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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. SHOme1289

    SHOme1289
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    thanks for all your help i suppose, very enlightening. :rolleyes:
     
  2. chris_lucas

    chris_lucas
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    [webm=]http://www.beamng.com/attachment.php?attachmentid=63866&stc=1&d=1433620885[/webm]
     

    Attached Files:

    #4922 chris_lucas, Jun 6, 2015
    Last edited: Jun 6, 2015
  3. SHOme1289

    SHOme1289
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    pretty cool...does it work automatically, or will it have vehicle detection? that would be certainly very sweet (like automatic garage doors etc).
     
  4. chris_lucas

    chris_lucas
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    It is currently operated with the the turnsignal keys and it will stay like that because it is based of a hand operated crossing.
     
    #4924 chris_lucas, Jun 6, 2015
    Last edited by a moderator: Oct 21, 2015
  5. Bisofication

    Bisofication
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    Something I made a while ago ...
     
    #4925 Bisofication, Jun 7, 2015
    Last edited by a moderator: Oct 21, 2015
  6. JAM3SwGAM3S

    JAM3SwGAM3S
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    Since LEGO Worlds has released I pretty much have become addicted to LEGO :/

    So i decided to develop a LEGO map.
    Not much yet apart from a few ground textures (Grass, Some road textures)
    and an object that I'm having problems making the collision work (Stop sign)
    2015-06-06_00001.jpg
     
  7. Joeyfuller2000

    Joeyfuller2000
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    Will it be bumpy as hell?
     
  8. JAM3SwGAM3S

    JAM3SwGAM3S
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    Unfortunately its just a texture atm, Id like it to be "Bumpy as hell" :D
    But I'm not too sure if a 3D mesh for every single bump will use to many polygon resources?
    Also doing that could cause clipping issues with the floor mesh and the tires.
     
  9. aljowen

    aljowen
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    It would wreck frame rates and also destroy the tires of any vehicle inside of BeamNG that drove on it if they were all 3d. So its probably for the best that they are textured. If you used LOD's properly you could have the visible mesh be bumpy with a flat collision mesh. You would also need to be using 3d models as roads (or possibly mesh roads?) to do that as well, which would also mean the grass areas remained flat unless you created them in your modeling software also.

    But if textured properly you could probably make it look pretty decent while keeping it flat.
     
  10. Again_Dejavu

    Again_Dejavu
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    Haven't seen the UAZ before. You planning on releasing it anywhere?
     
  11. Bisofication

    Bisofication
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    nope not to public at least.
     
  12. SoHigh00

    SoHigh00
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    I guess you know by now that I am nuts about customization...
    Turbocharged peaking at 265hp.
    2.JPG
    Mugen chip tuning and fancy looking cover. Couldn't find any usefull torquecurves for this setup yet...
    1.JPG
    And finally individual throttle bodies for the Mugen build(I took you words very seriously Bakasan ;))
    This setup will rise the redline up to 10k rpm and produce a power simmilar to the turbocharged version. Would love to have a really loud and fitting sound for this but I doubt it.
    3.JPG
    Also a new Mugen front bumper and wing, fitting to the Mugen wheels and engine tuning :)
    6.JPG

    I think that's enough custom parts for the first release or else I'll never finish this :D I still have to texture all new parts and some detail on the main body such as the fender signals etc.
     
  13. Dc5R

    Dc5R
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    Way to go man !
     
  14. vladmir poopin

    vladmir poopin
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    love you right now

    can i rice it? and paint it pink with bright blue rims?
    jk
    how is the progress on you shelby going?
     
  15. SoHigh00

    SoHigh00
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    If that's your thing, why not?
    The Shelby is and was on hold for all the time I spent on the sol, so sadly no progress there. I'll get back at it one day(probably after I figure out my future now that I am finished with school). And I think now that I've gained a bit of experience I will be able to make this iconic car at the level of detail it deserves to be :) But yeah, it won't be very soon.
     
  16. AdR

    AdR
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    BeamNG Team

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    I think I know that feeling... :eek:

    Looking perfect man, good work. 0-60mph times of the 260hp version?
     
  17. SoHigh00

    SoHigh00
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    Thanks!
    Well it currently reaches it in 6.8-7.2 sec. It needs some tuning as it gets a lot of unnecessary wheelspin in the higher revs and has a pretty slow start-up. The ITB version is better tuned and reaches it in ca. 6.2 with less hp.
     
  18. Zappymouse

    Zappymouse
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    Jun 18, 2013
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    Good news, everyone!

    I'm stoked to say that after working over the past few days researching+modelling with absolute tunnel vision and spending little regard for my own wellbeing (and a few life commitments), the modelling stage of SSP2 (Super Secret Project 2) is complete. Polycount sits at about 85,000 tris.


    Some nice renders for you people ;)


    (imported from here)


    (imported from here)


    (imported from here)


    Sketchfab link
     
    #4938 Zappymouse, Jun 8, 2015
    Last edited: Jun 8, 2015
  19. Razer-11

    Razer-11
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    Feb 12, 2014
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    ^^ Amazing.
    Anyway, more small progress, made mirrors, doorpanels and finished my interior. total polyflow is ~19k for the whole model except wheels right now.
    2015-06-07_18-43-46.png 2015-06-07_18-50-10.png 2015-06-07_18-45-20.png
    If anyone has any suggestions feel free to tell me :)
     
    #4939 Razer-11, Jun 8, 2015
    Last edited: Jun 23, 2015
  20. Goosah

    Goosah
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    BeamNG Team

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    Aug 30, 2013
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    Looks good, one thing I noticed, the steering wheel and column is too low. The driver should be able to see through the wheel to the gauges ;) Unless you plan on adding tilt :p
     
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