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Aa2 mods greyed out
Aa2 mods greyed out












If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Clear all cache before running.Your IP address has been temporarily blocked due to a large number of HTTP requests. I stupidly exported some official rims and hubcaps into the dodge's hubcap meshes, so the game got confused. I apologize in advance.Įdit: The ugly gray wheels is a novice mistake indeed. So you might have to stay with those gray wheels for a bit. Just so you know, I would be busy for some time, so there are no promises on when the fix would be ready. I'll attempt to convert everything into "_.material.json" and see if that can fix this. If anyone knows the likely causes or is willing to lend a helping hand, I would greatly appreciate it. I spent a few hours yesterday trying different combinations and still can't figure out why it is doing this. Ugly gray steelies when this is installed: looks like some novice mistake, and I'm too incompetent to fix that. "6 pack" hoods: no promises about this one. 1969 Livery support: it is already in this version, though I forgot to include a template or the material names. Shock sounds: I've adjusted the settings, though ltntai, what value would you prefer that would sound acceptable? I not sure about this one. Hemi engine: is now making comparable power to the actual data, thanks to ltntai's suggestion. Large bumper guards: had been slightly shortened and widened. The original threads were removed due to Stoat Muldoon no longer having the time to work on this. Thanks for all the bug reports and suggestions. Please do not reupload without permission. If you are experiencing no texture issues after updating, navigate to your user path (User/AppData/Local/BeamNG.drive/0.2x), and delete the coronet folder from the vehicle folder.

aa2 mods greyed out

And thanks to all who provided bug reports and suggestions.Ĭlear Cache before the first run to avoid texture issues. BeamNG Development team: Providing official vehicles to reference towards. Car_Killer: Material format conversion tool. TheCrySick: Providing an Excel sheet on torque curve editing. ltntai: Providing information on engine tuning. INSANE416: I used the engine torque data for the 318 and 426 from the " Plymouth Fury III", and crossed checked them with Automobile-Catalog. Stoat Muldoon: Original meshes, jbeams, and some advice. Updated around 90 materials to Materials v1.5. Added preset interior colors and colorable interior (Experimental). Improved gauge textures, and added metric and whiteback gauges. Revamped various configurations based on community feedback. Fixed some official wheels turning gray when this is installed.

aa2 mods greyed out

Updated the material format from "materials.cs" to "_.materials.json". Minor adjustments to spotlight settings. Adjusted shock sounds based on official vehicles.

aa2 mods greyed out

426 Hemi is now making comparable power with real-life counterparts. Slightly adjusted the height and width of large bumper guards. Added 6 Dodge Division hubcaps: 4 are 14", and 2 are 15". Added 2 more engines: 318 LA, and 426 Hemi. Added utility components along with some extra trim options. Adjusted taillight glow maps to fit more closely with real-life counterparts. Revamped most configurations to fit more closely with real-life counterparts. Replaced original engine sound to the current generic V8 sound. The original contributors are listed not a 3D artist or a dedicated modder, thus my content may not match the quality of the original. I had received permission from Stoat Muldoon, the original author of the Dodge Coronet, to release a slightly updated version of the mod. Since the original thread for this car is removed from the forums, I have to create a new thread.














Aa2 mods greyed out