOLF and MB C-class versus regular road going european plates of any country.
No worries; The base mod will be assets and driving vehicles, just like my other mods.
For my development I made them stand-alone ones, Just need to finish the asset part for the Golf and then that's done.
After that I will start creating final version with all the cars in a single mod, I want them to be in a single configuration to not overfill the asset menu.
I feel that's the best fit for my current and future goals. It's challanging to figure out how to best include my 'standard' features of turning wheels and light options.
Hah, thanks Ingo-1111 you made me review my code a bit more to now find a typo I overlooked before.
The last car for the pack is a VW Golf3 I've made 15 versions, from a 1.4i all the way up to the VR6.
The total count for the pack will therewith come to 16 models and a total of 89 variations. That's enough to almost completely overrule the standard game KI traffic.
That I personally see a a nice side benifit, but I would like to see the KI traffic mods created by others still. Hence for compatibility I will make colour config models (haven't done that yet) for the KI traffic. To still be able to get more VW Golf and MB-Class's on the road than e.g. Alfa Spiders and Lexus LS400's I may feature 2 or three of the more common cars.
Whilst working on the last model for the pack I'm also looking at alternative randomization options.
My idea is to base the model definition on the systemtime. For user experience this will come down to the same as random. Especially if I combine that with the know math.random.
So something alike;
if os.date("%S") = "01" then "model_aa" .. math.random(1,8) .. ".mdl"
elseif os.date("%S") = "02" then "model_bb" .. math.random(1,6) .. ".mdl"
elseif os.date("%S") = "03" then "model_cc" .. math.random(1,9) .. ".mdl"
etc..
But I can't get it working in a construction file, anybody got a clue how to make such work?
it's too hot to sleep for me this night, so did a bit more modding. Of course some repaints will follow the car-pack, most meshes will need improvement for the uv maps, but just looking what can be done already I made a Feuerwehr MB E-class
I've decided to provide you a limited edition alike you'll find in your local model shop produced in a limited amount. This mod won't be available anymore once I finish the first car pack and that will not include this model! Of course, once you have it, it will keep functioning, also in combination with the final mod.
Created a Toyota Celica for my car pack, that's #12. Just the licence plates I forgot to tailor, so that's for tomorrow.
I've also made 2 "tuned" ones, these however exceed my aimed limit of 20k tris... not sure if I'll leave it, include them later in a next pack, or will cut a few corners.
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