Alright so on his YT channel. Well he improved it nice, but still not exactly what i mean with my post. It looks like it have sitches as a seperated mesh. While a good texture bake would also add some nice wrinkles. So like this animation, but baked as texture maps instead of the actual mesh detail in polygons. Would be nice if he would keep this thread also updated.
Not really. If you are into modeling, you can do such as thing pretty fast. You could simply make a cloth animation for ex. in 3Ds Max. Take about 10 minutes max. to set up. Or using ZBrush to make that, because all the wrinkels. Or much more simple using Substance Painter to draw these wrinkles on height channel. But a Cloth animation basicly does it job already. Idk about Blender cloth animation, but i guess its simular. All these programs are able to make high poly models get a physical reaction. Here is an example. I was able to that when i started to get into 3d modeling. Not something special. But well let the author see if he wants to do it. I just only wanted to mention it here, in case he don't know about. Maybe that helps him.
I am trying to explain you what my post was about. You may know already that polygons matters for game perfomence. But what you can do (and what every professinal game developer do), is, to create an high polygon 3D model which is basicly only good for rendering (like for ex. ads), to make a texture out of that high polygon model. So any good modeling or texturing software can bake high polygon models into a low poly model. By baking, it means that all the surface details like, color, height and such, will be rendered into a 2D image (texture) based on the UV map that the low poly model have. Games use specific type of textures to give objects some fake details. For ex. "normal map" or "height map". This will made the low poly model look more detailed, because these textures contain a specific data, which the game lightning respects in the final game. So any curves and such that only the high poly model have, will be converted into a 2D image. It can also contain shadow which shows the surface details a bit more. But its basicly only a 2D image. But in the game, from a certain distance, you won't notice it that the specific polygon detail is fake. You can see this on the BeamNG cars underbody, around the engine and under the car. All these notches are mostly not a actual 3D model. They was maybe from a high polygon 3D model, but in the final game, its only a texture which looks like high polygons from distance. And thats what the airbag can be about. All the shadows and hard details like stitches, wrinkels can be transformed (baked) into a 2D image texture to improve the game performance, and at the same time improve the mesh detail. Just now to clear things up
It's a mod called "BeamMP" It's not perfect, but it's quite good, and can satisfy the multiplayer "itch" that you need to scratch. WIP - BeamNG.drive Multiplayer (BeamNG-MP) (Formally "Local Multiplayer (Lua based)") | Page 14 | BeamNG That's the original thread, but the mod itself is downloaded and run through discord. --- Post updated --- It's a mod called "BeamMP" It's not perfect, but it's quite good, and can satisfy the multiplayer "itch" that you need to scratch. WIP - BeamNG.drive Multiplayer (BeamNG-MP) (Formally "Local Multiplayer (Lua based)") | Page 14 | BeamNG That's the original thread, but the mod itself is downloaded and run through discord.
He wasn't asking any questions. He was stating that he would make a video about it when it's released.
agreed these past few months people are definitely just searching for that moment to say "WhEn ItS rEaDy" instead of coming across it and just notifying them like a normal person
Smells like people wanting to get the agree rating if you want an agree rating get it here at freebeamngreactions.com actually legit website no joke