1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

BeamNG: Personal Micro Blog(s) - Feburary 2015

Discussion in 'General Discussion' started by tdev, Feb 8, 2015.

Thread Status:
Not open for further replies.
  1. TYLERTJ

    TYLERTJ
    Expand Collapse

    Joined:
    Aug 18, 2013
    Messages:
    670
    If you mean the negative x, I am almost positive they are directly under the positive so they can save space and automatically mirror it to the other side. Don't quote me on that :eek:
     
  2. Bakasan

    Bakasan
    Expand Collapse

    Joined:
    Dec 3, 2013
    Messages:
    1,438
    The official vehicles map both sides of the car to one texture. It saves space, but on the downside it means you cannot have mirrored decals (i.e writing) on the side of the car. It isn't really a problem at all, as you could just use alpha map decals to overcome this problem.

    Very nice! i like how you can fit the whole car's mapping into one image, and make very good use of the space available.
     
  3. Dummiesman

    Dummiesman
    Expand Collapse

    Joined:
    Sep 17, 2013
    Messages:
    4,685
    Both sides of the car overlap. Like on the rest of the default vehicles. (didn't even see post above me when I hit reply, oops!)
     
    #43 Dummiesman, Feb 11, 2015
    Last edited by a moderator: Feb 11, 2015
  4. B25Mitch

    B25Mitch
    Expand Collapse
    Vehicle Designer
    BeamNG Team

    Joined:
    Aug 27, 2013
    Messages:
    274
    And now it's time to paint the whole car in silly colours so I can easily select materials while texturing:


    (imported from here)

    Red = paint, green = chrome, blue = bare metal, yellow = plastic trim, purple = interior carpet.

    Later on I will overlay shading maps onto the materials to add variation within each region.

    Note that this texture map doesn't include the engine (which will get its own 512x512 textures) or the interior which will be on an even larger 2048x2048 map. The seats and some of the optional parts will also be on separate texture maps.
     
  5. crimsonskull

    crimsonskull
    Expand Collapse

    Joined:
    Jan 1, 2013
    Messages:
    246
    umm headlights?
    also when do you think we will start seeing adaptive textures for stuff like dirt and scratches?
     
  6. SoHigh00

    SoHigh00
    Expand Collapse

    Joined:
    Nov 11, 2013
    Messages:
    506
    The headlights and glass also have their own maps.

    This could really turn into a great guide if you keep posting the progress step by step :) I really dig it!
     
  7. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Working on automatic cache deleting after update ...
    cache.png
     
  8. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Tdev, would it be possible to get a brief description of how and why the cache system is in place? Thanks!
     
  9. Wheelie

    Wheelie
    Expand Collapse

    Joined:
    Feb 1, 2013
    Messages:
    270
    What's the FPS of the 200BX at the moment? Would the current answer be representative of the final product?
     
  10. destroyer8769

    destroyer8769
    Expand Collapse

    Joined:
    Dec 9, 2013
    Messages:
    550
    +1, also how would you go around doing this? With two texture layers or what?
     
  11. crimsonyukki

    crimsonyukki
    Expand Collapse

    Joined:
    Dec 9, 2014
    Messages:
    2
    Something like that. There would be two seperate uv textures. One would be the base map (vehicle color) and the other would be the outer layer map (dirt texture) which would slowly fade in whe the vehicle goes off road.
    To acheive this though, beamng devs need to assign areas to where the dirt layer would fade in (eg. Grass area) they would then need to set a timer to which the vehicles outer map is fading in and save that specific time for when the vehicle goes back on road. This all takes up valuble memory space and I can imagine we wont see thos for a while as there are many other priorities for the devs to work on.
     
  12. Dummiesman

    Dummiesman
    Expand Collapse

    Joined:
    Sep 17, 2013
    Messages:
    4,685
    I'm not tdev but I can explain it. Since DAE models are in an XML-like format, they take a long time to load versus a binary format. The cache saves a DTS (Dynamix Three Space) model into your documents, which is a binary copy of the DAE file. It is much smaller, and faster to load.
     
  13. SixSixSevenSeven

    SixSixSevenSeven
    Expand Collapse

    Joined:
    Sep 13, 2013
    Messages:
    6,960
    XML theoretically aids support for dae across multiple different softwares. In practise... Not always the case.
    Binary files can have issues with endianess etc when moved between seperwte operating systems and architectures. And other issues too.

    Plus for a while, XML was (is?) The in thing to be used in computing
    Impossible to give an fps value as it depends on machine. Appears it may result in similar to covet performance (although I can only speculate based on the size of the vehicle compared against others and the number of doors etc
     
  14. logoster

    logoster
    Expand Collapse

    Joined:
    Sep 5, 2012
    Messages:
    2,083

    i actually asked gabe about performance earlier in the thread:

     
  15. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    Or spend 5 minutes making decals... look at the van's optional decals. All I did was copy some door polygons, move them outwards a few millimeters, and map them to a new decals texture. Nothing's mirrored - text and logos are fine on both sides. Considering the cars spend 99% of their time with no lettering or liveries on them, it doesn't make sense to use twice as much UV space, file size, and VRAM (or sacrifice texel density) just for the few times you want to give it a racing livery (which you can still easily do with the floating polygon decal method).
     
  16. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    We have constant problems with the game crashing from using too much GPU memory, even on cards with 2 GB of VRAM. Bigger textures are going to make that worse.
     
  17. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    I don't want to stop anyone from releasing mods, but the default game's content is already on the brink of crashing some GPUs.
     
  18. Atomix

    Atomix
    Expand Collapse

    Joined:
    Dec 15, 2012
    Messages:
    1,347
    In the earlier versions i encountered that the game crashed when i loaded too many textures in the editor, but then again, i run linux and use wine, which takes a fair bit of the CPU for itself.
    Except for that, when i loaded a few hundred textures at once, it did not crash (that is good). +I only have 3gb ram
     
  19. Cira

    Cira
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    282
    Where did gabester say that especially YOUR mods crash the game? He only said that the default game content (namely content by gabester himself and LJFHutch) crash the game.

    And why should they want to delete fine modding content from the forums? If it won't work people won't use it anyways. And for those it works they'll be happy. :confused:
     
  20. Bubbleawsome

    Bubbleawsome
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,886
    I am not a professional, but is that a limitation of torque or something? The way I understood it anything that would be put in the VRAM past 2GB would just go into system RAM, not crash the game. I also don't think I've seen the game use over 2GB at 1080p with AA maxed out. Also, wouldn't that make it nearly unplayable on 1GB cards like the 650ti?
     
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice