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Realistic fps prefab 1.2.3
Realistic fps prefab 1.2.3










The span of the line is roughly 140 feet. Do these changes look better or worse? Personally, I think it looks better, but my judgement isn't always the best.Īlpha 1.2- please note that this version includes lots of half done things/ check last post for more info Since I originally posted this map, a few changes have been made. Random areas where there is dirt instead of rock_causes black dirtĬlick to expand.This image should probably answer your question. More contrast_brighter brights and darker darksįull time cycle- I can remember whether or not it's turned on In case you happen to do this, copy and paste the basetex located in the downloaded zip over the generated one. When I release a more final version, I'll clarify the "various."Īlso, if you adjust the terrain textures or heightmap in any way, the game will generate a new basetex.dds. World machine, gimp, sketchup, blender, crazy bump, various government agencies, various users on wikipedia, cgtextures, torque3d, torque3d forums, lots of tutorials, and various indivuals. If this file is a big,orange no material mess, please mention it. Image that shows how this file need to be set up If you simply place "blackhillsalpha1.something" into your game level directory, blackhills will not work. This "blackhills" folder is within "blackhillsalpha1.something". Installation instructions - download the file - extract or unzip - place the folder named Blackhills, not blackhillsalpha1.something, into your beamng's levels directory - start your game and play

realistic fps prefab 1.2.3

some items don't have collision enabled












Realistic fps prefab 1.2.3