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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. LucasBE

    LucasBE
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    euvan_1.png screenshot_2023-03-23_01-16-03.png euvan_2.png
     
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  2. Bakasan

    Bakasan
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    car.jpg
    celeste1.png celeste2.png
    made this over a year ago and totally forgor about it lol, may continue it idk
     
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  3. Jackets64

    Jackets64
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    coolcar.jpg*

    Seriously though, I’d love to see you work on it more!
     
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  4. Doge_guy

    Doge_guy
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    • Agree Agree x 1
  5. 23Terrabytes

    23Terrabytes
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    I'm not ready to start a thread yet. But I want to share a map I have been working on for almost 9 months now. It started with several months of me learning, testing, and playing with with the world editor. I made a ton of tracks, roads, jumps, stunts, etc, - I was just having fun modding my favorite game and wasn't intending on releasing a map. After I felt confident in using the world editor and my map was filled up with way too much random stuff; I realized I had made more than enough features to take everything and make it into a large sandbox style map that I would want to share and release for others. I could probably make several purpose built maps on their own, but I really like having everything jam packed into one map. So after I decided that I then spent a couple months condensing, rearranging, and getting rid (or remaking) the unplayable\low quality sections. As well as learning how work with the forest, grass, sky, and terrain paint. At that point, everything was in place. Although most roads and trails were flat\smooth with little to no detail, but I really liked the layout and overall look. Once I had a full\complete terrain and map layout, I shifted into making it look better and adding in the little details, this is the stage I'm at now.

    Below area few preview pictures and a list of the currently included and mostly finished features (there are more than what's on the list, although this still gives you a good idea of what's included). Some are 100% complete, but most still need the little details (trees, terrain paint, rocks, bumps, little obstacles, etc) The map is fully playable as is right now, every feature is in place and drivable. I really want to get a majority of the detail work done before I start its own thread and possibly release a beta version. Since this is just a Development Screenshot thread, I'm not looking for any playtesting or suggestions - I just want to give a quick preview of what I have been working on to help keep my motivation up to finish this project.

    The preview pictures only show a VERY small portion of this map. They do however show the most complete parts with the detail work done. The last two pictures you can see maybe 6 of the 40+ features in the background (dunes, motocross track, target jumps, drift track, kart arena). The grass in most pictures is outdated. The last picture with the Rock Bouncer has the best representation of the final grass\trees, but it will probably be different when released. The map as a whole is 100% playable, but I would consider it 75% done when you take into account the lack of trees, missing finer details, and one or two major features needing a full rework. I wont be posting any other\new previews until I start its own thread - which I don't have a timeline for. I also don't have a timeline for a release. Enough rambling...

    Introducing, Slippery Slope:

    01.png 02.png 03.png 04.png 05.png 06.png 07.png 08.png



    Here is a mostly complete list of every section\feature of the map that is already included:
    • Motocross Style Off-Road Flow\Ramp Track (with multiple hard\easy paths)
    • Off-Road Crawling Trails
    • -->Dedicated trails as well as plenty of trails filling in gaps between other features
    • -->Off-Road Scramble Areas integrated into crawling trails
    • Rock Bouncer Hills\Courses
    • Endless Drift Track with flat and uphill areas
    • -->potential to cone off turns to make 100s of unique road corses
    • Sand Dunes
    • Beach tracks (covers 2 full sides of the map)
    • Sand Drag and Hillclimbs
    • Rallycross Tracks (based more on NitroRX with large gap jumps)
    • Rally Woods Area (with multiple stages)
    • Rally High Speed Road (goes from corner to corner)
    • Hill Climb Time Attack (asphalt)
    • Hill Climb Drag Strips (different angles\terrains with stunt jumps and targets on end)
    • Monster Truck Stunts\Tracks
    • Dozens of Stunt Ramps (peppered in everywhere)
    • Several Stunt Ramps with targets
    • Long Jump (with distance markers)
    • High Jump (with distance markers)
    • Destruction Tunnels
    • Mini\Compact Gridmap v2 (vehicle proving ground)
    • Halfpipe Hill
    • -->Arcade Slaloms
    • -->Arcade Halfpipe
    • -->Split Halfpipe Race
    • -->Downhill endurance\destruction like courses
    • High Speed Asphalt Race Track
    • Mario Kart Arena
    • Large Kart Arena (multiplayer focused - tag, car hunt, capture the flag, etc)
    • Downhill River Run for Wydra
    • Multiple Wreakfest inspired\replica tracks
    • Endless highway
    • Hillside Trophy Truck Tracks
    • Destruction Derby Arenas
    • Arcade Game Area (plinko, skeeball, cannon launcher, mini-golf)
    • Easter eggs and random things placed throughout map
    • -->find 20+ hidden abandoned vehicles placed throughout the map
     
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  6. Manche

    Manche
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    vert
     

    Attached Files:

    • vert.png
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  7. AlexKidd71

    AlexKidd71
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    That looks great. I’m in the same boat. I started almost a year ago but I finished perhaps 50 percent. Learning all the things from scratch is fun but very often frustrating as well. If I would have more time for this… good luck with your project!
     
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  8. 23Terrabytes

    23Terrabytes
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    Thanks, and good luck to you as well. Yeah same here; there were definitely some times it got frustrating trying to figure new things out to the point I stopped doing any work on it for weeks and there were plenty of times I didnt have the free time either. But after 0.27 came out I got a huge boost in energy to play this game more and work on my map.
     
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  9. mrkelkel

    mrkelkel
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    Aug 18, 2013
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    61


    Development continues on the FSAE car. The motion platform allows for a comparison on how the in-game vehicle performs VS real-life performance. Plus it's quite fun :)
     
    #32489 mrkelkel, Mar 24, 2023
    Last edited: Mar 24, 2023
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  10. Moto_YT

    Moto_YT
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    Sep 25, 2022
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  11. Matt_890s

    Matt_890s
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    Aug 10, 2021
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    No. Is. No.
     
  12. Joobles

    Joobles
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    Sep 30, 2017
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    Very early WIP of working dash panels
    ezgif-5-843acb314e.gif (beefy gif)
    The force is easily adjustable as well
    ezgif-5-dbb602c742.gif (gif)
     
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  13. bussin.buses

    bussin.buses
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    • Agree Agree x 7
  14. 23Terrabytes

    23Terrabytes
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    Looks pretty good. Ive been trying to do the same thing for a while now. Closest I got was invisible rivers with high velocity or using ENVtriggers to cause a temporary wind gust. There is a "BeamNGBooster" object in the world editor but I was never able to get it work. Obviously dont give any secrets you dont want to, but do you have any info you are willing to share on how you made those?
     
  15. Duh anime addict

    Duh anime addict
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    ICE train in progress
    upload_2023-3-24_19-5-34.png
     
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  16. esesel

    esesel
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    proper model of the mechanical details of an ICE or based on the jbeam of the US locos we already have?
     
  17. Duh anime addict

    Duh anime addict
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    Scratch jbeam (it's simple) and a proper low poly model without interior
    (anyone have any train maps?)
    OT:
    on ebook
     
  18. Manche

    Manche
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    538
    yes. vanilla skins are Ok
     

    Attached Files:

    • Nose.png
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  19. hacker420

    hacker420
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  20. AlexKidd71

    AlexKidd71
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    Mar 16, 2022
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    My best bet is using the new forcefield function somehow.
     
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