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Version 0.4.3.0 released

Discussion in 'General Discussion' started by tdev, Oct 31, 2015.

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  1. machine

    machine
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    That isn't really a respawn button, it's the vehicle recorvery button which doesn't work atm. You should use Ctrl + R to respawn at the point where you are.
     
  2. Logi_Veloce

    Logi_Veloce
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    Jun 25, 2015
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    Yeah, that's the problem. I can't respawn where I am
     
  3. Wafflez500

    Wafflez500
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    Tested the Barstow, o_o. That's all I can say.
     
  4. Nadeox1

    Nadeox1
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    BeamNG Team

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    You read above? CTRL+R will reload the vehicle, and make it spawn in the spot you reloaded it each time you press R after that.
     
  5. Jujune

    Jujune
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    REALLY REALLY nice update :)
    Enjoying the Barstow and all new custimizing options. Thanks to the devs!
     
  6. machine

    machine
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    BTW, could you (speaking to any dev) add a respawn function like the backspace function in RoR, so it would reload the car but it wouldn't change the spawn point?
     
    • Like Like x 1
  7. Tom999

    Tom999
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    #127 Tom999, Oct 31, 2015
    Last edited by a moderator: Nov 1, 2015
  8. Hotwheelerguy

    Hotwheelerguy
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    The Barstow is my new favorite car in beamng. It's absolutely stunning. Thanks to the devs for all of their hard work.


    P.S. I really loved the Barstow video too, cool music!
     
  9. Logi_Veloce

    Logi_Veloce
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    O.K. I got my respawn problem straightened around. Thanks for your help.
     
  10. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    The bump strip is included, but until we have a new material system that doesn't use T3D's crummy overlayMap, it won't be able to do anything except change the color of the color map already there to define the body paint. You could make a new color map (_c) with the alpha channel changed to include the bump strip, and a new diffuse map (_d) with the alpha channel changed to make the bump strip reflective like the paint, and have your skin material reference both of those new files. You could put "overlayMap[1]" in the material as well, but the problem is the blending doesn't work so well and it washes out most of the texture.
     
  11. Toron Beldevar

    Toron Beldevar
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    Why do I not find out about things like this until I'm not at a computer? It's really unusual. This happened with the 0.4.2.0 update as well. :(

    Just going to call the update phenomenal even though I'm nowhere near it right now. :p
     
  12. MegaEpicDaniel 2

    MegaEpicDaniel 2
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    ;)I have an ideas what if there was a Lowrider varrient of Barstow and Moonhawk and maybe burnside specieal, other than that The update is awsome
     
  13. adrian2013

    adrian2013
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    Oct 12, 2014
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    Like this???
     

    Attached Files:

    • screenshot_00054.png
  14. MegaEpicDaniel 2

    MegaEpicDaniel 2
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    now we are talking but it should have custom paint
     
  15. Tom999

    Tom999
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    #135 Tom999, Nov 1, 2015
    Last edited by a moderator: Nov 1, 2015
  16. gabester

    gabester
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    BeamNG Team

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    No... read what I wrote. Change the color of the bump strips to be the same as the paint in the fullsize_c alpha channel. Then the overlay map will show up on that part of the car. You can edit both textures, edit the skin material to use the edited ones, and put unmirrored writing on the overlay skin on the bump strips. You seem more intent on complaining than finding a solution.
     
  17. Beast260

    Beast260
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    The drive shaft on the new car is a lil weak. keeps breaking with the slightest of hard landings. other then that.. i love it :D specially the drag car engine in the stock form. wheel spin for DAYZZZZZZ!!!!!
     
  18. Tom999

    Tom999
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    Which one is the fullsize_c alpha channel? My only intent is trying to figure out how to easily get this done. As I said I just color in I have never messed around with alpha channels. Do I also need to change the materials file? Will editing the fullsize_c alpha channel affect the normal versions of the car? I'm just looking for help.
     
  19. gyrotim

    gyrotim
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    Mar 6, 2014
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    Nice update and that new car is awesome! However, in the grid map for testing cars, I get very low frame rate when looking at the small amount of vegetation to the left of the screen where all the palm trees are. I never had this problem before and my GPU seems to be struggling more generally. I am at medium settings with shadow quality set to low. I have a GTX 650 1gb (which I will upgrade to a GTX 960 2gb), an i7 950 CPU with 3.4 Ghz and 12gb of ram. The CPU copes fine at around 35/55% usage on the most detailed of maps with about 2 to 3 cars, the ram at only 26/32% and the GPU always at 99% even on the plain grid map.
     
  20. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    The file called fullsize_c.dds. It has an alpha channel. Open it in your image editing program, go to the alpha channel, and fill in the bump strips with a lighter shade of gray to match the bodywork. Save it with DXT5 compression.

    When you edit the material to use the skin system (look at the tutorial Nadeox made), change "fullsize_c.dds" (might be fullsize_c_alt actually) to whatever you named the new file. You can put all of these in a folder in "mods\vehicles\fullsize" called "myskin" or something, as well as the new materials.cs, and use the jbeam skinning system to load the skin. It works by switching the material to the one you've created.

    Again, you don't need to overwrite any default files. Put them all in a new folder in mods\vehicles\fullsize. The materials.cs should just have the edited fullsize material (called "fullsize.skin.myskin", or whatever your skin is called).
     
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