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Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. Brother_Dave

    Brother_Dave
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    Accidently mixed matte additive in it ;)

    I guess its up to each individual, back in the day i used to make cars for Racer(.nl) which was more or less meshslapping compared to BeamNG but that did make me put more cars ingame.
    I have been dreaming of a Beamng specific vehicle editor thing with easy to use UI for importing a mesh, choosing a template jbeam, adjusting the jbeam of said template from body work down to suspension arm mounting points, setting up drivetrain and go. One can dream atleast :)
     
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  2. The Gas Station

    The Gas Station
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    As someone who used to work in apple orchards, I can 100% agree on the apple side of things...

    In all seriousness though, having high standards is a blessing and a curse. It's good to always push yourself and raise your bar, but only as long as your expectations are sensible and grounded. If a skilled modeler might be disappointed and feels like his creation is not living up to it's potential, it's likely because:
    (1) he envisioned it in his head different, and the "dream meats reality" can sometimes be hard. Spending a lot of time on something can also impact this: a 10 minutes sketch is not comparable to hours and hours of hard work.
    (2) He expects too much of himself, i.e setting the bar to unrealistic standards.
    In both cases, the best way to counteract this is reminding yourself that people would probably still find it amazing, especially since they don't have the same picture in their heads, and since they don't notice all the tiny mistakes that might really bother you, instead they are just enjoying the (whatever it is you created). Just like thousands of people can go watch a movie and have a blast, yet the director would hate the movie and eventually release a "directors cut".
    I also read what the devs said about the fire engine and have to say I respectfully disagree. Not that I think that a fire engine has to be made (actually- quite the contrary), but the reasoning behind it seems to be grounded in this very topic of "what will people think", which sometimes is more of "what I think that people think" and less of what they actually think...
     
  3. fufsgfen

    fufsgfen
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    At this day and era, it would not be unreasonable to except machine learning to be used to figure out optimal locations and parameters on nodes based on total mass, weight distribution CG, suspension type and parameters as well as mesh, after all it is pretty much just finding the optimal parameters trough series of tests.

    Considering BeamNG.tech does have machine learning stuff already although in completely different purpose, such NB structure builder for me would be something team might at least give a thought.

    Automation team made rather simple prefabrication based (I guess?) NB structure exporting, to have some premade starting points like vehicles currently on game and button find solution would be fairly possible, but do they have resources to spend something like that?

    This is one machine learning project for BeamNG tech, today machine learning is happening so much and there are so good algorithms that I'm somewhat impatient to see more use of the stuff in everyday software.
    https://github.com/BeamNG/impactgen

    But as team is clearly wanting to be in current high tech for self driving cars, they might come to have enough knowhow so that they can bring this kind of new methods for tools to make content, or then it is just my wishful thinking, but perhaps at least internally thought have crossed their minds of how to have community to produce more quality content and this machine learning area from my point of view could bring huge leaps to tools for vehicle creating.
     
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  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Why is raising the quality bar a problem when most people make Russian meshslaps anyway? But really, most mods are low quality and everyone is fine with that, there are maybe 5 mods in the history of the game that exceeded the dev quality and most people don't even download them but prefer stuff like Gavril Vertex that is mid quality (at least model and texture wise) with a lot of quantity, or WBIMP which had a ton of content of varying quality, or small mods that add parts to vehicles that don't look amazing visually but are good enough... Only the dev quality standards will be raised and they are already over the top Jbeam-wise so maybe it's time for textures too? High quality mods have always been rare and this won't make them that more rare but just better, it will also improve mid-quality mods that will be able to stand out texture-wise. It's not like everyone will suddenly expect every single mod to have the best PBR textures possible made using paid software that some modders can't even afford, decent-ish PBR textures could probably be made quickly from edited non-PBR ones using GIMP or something and they would probably look good enough for most people. That's how I see it at least, I don't mind mods that don't have the best textures.
     
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  5. WhatNot98

    WhatNot98
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    Tbh, the vertex wasn't even mid quality. Granted it was an automation model, but it was really rough around the edges and was plagued with bugs. Not to mention that the jbeam was pretty awful and it used to almost crash my game every time I loaded it in. I would put it at the level of Modsgaming.ru in terms of quality.
     
