If my eyes arent fooling me.... looks like we are getting a dyno YES.. I have been waiting for one for years.. (sorry I can't quote DS OP for some reason.)
I hope they add better smoothing tools. It would be awesome if the decal roads would automatically level and smooth themselves. I'm working on a map that is a pretty accurate recreation of a real mountain in Arkansas called Mt. Nebo. One problem I'm having is it is a major pain and hours of work to get the roads semi-smooth mainly on the sides of the mountain. I might post some pics of my Mt. Nebo map, but it still needs a lot of work. EDIT: Can you show me where tdevs post is?
An idea I have is to cover the desired road areas with mesh roads, put in the features, seamlessly cup and mold the terrain to the the road and then blam-o, we have that nice terrain editing to put decals down on.
That's exactly what tdev's new video shows happening. It's ironic because I have been struggling trying to make a big smooth ramp out of the terrain so as to put terrain materials on it. This and the mesh terrain materials marriage should be quite interesting. http://www.beamng.com/threads/micro-blog-s-march-2016-latest.23153/unread
I'm really excited! This takes away the complexity of having to learn Blender/ that tool thing. --- Post updated --- Cleaned up the rules a bit, not that anyone's broken them, just looks better now. From OP:
That's a definite possibility considering the mesh roads appear to be as accurate geometry wise as a model made in Blender or 3dsmax etc. Pure speculation on my part. Looking at the video it does appear there is some tweaking still to do to get the terrain to match the mesh exactly. I can imagine a whole suite of tools that could act as 'sculpting forms' that would allow all sorts of varied terrain ideas and would take any terrain material and groundmodel applied to them.
Yes! That mesh road molding feature is really what I need! Is it coming out any time soon? I don't want to work on my map's roads anymore until this comes out. Now my map's roads won't feel like driving on a broken ghetto road full of potholes on hills. --- Post updated --- Also, is the material system being remade? Whenever I save a material within the editor, it fails to load when the map is loaded again. I have to edit the materials.cs file instead and that usually works, but much less intuitive.
It would be awesome if the campaign was like SLRR (Street legal Racing Redline) where you bought junk cars, raced them and earned money to buy upgrades, parts, and new cars. Also SLRR has a very unique and awesome car customization! If you crashed your car, the damage stays until you repair it in the garage.
http://www.beamng.com/threads/micro-blog-s-march-2016-latest.23153/page-2#post-365074 yes yes yes omg yes
OMG! This update will be a map maker's wet dream! I will actually be able to make real tunnels! http://www.beamng.com/threads/micro-blog-s-march-2016-latest.23153/page-2#post-365095
Yeah, exactly. That was the limitation for 'terrain-based' tunnels (they were impossible). All tunnels seen on maps now are clever looking meshes above ground.