Re: Euroncap facility for Beamng I'm gonna start working on this, let's see if I can have it done for this afternoon: http://www.youtube.com/watch?v=ZdvBqEwEfWU
Re: Euroncap facility for Beamng Hmm I don't know why this hasn't been brought up yet, but hasn't anybody considered that using random internet models may be against the rules as it was with rigs of rods? However as they are free to use and distribute I'm not sure of this rule.
Re: Euroncap facility for Beamng Every model I'm using has the appropriate license, no problem with that. Most of the models I'm using right now are free to use for everything, and some others require that I contact the authors just to let them now that their models are being used, which I will do once the game is released and I can release this map.
Re: Euroncap facility for Beamng It has 33 degrees exactly (measured). Will be nice to challenge yourself to get up there without spinning with a front-wheel drive car (keyboard players don't take this challenge xD)
Re: Euroncap facility for Beamng Looks great, now level it with the grass, and fix the grass (The scale is too big )
Re: Euroncap facility for Beamng The color of the grass is very cartoonish imo. Grass in real life looks darker, like this: (imported from here)
Re: Euroncap facility for Beamng That looks very dark. Keep in mind that many factors influence the final colour of grass such as time of day, relative angle from the sun, season and weather. One of the biggest problems with searching for reference online is you have all of those factors as well as camera settings and retouching. For reference look for photos where the sun is fairly high in the sky and behind the camera (if it's in front you won't get accurate colours). This seems like a pretty accurate reference for the grass colour, though you can see that the whole shot is a tiny bit darker than it would be in reality. (imported from here) Finally, variation will really make it look really authentic, notice the browner patches in the pic above, as well as the brown stretch of grass on the steep part of the hill.
Re: Euroncap facility for Beamng As I said before on the post the grass texture was one of the first I could find on google images lol. I hate the default no-material texture and I wanted to have something more realistic. Once I finish the map then I will change it. @LJFHutch thanks for the advice I'll try to do it like that What edges? http://www.youtube.com/watch?v=ZdvBqEwEfWU I'm trying to make it look like the real one, only that I'm changing the shape a little bit to better fit it in the map.
Re: Euroncap facility for Beamng There is a little bit of gravel on the road, its not like gravel|road with a perfectly straight line, more like gravel{road xD Well, the real one is a bit like the one in the picture except it's gravel. Could easily be done by adding a little bit of gravel to the outer parts of the road texture. How do you plan on making the rollers? I'm thinking a low friction surface, and I think thats the only way
Re: Euroncap facility for Beamng Yeah, low friction surface definitely, but I think I'll have to wait till the game is released so that I can set the frictions to all the materials.
Re: Euroncap facility for Beamng Modders like you, who started a BeamNG project should get access to the game in my opinion, so they can try their mod, adjust it etc. etc. And I mean people with serious projects like you, not some 'I'll make a simple mod so I can play the game' people. Because I'm pretty sure alot of people will make very simple ugly mods so they can play BeamNG. Tdev or another developer should check the person and/or mod. Then, they will decide to accept the request to have the game, or reject it. Just a simple idea so modders can work better, faster and more efficient I'm not going to make a mod I think, I never did so if I ever try to make one I won't be accepted anyway haha So you can't say I'm trying to gain early access to the game - - - Updated - - - That is a good idea, but I think he will be buzy making other maps though. You might want to ask him David, I'm pretty sure he'll help you
Re: Euroncap facility for Beamng I couldn't do much this weekend. I organized the file system that was a mess xD Now every file is in the correct folder with the proper materials file. I also changed the map a little bit to prepare it for something I wanna do, and finally I added this object so we can do the ''small overlap test'' (you can find tons of videos in youtube):
Re: Euroncap facility for Beamng Those tests require mobile parts, but that doesn't mean it can't be done. I'll look into it and see if it's doable.