Nathan.S wrote:About the grainy AO, you could just do a light blur on the AO in your graphics editor, obviously that could create some problems at hard seams, or if two faces, that don't connect on the mesh, are close on the UV map,
OR, you could do something easier, which I was an idiot and didn't show in the video, actually just spent like ten minutes trying to figure this out, and finally found it.
If you go to the world tab in Blender there is an option for Ambient Occlusion, check that box to turn it on, this won't make any difference for your bakes, but if you scroll father down in that panel you'll see an area that is called Gather, which should be able to be modified now that the AO is turned on, and you can turn the samples up. Default it is five, I cranked it up to fifteen and I got a very smooth AO bake on a mesh I tried it on. Of course more samples means more time for Blender to compute it, but it really does make a big difference.
[img]AO-samples.png[/img]
Here you can see what I'm talking about a bit better.
i found out another thing today actually by accident when i was making the formula 1 car for the game, (becasue what good are roads if you cant race?) if you apply a material to the panels that you want to be that color and then do an AO bake it makes the texture for you correctly, still kind of grainy, ill take a look at what you are talking about here in a minute. but i mean most of my things are simple colored things anyhow so this would work, blender really has a lot of buttons so figuring out how to work it to its full potential is an art to say the least. but here is the pic of the F 1 car comes in 12 colors :) because i learned the material thing today by accident.




today i am working on little things getting all the items together for the craft recipes and finalizing all the models. this mod has turned into more of a monster than i had originally planned for it to be but i aim for completeness. and when it was done you will have modes of transportation as well as a complete set of infrastructure building tools. so im happy about that, it has also taken longer than i planned to get a code release, every time i turn around there is something that i forgot that should be in the game. so setbacks and the learning process are slowing me down a bit.
there are only 2 more models i am going to do as cars for this an that is the '08 challenger and an FSAE car. after that i am going to get back to the core stuff, i think now i only havea few more models i am going to do and that is the Semi truck and trailer, swamp boat, hydroplane, regular dozer, a machine that does all the functions in one as a sort of god machine, an articulated dump truck, front end loader and a track hoe. i wish i could figure out how to animate them.
when this mod is done i am thinking it is going to be bigger than the mine-test game as a whole. the contributing items are over 200 items(including forges/recyclers, crafter, pieces and machines) 2 machines fly, 8 machines drive, and there is 6 constructors. plus when i get there I suppose i will have to make variations of the basic constructors that will be the constructors you can drive but with the progress i am making with entities this is a far off part of the progress, why cant an entity just be a node with special properties? it would be so much simpler.
EDIT 3:28am
all of the formula cars and their code is complete 1 car 12 colors 925 lines of code and that is the simplified version of the code, if i had stayed with paramats' original method of coding each car the code would have been a little over 6000 lines. on that note thanks to paramat for the code from cubic mesecars. here are some shots of all 12 cars, its kind of hard to line them up without a street to reference but this is just in my sandbox so yeah..


SELFIE!!!! ;)

now i need to figure out how to give it fuel and how to decrement the fuel. other things i would like to do is odometers and a hud based speedo/odo/fuel guage. but that will be later :)