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Better Graphics than Ror

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Dubdc1320, Oct 16, 2012.

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  1. Dubdc1320

    Dubdc1320
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    Are the graphics in beamng going to be better in beamng than rigs of rods? Just curious
     
  2. Trykkestar

    Trykkestar
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    The graphics are going to be UNBELIEVABLY IMPROVED over RoR. Just look at some of the videos. The graphics are like...real life! ;)
     
  3. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

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    The new engine is far better than the one powering Rigs of Rods so you can expect a pretty huge increase in graphical quality, that and we're all much better at making things now than we used to be too. The overall visual quality should be a nice improvement compared to the videos we currently have out as well.
     
  4. Mad-Alex

    Mad-Alex
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    What texture resolution do you use for the map shown in rally video, 1024x1024 or higher?
     
    #4 Mad-Alex, Oct 16, 2012
    Last edited: Oct 16, 2012
  5. Bubbleawsome

    Bubbleawsome
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    Did you work on ROR?
     
  6. hunter

    hunter
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    The graphics look so awesome in the videos. The fact that they are going to be improved is mind blowing. I am super excited!!! Keep up the amazing work!!
     
  7. Bubbleawsome

    Bubbleawsome
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    Oh, ok I thought he was new, didn't know ROR had an artist. Also, will the detail be scaleable? I know ce3 has graphics options but stuff can change.
     
  8. Hondune

    Hondune
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    I dont think it uses a system like that. Its more like an alpha splatting type system (IE you have 5 separate images, ones rock, ones dirt, ect. and they are "painted" on to the terrain and tiled)

    Id imagine each of the tiled textures they use would either be 512x512 or 1024x1024 depending on the size of the tiles.

    EDIT: unless you are talking about the heightmap and not the textures (which would make a lot more sense), in which case ignore this and read the answer below :p

    He was a highly talented modder for RoR, just like Gabester, Estama and DeGa (the other RoR dudes who are now working on this project)
     
    #8 Hondune, Oct 17, 2012
    Last edited: Oct 17, 2012
  9. LJFHutch

    LJFHutch
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    BeamNG Team

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    The terrain in that video was using a 1024 heightmap, the new industrial site is a 2048 heightmap, and both are using 1px=1m.

    We're looking forward to showing off some new and improved stuff :)
     
  10. Mad-Alex

    Mad-Alex
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    Is the 2048 heightmap do some performance(fps) drop compared to 1024 heightmap, or you can easily use 4096 heightmap without any performance issues?

    - - - Updated - - -

    Yeh, i was talking about heightmap, sorry for confusing you. But i am also curious about textures used for the map shown in rally video.
     
    #10 Mad-Alex, Oct 17, 2012
    Last edited: Oct 17, 2012
  11. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

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    It shouldn't make too much difference since it uses a lod system, it mainly makes the files larger.
     
  12. Mad-Alex

    Mad-Alex
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    This is the great news for me - thx for the quick reply.
    I've Downloaded Cryengine 3 SDK about 3 days ago, just to see how it looks like, and to become familiar with it. Also I am going to make a map "DemolitionDerby Arena", and other maps in the future (well I hope so). It will be some challenge for me, because I was never creating any maps before.
     
    #12 Mad-Alex, Oct 17, 2012
    Last edited: Oct 17, 2012
  13. joytech22

    joytech22
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    Trust me, creating maps with the SDK is pretty easy. A dunderhead like me managed to figure it out in a couple of days.
    I've made many a map and its fun experimenting with flow charts.
     
  14. Mad-Alex

    Mad-Alex
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    Yes you right. I am already created terrain for DD Arena, it's about 300x300m in size, got 2048x 2048 heightmap. Also mostly finished modeling all objects, things to do are spectator tribunes and pits, then UVmaping and texturing all. Figured out how to export my meshes in to CryEngine3, and how to make them collidable.
     
    #14 Mad-Alex, Oct 22, 2012
    Last edited: Oct 22, 2012
  15. joytech22

    joytech22
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    See :) but I won't be making maps at this time for BeamNG until beta testing or full game release.
    Reason being because I don't want to make a masterpiece if it won't be supported or if the textures mess up I'd be pretty sad. lol.

    If there isn't a standard set of textures for us to use I'll throw a pack together or something. It would be great if the editor was bundled with the final game or beta much like the SDK and Crysis games had them set up.
     
    #15 joytech22, Oct 24, 2012
    Last edited: Oct 24, 2012
  16. umatbro

    umatbro
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    BeamNG's graphics engine, Torque3D is good. But is it any good compared to these engines?


    • Unreal Engine 4 (Epic Games)
    • CryEngine for 8th gen consoles (CryTek)
    • Luminous engine (Square Enix)
     
  17. TechnicolorDalek

    TechnicolorDalek
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    HOLY FUCKING NECROBUMP

    Doesn't matter. They're staying with Torque3d for the foreseeable future. Messing with PostFX settings can give incredibly detailed results.
     
  18. ThreeDTech21

    ThreeDTech21
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    Those engines are more powerful graphically at this time, but Tourq3D is being updated all the time, it is open source so people will be adding graphics tweaks updates on there own, so it may catch up to the other engines soon enough although it is not very far behind in the first place.
     
  19. raiderfan

    raiderfan
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    I don't see it ever catching those engines but T3D is free that's why they choose it. With those other engines the price of this game would be a lot higher then it is.
     
  20. umatbro

    umatbro
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    So torque3D has better graphics than the other 3 engines?
     
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