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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. vladmir poopin

    vladmir poopin
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    Banned

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    Mar 17, 2013
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    oh right thanks 6677
     
  2. AR162B

    AR162B
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    Aug 11, 2013
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    The update is almost ready, still some tweaking left of the trailers.

    And I've got some errors for which I can't find the specific cause, anybody here knows what to do? I've checked all my deformgroups multiple times but I can't find the problem.

    "Warning: collada <lines> element in (part name) is not supported"

    "BEAMNG |ERR| deformgroup on beam not found on any flexmesh: (deformgroup name)"
     

    Attached Files:

    • screenshot_00073_1920.jpg
    • screenshot_00074_1920.jpg
    • screenshot_00078_1920.jpg
  3. randomshortguy

    randomshortguy
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    Aug 9, 2013
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    This needs to be in the vanilla game.
     
  4. HadACoolName

    HadACoolName
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    Aug 3, 2013
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    Erm just throwing this out there. WHY THE HELL DOESNT THIS MOFO HAVE A DEV BADGE?
     
  5. monte379

    monte379
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    Dec 24, 2013
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    That looks ABSOLUTELY AMAZING!! I agree with you HadACoolName:)
     
  6. Bakasan

    Bakasan
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    Very nice start, it seems to be mapped perfectly, so that's a start.

    For a start (as it was already said) the headlight does look foggy. Are you using a photo texture? if so, this is often the problem. You can get a much better quality results if you make the texture from scratch (I always do my light textures from scratch) If you would like some good techniques, I'd be happy to help:D

    Also, indicator lens is actually clear (the bulb behind it is orange). Getting a realistic effect for this may be tricky, but should be possible. If you use a normal map layer (placed behind the lens), this will help distort the bulb, spreading the orange over the lens (assuming normal maps apply to transparent textures). If you wanted to go even further, you could make and use a cube map for the inside of the headlight that contains the orange bulb (to simulate reflection from the bulb)

    Aside from that, your mapping is very nice. Remember to allow for plenty of resolution and use crisp textures, it will make your lights look much more realistic:D
     
  7. OMGWTFBBQ2

    OMGWTFBBQ2
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    Sep 29, 2013
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    57
    Are you planning to release this? A mod like this god forbid it to be private.
     
  8. Goosah

    Goosah
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    BeamNG Team

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    Aug 30, 2013
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    I dunno, a car this old, if left in the sun, will have pretty foggy headlights from uv damage :p
     
  9. Bakasan

    Bakasan
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    Good thing then that BeamNG does not support UV damage, as foggy headlights bother me (as do cracked dashboards)...

    - - - Updated - - -

    The endless striving for handling perfection continues...
    screenshot_00006.png

    Explosions and black screens are now almost nonexistent (crashing at speed sometimes does weird things, guess it's time for breaking beams). It still drifts like a Porsche too. Perhaps the problem lay between the lack of swaybars, 48/52 distribution (due to lack of body parts) or the chassis having the structural integrity of cheese. Hopefully I can sort out the problem fairly quickly and carry on.

    Also, that camber...
    screenshot_00005.png
    (this is not the factory ride height. There will only be ~1 degree of negative camber at the stock height)
     
  10. SoHigh00

    SoHigh00
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    I used some references but after that I tried painting it myself over the reference image...but the outcome is less than pleasing :p
    Thanks a lot for the offer, I'll start a thread soon after school and I hope to see you there :)
    Yup I know, I went with the easy way out by doing the headlights with the non transparent lens because as you said...it's really tricky and the materials.cs is a really weird place to be.

    That's a good idea with the orange cube map...I have no clue how to do it in Beamng though..
     
  11. AR162B

    AR162B
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    Thanks guys! But I still don't know how to fix those errors :p

     
  12. DrowsySam

    DrowsySam
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    Jul 30, 2013
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    Experimenting. c:

    1f933a967d.jpg

    With estamas latest pressurewheel changes, the Scarab Sport is a full on bullet...
     
    #4232 DrowsySam, Feb 12, 2015
    Last edited by a moderator: Oct 21, 2015
    • Like Like x 1
  13. Aboroath

    Aboroath
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    Aug 25, 2013
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    The scarab looks like it will kick ass off road. Cannot wait.:cool:
     
  14. monte379

    monte379
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    Dec 24, 2013
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    That looks great!! It has a lot more grip with the changes:)
     
  15. AR162B

    AR162B
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    Aug 11, 2013
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    The mod is updated, if someone knows a fix to one of the problems, please let me know :)
     

    Attached Files:

    • screenshot_00090_1920.jpg
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  16. Aboroath

    Aboroath
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    Aug 25, 2013
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    Damn AR, I wish I could help:mad: I will do the only thing I can however and re-download all your stuff 10 more times.
     
  17. IBsenoj

    IBsenoj
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    Sep 28, 2013
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    818
    I have a G27 too! So seeing you drive that fast and easily makes me excited....
     
    #4237 IBsenoj, Feb 13, 2015
    Last edited: Feb 13, 2015
  18. luckyman

    luckyman
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    Aug 5, 2012
    Messages:
    405
    Making a new mod. One I'm going to stick with and learn myself with a little bit of help. Its a Convertible Pigeon, It is simple my 3rd mod in blender and I am trying to learn. I have to add a little more Edge splits to the rest before it looks any good but here's a Pic. Criticism is welcomed.

    I have to clean up the Gaps and everything but it should be finished soon.
     

    Attached Files:

    • Screen Shot 2015-02-13 at 10.12.31 AM.png
  19. SoHigh00

    SoHigh00
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    Nov 11, 2013
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    506
    Ugh...
    sss.JPG
    I'll have some eyeblach now if you don't mind..

    Edit:
    First normal map bake went pretty well:
    ssda.JPG craca.JPG
     
    #4239 SoHigh00, Feb 13, 2015
    Last edited: Feb 14, 2015
  20. JDMClark

    JDMClark
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    Aug 10, 2013
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    1,347
    CRX Del Sol SiR looking good on the track.

    b2b1576624.jpg
     
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