New cars

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wetguy
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Re: New cars

#81

Post by wetguy » 19 Feb 2018, 20:12

@Lobby, Are you going to add any of the cars in this thread into the game sometime?
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Borbor
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Re: New cars

#82

Post by Borbor » 19 Feb 2018, 20:17

former member wrote: 19 Feb 2018, 20:13 @Borbor
You need to to spawn?
If so, give me a building and I'll code a spawner into it.
Yes ı need spawn. Thank you very much
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Lobby
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Re: New cars

#83

Post by Lobby » 19 Feb 2018, 20:20

@wetguy Already started on that, the problem is that I want to have cars in v2 frame format to save texture space. But as v2 cannot be mixed up with v1 cars I'd have to redo all existing cars in the game in order to add new ones.
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Re: New cars

#84

Post by Borbor » 19 Feb 2018, 20:20

former member wrote: 19 Feb 2018, 20:19 I'm a bit busy right now.
But I'll put you on the list.
Expect it very soon.
Thank you very much
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Re: New cars

#85

Post by THEMAX » 25 Feb 2018, 19:10

Borbor wrote: 19 Feb 2018, 19:33 will you use them?(or can you help me with the json file?)
Wonderfull, could I use thoses and edit thoses for coast guard plugin?
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Re: New cars

#86

Post by THEMAX » 25 Feb 2018, 19:46

KoalaGuy wrote: 25 Feb 2018, 19:12 They're not by Borbor. Those are Theo's ships . @THEMAX
Oh, I didnt knew that, sorry and are thoses planned to be added or FTU ( free to use )
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Re: New cars

#87

Post by Lobby » 25 Feb 2018, 20:49

You may use them, but be prepared to run into drawing issues once you try to use them as ships in the game.
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Re: New cars

#88

Post by wetguy » 25 Feb 2018, 20:51

Lobby wrote: 25 Feb 2018, 20:49 You may use them, but be prepared to run into drawing issues once you try to use them as ships in the game.
Can you make shorter versions?
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Re: New cars

#89

Post by THEMAX » 25 Feb 2018, 20:54

Lobby wrote: 25 Feb 2018, 20:49 You may use them, but be prepared to run into drawing issues once you try to use them as ships in the game.
understood, thanks for positive answer
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Re: New cars

#90

Post by wetguy » 25 Feb 2018, 22:33

@Lobby,what are these vehicles supposed to represent?
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Re: New cars

#91

Post by Lobby » 25 Feb 2018, 23:23

I don't know, but they are used for level 2 residential.
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Re: New cars

#92

Post by CommanderABab » 25 Feb 2018, 23:58

Those are minivans used by soccer moms!
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Re: New cars

#93

Post by wetguy » 26 Feb 2018, 00:05

They look like some kind of vans or minibuses.
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Re: New cars

#94

Post by A dutch Guy » 26 Feb 2018, 17:50

Univers Gaming wrote: 19 Feb 2018, 17:36 I give my texture against credit me. I am too busy to create the Json.
can I use the bulldozer graphic for my plugin?
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Re: New cars

#95

Post by wetguy » 27 Feb 2018, 06:00

There have been changes to the cars in the new update. The limousines look a lot nicer, but the limousines on some of the buildings should be changed to go along. The color of the cars is a little different, but we can always add more cars with plugins (right?). I think @Lobby should give us the new car frames to use like he did with the older cars.
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Re: New cars

#96

Post by wetguy » 27 Feb 2018, 19:01

Some kind of sedan. It is slightly longer than the "normal" car. I think it should be a TT vehicle.
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Re: New cars

#97

Post by A dutch Guy » 01 Mar 2018, 13:52

the seed truck from the ingame farm with the greenhouses:
seed_truck.png
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Re: New cars

#98

Post by TheFennekin » 04 Mar 2018, 04:46

I'm creating Japanese cars today so, maybe need help in making some.
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Re: New cars

#99

Post by THEMAX » 06 Mar 2018, 23:15

Lets make fiat multipla xD
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Re: New cars

#100

Post by CommanderABab » 06 Mar 2018, 23:55

THEMAX wrote: 06 Mar 2018, 23:15 Lets make fiat multipla xD
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Oh come on now! :geek:
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