  6. Turbo49>

    Turbo49>
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    It's not THAT bad, it has an edited jbeam that fits the car properly, and a lot of work put on it. And anyways it's MORALLY better.
     
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  7. Agent_Y

    Agent_Y
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    BeamNG Team

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    I think you are only talking about the first ever version of it, the mod has come a long way since then, but either way, don't you dare compare it to Modsgaming quality, there is one big difference, that the Jbeam fits the shape of the car. And remember that it was worked on for years at this point while Modsgaming meshslaps are made in 1 day. Modsgaming mods are below Automation quality and this was way above. Also it's getting remodelled and retextured now. I could give way more reasons why it's better but this is not the thread for this.
     
    • Agree Agree x 8
  8. ryakra

    ryakra
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    With how beamng will likely implement it we might, but these days most games do what is called 'packing'
    AO/Roughness/Metalness are grayscale maps so what a lot of places do is have one map with all 3 (and sometimes 4) by putting them in the RGB(A) Channels and then pulling them back out. Most of these maps tend to be small size anyways, the biggest is always the normal map.
     
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  9. Agent_Y

    Agent_Y
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    BeamNG Team

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    That's clever and very BeamNG-like, I hope this is what happens, but it could make texture creation a pain unless there's an automated tool for it
     
  10. ryakra

    ryakra
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    tools like substance and quixel mixer (which is free!) allow you to set up how your channels are exported so it would just be the people who are doing photoshop that would have problems, and you cant really do pbr in just photoshop correctly anyways so.
     
  11. Formula24

    Formula24
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    Most racing sims I know off use PBR. iRacing,Rfactor2,Assetto Corsa, ACC,AMS 2,PC2,Dirt Rally 2.0,etc. PBR doesn't slow down mod makers at all with AC and rFactor2. I wouldn't be worried about PBR for modding because it won't be near the hardest part which is Jbeaming.
     
    • Agree Agree x 9
  12. ryakra

    ryakra
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    Most of the complaints I see are people whining that they have to learn a different software because they cant texture in photoshop like its 2008. Even though substance painter is baiscally photoshop but in 3d, if you know one swapping to the other will take a day at most. Then you have the 'if its not free its trash' people (seen a few on the discord sadly) who refuse to use anything but blender and dont want to buy a cheap substance subscription or use the free quixel mixer.
     
  13. Brother_Dave

    Brother_Dave
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    Honestly, substance painter is so much better than trying to achieve a good result in Photoshop alone. Instead of all the lining up and testing ingame/modeler its right infront of you.
     
  14. esesel

    esesel
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    Don't know substance painter but quick mixer is powerful af, i wouldn't want to even use ps
     
  15. redrobin

    redrobin
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    Everyone here getting excited about a new rendering trick meanwhile I'm STILL waiting for that new UI that was teased a couple years back.

    All I want for Christmas is a UI that doesn't suck dick.
     
    • Agree Agree x 5
  16. united.

    united.
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    same
     
  17. Brother_Dave

    Brother_Dave
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    It does the job, its just not as fancy as other imo, for one its structured better than many (although the old garage menus did have some things that couldve been improved). Wreckfest is fancy but damn, i was confused the first time i used it. Personal preference maybe.
    You may want to keep your language alittle more kid friendly btw.
     
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  18. Slugfest

    Slugfest
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    I agreed only for the kid friendly part. :D The current UI works for a limited selection of parts and vehicles, but the bigger the list gets, it struggles immensely. This is noticeable on my machine, and I can't imagine how bad it is on lower machines.
     
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  19. EruptionTyphlosion

    EruptionTyphlosion
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    It also highly limits the config selector and is extremely slow even without mods.
     
    • Agree Agree x 3
  20. n0ckboi

    n0ckboi
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    There is so much going on with beam, I can't even believe it.
    Actually, it feels like a dream. We maybe get out of the alpha (if its aplha) next year with graphical updates, career and more...
     
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