could of but idk what kinda sicko would make a supra and then redesign the front end to fit an audi quattro inspired grill then slam in an interior designed out of a capri. May I ask if you've at least looked at the reference image I used for most of the body of the car?
Now if you're asking for detail in reality the car doesn't have much when you do a comparison to the existing cars in the base game which I used for reference. However, if you're particularly looking at the wheel you may or may not notice that they're ripped from the xrg itself so I could determine the proportions for the car before modelling.
Now for the documentation itself, I have never considered documenting my work from the beginning so this would be new to me. The best I've got are these images of the oldest blend file I saved of me working out the body shape off of the vectors I mentioned above.
After making the exterior came constructing the dreaded interior. To give the best results I started off by absolutely butchering the xrg interior and chopping up sections to construct my own dashboard. I then yanked off most of the interior shell off of the xrg and reshaped it to fit into the srg's shell. I also nabbed premade assets including the mirror, seats, and shifter (which I would later modify) from an unreleased mod I abandoned along with constructing a new handbrake, wheel and steering column. Other new parts are the mirrors and door side indicators.
The interior was heavily inspired bu the mk3 capri.
Since the majority of the shape of the car was gonna be based on the supra I found some vectors and eyeballed the basic body shape of the car using them. I then extended the body height of the car so that it would be closer to the ground; redesigned the bonnet of the car; made a front lip for it; reshaped the back of the car to make it more hideous; made my own rear windows; and flared out the wheel wells cause the car was looking rather narrow compared to the xrg.
The initial plan was for a hatchback coupe that would have a Totata a60 Supra rear end mated to the front end of a Ford Capri. This plan then changed to mating to the front end of an 80s Audi Quattro.
This is correct, as stated in its description it is meant to simulate a rotary with a displacement between the 12 and 13 2-rotor Wankel engines, however outputting power closer to a 13b.
I'm picking it is due to how intimidating the skill is of players who compete in these big events for those who are only just getting into the game which keeps them away from online racing.
Honestly, I'm surprised the AI issue hasn't prompted people to make more mods balanced around the uf1000 and the gt class of cars. The issue of the AI performing conservative driving however will still be a problem regardless but at least they aren't ALWAYS losing total control when they inch a tad bit too close to the car infront.
Hi, I'm new and have little to no clue on how to make my way around the editor.
The issue^
So I was trying to use the flip function and I was informed that I needed to have the origin snapped to the centre of the model for the swap side function to work which makes total sense.
My question is, whether there is a way for me to either snap the origin to the mesh or vice versa. Or must I do it the cumbersome way of moving all the faces and vertices to what would be a rough estimate of the centre of the origin and try to line it all back up all the texture mappings once again?
Not a bad mod at all, I'd suggest you rename it to the Short 23 since the specs you are using are not from the 318ti but actually the 323ti.
I'd recommend you make a second mod with minimal changes that is a 318ti with the correct engine specs, then you would be able to name that one the Short 18.
318ti engine specs:
1.8L inline 4
103 kW (140 PS; 138 hp) at 6,000 rpm
175 N⋅m (129 lb⋅ft) at 4,500 rpm
209 km/h (130 mph) Top speed
Try to drop the mass down to roughly 1255 kg / 2767 lbs with a full tank of gas for the 318ti, so make sure to lower the mass to under that number to hit that value when the card is fully topped up with fuel.
However, in regards to this car's current setup, the mass with a full tank of gas should be just under 1330 Kg / 2932 lbs, currently the mass
indicated does not include a tank of gas meaning the car is heavier than irl.
Running into issues with creating my own pages from my own png.
I get hit with 'Invalid texture TR_interior1 - Invalid file'
Properties include:
Location - C:\LFS_EDITOR\data\png
Dimensions: 512x512
Bit depth: 24
file type: png
(tbh this is probably an issue with the fact that I'm new to the mod-making scene, if so, tips would be appreciated)
Even if it's not available for multiplayer, I'd love to be able to build custom map circuits, though I'm not sure what format the maps are built in and I don't imagine they are obj files that I can construct in blender.