I was thinking quiet quiet some time now about the demage system for the car paint or a rust system with invole weather, milage, driving style ec. is there anything planned jet or for the future ?
I had a theory about this, that youd map different group of faces/parts to different materials in the material editor in the 3D modelling software. Then you could set those materials to have a glass-function in BeamNG, so that when hit they will change texture and of course instead of a broken glass texture you have scratches.
The broken glass is a separate model altogether, I don't think they'd be inclined to double vehicle file size just to add scratches.
it could be done with vertex texture painting and having it update the texture at a slower rate than the physics being simulated. so for example it'll only update the vertex stuff to have a scratched texture every 500hz rather than 2000hz or something. it'd be neat to see it as a mod some day.
While you bring up a very interesting and plausible point, it entirely depends on whether the engine supports the feature and how intensive it is on the hardware. Vertex painting is not a new concept on engines like UE4 or CryEngine and don't take much computing power, but we're talking about an engine made in 2005 here, so while it may possible, and even plausible, someone with more insight on this topic of resource intensiveness would be appreciated.
Scratches are definitely required in this game given that it’s basically a damage simulator. Even games with the weakest damage models have scratches. They make a HUGE difference to damage visuals: Without scratches, the cars look like plastic and don’t give the metal feel. I’ve said this before but imo beam should always strive to be at the forefront of damage and scratches are a big part of it. Damage is the reason for beam’s success and should therefore be given priority. So, the devs shouldn’t abandon trying to work out scratches like they said. I’d happily wait for them to be implemented as long as they’re not simply abandoned. It might be a hard feature but beam is all about damage.
I don't think the game engine BeamNG runs on would allow any form of scratches IMO. Also, they still haven't picked up the idea yet since they abandoned it.
The devs never said anywhere that "it isnt possible" or "its not happening" thats just rumour and speculation based on no evidence. The engine is more than capable of handling scratches, I'm not even sure what sort of ancient backwards engine wouldn't be able to do that.. Even Rigs of Rods had a rudimentary version of it.. Here is what the devs actually said on the matter, that doesn't mean its never happening or its impossible, its just not happening anytime soon.
Someone figured out how to do it. I have seen it done. It basically just swaps in an extra texture when a model is deformed. I can't seem to find the video right now though, so here is what it kinda looks like in action except this is RoR.
Yeah the blue 'car sales' version has it, good call. Adds cracks. Thats what i meant when i stated taht one could map different faces to different 'mapTo'-textures and have them act like glass as in replacing textures. A few threads up.
What seen above is a very basic method to do that. Pro - Easy to pull off Cons - Always the same texture no light / heavy scratches, not dynamic, blending is not always nice.. I'd say it's better do it in a way that is ok for today's standards instead (dynamic decals), but that's also not as easy as it sounds. Eventually, what's was said in that tweet above.
Agreed... I can see it good for perhaps showing dends or something... perhaps it would blend in a bump map... that might be rather interesting. But scratches, I agree... that should be done in a way that is more dynamic.
Scratches are usually completely overdone in videogames that depict cosmetic car damage - in real life very often there are no scratches at all in a perpendicular collision. If there are scratches, they occur only at the point of direct collision and certainly not on other components that are deformed in crumple zones etc. A material blending system using simply deformation as input would not work at all.
Very true... unless their is some sliding over an abrasive surface, little to no scratches should be present... another example. A tree fell on my dads car the other day. Completely crumpled, but not a scratch on it so a very valid point. If there is no sliding in the collision, there is no need for scratches. As for times when scratches would be relevant... like side swiping a guardrail or something... perhaps there could be a way of activating another texture layer by tracking distance slid (when a node makes contact) to slowly start fading in a scrached layer in a similar manner to how the deformation activated layer works now? To step things up a little in complexity, perhaps it could be a tiled texture that lays itself over the entire car, and each time it makes contact with a surface it orients itself in your dorection if travel to make a new scratch. Now that I just wrote that, it sounds a hell of a lot more complicated than it did in my head...