View RSS Feed

tdev

progress - Multi-DAE, zip support, and lots more

Rate this Entry
by
tdev
, 07-30-2014 at 03:18 PM (7599 Views)
So the last two weeks we worked on the following things:
  • Multi-DAE support: it is now possible to load a vehicle from multiple .DAE files - this enables mods for the vehicles without the need to modify the original model
    For example all the wheels are in one file now:
    Click image for larger version. 

Name:	multi-dae.png 
Views:	69741 
Size:	248.5 KB 
ID:	36723
  • File system: Zip support, overlaying of files and folders: We are working on having the mods as simple zip files for easy exchange.
  • Greatly improved Heightmap Resolution (and thus physics resolution -> smoother drive) [before/after]:
    Click image for larger version. 

Name:	screenshot_00064.png 
Views:	92424 
Size:	407.7 KB 
ID:	36730Click image for larger version. 

Name:	screenshot_00065.png 
Views:	87918 
Size:	139.6 KB 
ID:	36729
  • Steam Store and Steam integration (i.e. the ingame steam overlay is working):
    Click image for larger version. 

Name:	steam1.jpg 
Views:	64973 
Size:	108.1 KB 
ID:	36736
  • JBeam: Coltris can now define a groundmodel (so dynamic surfaces can have other friction parameters than asphalt)
  • Terrain block's groundmodel matching is now case insensitive
  • Dynamic Friction improvements:
    Click image for larger version. 

Name:	angle_test.jpg 
Views:	64332 
Size:	221.8 KB 
ID:	36724Click image for larger version. 

Name:	vans.jpg 
Views:	63383 
Size:	222.9 KB 
ID:	36721
  • Stabilized water (When things hit water, they don't explode that much)
  • Increased core's accuracy
  • Core optimizations
  • Improved stablility of the wheel weight display (this thing):
    Name:  wheel_weight.png
Views: 61517
Size:  50.1 KB
  • Some tests with Cloth:
    Click image for larger version. 

Name:	cloth.jpg 
Views:	63624 
Size:	600.1 KB 
ID:	36735


User Interface work:
  • minor work on the JS
  • added version information to the main menu (see bottom right corner):
    Click image for larger version. 

Name:	mm.jpg 
Views:	60638 
Size:	69.1 KB 
ID:	36754
  • improved SimpleEngineDebug, SimpleGears
  • added SimplePerfTimers, SimpleTrip:
    Click image for larger version. 

Name:	ui2.png 
Views:	60303 
Size:	118.2 KB 
ID:	36734


Lots of Vehicle and Terrain work as well

We also fixed the following bugs:
  • Trippy underwater camera effect never stops (underwater -> mainmenu bug)
  • Lowest lighting option breaking water
  • DeformGroups not working at all after implementing multi-DAE
  • T3D per level resource fixes: Brushes and terrains are now saved with the level instead of globally
  • Decals vanishing at certain angles
  • ScatterSky missing mieScattering field.
  • LOD for decalroad: they fade away now, increasing FPS
  • Crash in GFXD3D9OcclusionQuery: improved crash reporting and user message
  • Improved Crash reporting: now loaded dynamically to prevent the game not working when some Anti-Virus decides this file is not good enough for him
  • Buggy vehicle shadows with multi-dae vehicles


Above changes will get available within the next update [except the steam integration, it will be released later on]
Attached Thumbnails Attached Files

Updated 07-30-2014 at 10:11 PM by tdev

Categories
Company Blog

Comments

Page 1 of 4 123 ... LastLast
  1. Bubbleawsome's Avatar
    Yeah! Blogpost! It really looks like you guys have gotten some core things done. Awesome!
  2. eletricmano's Avatar
    Wow, I'm looking forward to the race update, nice work. And is the cloth a community mod or did Gabe make it?
  3. Insanegaz's Avatar
    Nice progress
  4. Rage's Avatar
    Multi DAE
  5. DrowsySam's Avatar
    Quote Originally Posted by eletricmano
    Wow, I'm looking forward to the race update, nice work. And is the cloth a community mod or did Gabe make it?
    Cloth was by me, I've made a few things to stress test the latest collision changes. Maybe they will eventually get to the public.
  6. HighDef's Avatar
    This is very welcome news that has put a very big smile on my face! I will be a proud tester of an Oculus dev kit 2 in the nest couple of months so I would really love it if you could re enable the support for it. You guys are awesome for working on this massively complicated ordeal, keep up the fantastic work!
  7. Erik.s's Avatar
    Quote Originally Posted by DrowsySam
    Cloth was by me, I've made a few things to stress test the latest collision changes. Maybe they will eventually get to the public.
    I thought it was Chris's?

    What a entry! Looks amazing.
  8. Matthew's Avatar
    w00t steam! W00t better groundmodel! W00T BETTER FRICTION!

    W00T EVERYTHING!
  9. nikobelichgta5's Avatar
    Just awesome ! Can't wait !
  10. Davidbc's Avatar
    coming soon?
  11. nikobelichgta5's Avatar
    Quote Originally Posted by Davidbc
    coming soon?
    Yeah , with next update
  12. SHOme1289's Avatar
    Lord have mercy....amazing.
  13. Reddustone's Avatar
    Wow lots of progress friction looks much better excited for next update
  14. Aboroath's Avatar
    Sweet...sweet...sweet! Thanks guys!
  15. Pyroxyde's Avatar
    Wow ! So much progress in two weeks ! BeamNG.Drive is on the highway to success !
  16. alexsgocart's Avatar
    Awesome job guys! Can't wait for the next update. Do you guys have an estimated release date for the next update?
  17. garyjpaterson's Avatar
    Didnt expect that much stuff, really impressed with the whole team.

    Will the heightmap resolution mean that you can make maps much smoother in the editor? And if so, will the existing maps be modified to make them smoother and therefor more realistic?
  18. Spartacus's Avatar
    More progress coming along! Very nice! Keep up the awesome work guys.
  19. tdev's Avatar
    Quote Originally Posted by garyjpaterson
    Will the heightmap resolution mean that you can make maps much smoother in the editor? And if so, will the existing maps be modified to make them smoother and therefor more realistic?
    Yes, smoother and existing maps have a fallback mechanism. If you want the higher res, you got to re-import the heightmal:

    There is a new parameter that is called heightScale. If you import the 16 bit Heightmap again, it will not have the stepping visible that was existing before
  20. KarlRyker's Avatar
    I'm such a Hipster (Not really) because I already had the steam overlay because I added it as a non-Steam game. But now I can record how much time I actually put into this game (Which is 500+ hours at this point).
Page 1 of 4 123 ... LastLast

Trackbacks

Total Trackbacks 0
Trackback URL: