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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Average Person

    Average Person
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    You could just import it as a 8192*8192 heightmap and then make the square size 3-4, then just use a macro to substitute for small details and i'd figure that would hold up pretty well if you are just flying around.
     
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  2. Spiicy

    Spiicy
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    screenshot_2019-06-05_22-32-54.png screenshot_2019-06-05_22-34-20.png
    S
     
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  3. Kueso

    Kueso
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  4. Blood-PawWerewolf

    Blood-PawWerewolf
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  5. HadACoolName

    HadACoolName
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    Clearly you've never seen a Volvo
     
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  6. SuperShep1

    SuperShep1
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    im like Its a volvo, then i read the comment under it
     
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  7. rottenfitzy

    rottenfitzy
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  8. SubaruSTI07â„¢

    SubaruSTI07â„¢
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    *Ba dum tss*
     
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  9. JohnV

    JohnV
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    Thanks for the advice.

    First of all, I thought 4096x4096 is the maximum importable heightmap, and still with a 2048 base texture working properly. If what you say is true then it's interesting!

    However I have 2m square size heightmap detail, which means 16384x16384 alltogether. If I go for 8192, it will solve the seams and of course save a lot of time (as I will use just one heightmap), but I will have half the detail.

    Of course since I am thinking of going for flying, maybe 8192 isn't that bad after all and maybe the macro will do the trick like you said... I will see.
     
  10. Average Person

    Average Person
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    A real quick screenshot of some satellite imagery that's been cutdown to around 256*256 and then made seamless would probably work pretty well.
     
  11. JohnV

    JohnV
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    I have done that already for each texture color, anyway thanks again, I will see.
     
  12. JohnV

    JohnV
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    Finished tiling. Everything seems to be working fine so far, from CPU and RAM especially, since I feared those many 1024x1024 tiles would overload both of them.

    I am reminding that everything you see is procedural from World Machine, no real-world heightmaps used. Here is an idea of the flow chart (still a bit messy)
    FlowChart.png


    No detail textures yet, just a colormap and a basic detail one.

    I have an idea to make the whole terrain collidable but it's going to take a while to test it.

    The highest peak, the one you see on the first screenshot is close to 3000 meters elevation, just to get an idea of the scale (try to spot the pickup again lol)

    20190607145444_1.jpg 20190607160320_1.jpg 20190607161057_1.jpg 20190607161406_1.jpg 20190607161439_1.jpg 20190607161810_1.jpg 20190607161901_1.jpg 20190607161941_1.jpg 20190607160428_1.jpg

    And an overlay (removed the water. It was buggy from this distance):

    20190607161233_1.jpg

    EDIT: I made a mistake! It seems RAM is quite overloaded just with those tiles up to 7-8 GBs... Well obviously I should have known... If I ever finish this map and add detail textures and vegetation, I hope it won't increase way more. Overall, at the time being, it seems that only 16 GB + systems would be able to run this map, except I release an additional lower detail version...
     
    #21352 JohnV, Jun 7, 2019
    Last edited: Jun 7, 2019
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  13. Nicelittle

    Nicelittle
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    Stuff update:
    New wheels for bolide rally:
    20190608114219_1.jpg 20190608112531_1.jpg
    (16x10 Dreid RallySports (could have got the name wrong)).

    Fixed 2017 SBR4 Facelift
    20190608114654_1.jpg 20190608114500_1.jpg
    (Will be in NPP, permission has been asked)
     
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  14. Michaelflat

    Michaelflat
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    so my maniac bus driver (not really :p ) drove the darts so hard like full kickdown through all the gears, and i can confirm that 1st gear always shifts earlier to 2nd gear, and then 2nd to 3rd and 3rd to 4th hang on all the way to like 2500rpm (yes on a 30mph road he went all the way through 3rd gear!!) and i've adjusted the torque converter lockup slightly too..

    I'm kind of happy with the transmission now (finally) but not so happy with the noise, i need to find one that is decent, the isbe sounds different to everything, and the new 4cyl diesel doesn't fit very well..
     
  15. VeyronEB

    VeyronEB
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  16. YellowRusty

    YellowRusty
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    That is ... spectacular work. I almost feel like I'm looking at pictures of the real MB at times.

    Meanwhile, I'm back to work on an older project of mine:
    screenshot_2019-06-08_20-58-52.png
    The rivets are finally placed on the T-series (well, except for half of the visor), and I think manually placing each and every one of them has helped me discover all of the flaws in the UV map. Logos and text are already complete for the other side, but I've discovered that a texture problem is occurring with the new load I've made for the trailer, so that's going to hold things up.

    Not to mention I want to make a unique carburetor for the Barstow, and learn how to put together at least one scenario ... this project is going to take far longer than it has any right to.
     
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  17. Kueso

    Kueso
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  18. Blijo

    Blijo
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    screenshot_2019-06-10_17-48-56.png screenshot_2019-06-10_17-49-07.png
    decided to make a second version of my buggy, this one will be focussed on road and track use. It will have some wing options.
    The wheelbase is the same, the jbeam is much simpler for the frame and for other differences: Good luck finding them :D
     
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  19. LJ74

    LJ74
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    screenshot_2019-06-11_21-38-25.png
    Glass tailgate
     
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  20. Ytrewq

    Ytrewq
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    Amazing skills you have, but this front doesn't suit the rest of the car, nor its personality. Maybe modify the whole car beyond recognition and pass it off as something completely different?
     
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