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Development screenshots #1 [Closed]

Discussion in 'Microblogs' started by gabester, Sep 5, 2012.

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  1. Mad-Alex

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    The un-pimped looks the way better then the pimped one - joking both looks charged, but un-pimped looks more charged. :p
     
  2. Bubbleawsome

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    Well, looks a bit worse than un-pimped, looks more like junkyard car. :p
     
  3. LJFHutch

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    Only if you're going sideways :)
     
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  4. Nothanks

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    aha , all this progress you guys have made is just amazing! :)
     
  5. Bubbleawsome

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    I sense that this is a dangerous test track...
     
  6. Mythbuster

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    I really like it! :D Somehow the rims fit the car very well, in a weird realistic way because people somehow always put rims like this on a car like this :p
    Also, the "un-pimped" made me think of those old VW commercials...
    "We're going to umpimp your auto..."
    Those were good...
     
    #86 Mythbuster, Dec 23, 2012
    Last edited: Dec 23, 2012
  7. dsiOne

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    All those trees in the background made me think of something: will CryEngine's foliage interact with the vehicles as they deform like they do with the (comparatively) static models/players?
     
  8. gabester

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    Possibly... it depends on the performance implications of simulating a bunch of trees.

    Also, a preview of the dynamic dirt system. We'll (hopefully) be able to vertex blend the dirt layer on/off to make the car dynamically dirty/clean. Please note that the reflections are not yet dynamic (reflecting the surroundings). That's coming soon. Also, the wheels pictured don't have a dirt layer yet.

    dirtlayer.jpg
     
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  9. Binkey

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    Awesome! You guys never fail to dissapoint me. ;)
     
  10. Mythbuster

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    Looks awesome, will you implement something like a car wash or a car clean button, or would we just drive it into a river? :p Doubt I'll ever drive around in a clean car... Apart from that one time that I'll purposely accidently drive it into a river if that would work...



    Maybe it's just the way the picture was taken, but it looks as if something might be wrong with your normalmap on the tires. The dirty versions seems to have lost all depth in the tireprofile(I could imagine that could be because it blends from the tire normalmap to the dirt normalmap?)

    It's weird how strangely fitting those wheels are on that car by the way :p
     
  11. gabester

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    I think it's an illusion. The normal version has only grime in the crevices of the tire tread, like it's been there for a long time and has been stuck. The dirty version is all loose dust covering only the outside, but not getting into the tread, so it looks like the colors are inverted. The normal map is still working. The dirt is simply a solid dirt texture with a mask. Wherever there's dirt it covers the shiny material underneath. I guess it may be covering up the normal map in places though... might have to add the normal map to the dirt layer as well.

    And yes, I think car washes are a necessity ;)
     
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  12. stephen f

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    Out of curiosity, does the wipers actually work or is the dirt texture made to look as if they work?
     
  13. gabester

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    Wipers don't work (yet? May or may not be possible), the dirt texture is just painted to look that way.
     
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  14. Nipash

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    I was wondering: Would it be possible to make the sky reflection more glow-ey? Meaning, normally when you look outside the sky glows like a computer monitor.

    If you compare it to this picture:
    1994_ford_crown_victoria_4_dr_lx_sedan-pic-3016963255939824872.jpeg

    Everything else like the panel gaps, slight beveling on the enges of the panels caused by painting and pearlencence of the paint are all pretty much perfect. But the Vic somehow looks more "there" a little bit and I think it's because the sky is glowing and highlighting the curves more. Either way this is a small thing and basically everything else is perfect :)
     
  15. gabester

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    Yeah, the reflections are very WIP, they're currently not even reflecting the real surroundings but rather a generic cubemap. I can assure you they'll be improved :) One of the things that'll really help will be adding/improving the fresnel effect.
     
    #95 gabester, Dec 24, 2012
    Last edited: Dec 24, 2012
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  16. Hammaneggs

    Hammaneggs
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    Is this kind of like the system to build vehicles in Kerbal Space Program, but more complex?
     
  17. gtaman788

    gtaman788
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    I hope beamng has a trainer so you can clean the car fix the car staff like that.:)
     
  18. Mad-Alex

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    As far as I know, CryEngine3 suports DirectX11/Shader model#5, which shader model will be used for dynamic reflections on cars in final version? I know that reflections on that Grand Marshal are very early WIP, but have you FPS drop compared to the same car but without any reflections on it?
     
  19. gabester

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    No FPS drop. The vast majority of graphical load will be from environments, as it is in most games.
     
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  20. BeamNGist

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    Woow, that is very nice!
    But i'm wondering how your dirt system works. Does it actually react on your driving or is it like in other games (Mafia2 for example) where as you were driving your car slowly got dirtyer and dirtyer by time? If you were then driving on sand/dirt the car would get dirtyer 4x faster and/or if you were driving fast it would double (or whatever) the dirt/time ratio.

    That got me thinking about something different.
    In Mafia2 there would always the whole car get dirty, just like it seems to be here in your pic. I think it would be better if you would seperate the car into sections that could get dirty individually.
    Cause when you drive over (wet) sand at a high speed the dirtcovers the back and the sides up to the doorhandles, but the front, hood, windshield and roof stay pretty clean. (as you can see in the pic beneath ;) )

    So if it wouldn't be such a big deal performancewise i would appreciate a seperation in for example
    front (to the tires) , middle (between tires) and back (from tires) lengthwise,
    another for bottom (lowest 30 or so centimeters), middle (to the doorhandles) and top (windows+roof) heightwise
    and those individually for the left and the right side.

    IMG_15702_600.jpg

    Please do not get me wrong, i am here 'cause i love what you are doing. I only want to help you making this game as enjoyable as possible :) (though i know this is a lot of work for... dirt :D )
     
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