I have an idea, underwater track.

Discussion in 'Content Creation' started by Artistterrymartin, May 26, 2021.

  1. Artistterrymartin

    Artistterrymartin
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    People may wander why not stick to what works and is common. I always been one to look at things in an outside the box perspective. I am curious if anyone has had crazy ideas for tracks beyond the normal variety. Not to say anything is wrong with anything already created. Just curious if anyone has had other ideas for the world editor that are abstract, different.
     
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  2. Penguin72

    Penguin72
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    Wouldn't that just flood the engine? Engines don't do so well underwater.

    Also I'm pretty sure this is the wrong place to make this thread.
     
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  3. moleculareric

    moleculareric
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    ...why?
     
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  4. IonicOwl

    IonicOwl
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    Electric cars work underwater though.
     
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  5. Cincinnatus

    Cincinnatus
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    They work horribly underwater.
     
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  6. Artistterrymartin

    Artistterrymartin
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    Should have included in an enclosure, with glass walls. Like mouse tubes.
     
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  7. Agent_Y

    Agent_Y
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    That would be cool but not sure if water can work like this in this game engine
     
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  8. Zero

    Zero
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    This would actually be really cool, love the idea.
     
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  9. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    Sadly, the way water works in beam you'd have to have quite a few different water blocks, which quickly add lag.
     
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  10. Artistterrymartin

    Artistterrymartin
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    Assuming the thread being posted in the creation forum is the reasoning. Where else ? Would it not pertain to me or anyone else creating something beamNG related ? I am curious if other "Creative" minds have had similar ideas.

    Here is the Glass tube a screenshot from a video, bad quality, but like I said, its out of the box thinking and not anything I seen anyone else try to tackle.
    upload_2021-5-27_14-18-59.png
    --- Post updated ---
    I quickly found that out. It may be impossible, but had the idea working on my space track where one would drive from space into the ocean in a glass tube that I made for it.
    Yeah, them water blocks are taxing. I had thought to have 4 top bottom left right, and the center being open space. I realized pretty quick that was likely going to run like crap even if it worked.
    --- Post updated ---
    I quickly found that out. It may be impossible, but had the idea working on my space track where one would drive from space into the ocean in a glass tube that I made for it.
    Yeah, them water blocks are taxing. I had thought to have 4 top bottom left right, and the center being open space. I realized
    Thats likely true. Brother got a Tesla, I doubt he would be willing to test that though.
     
    #10 Artistterrymartin, May 27, 2021
    Last edited: May 27, 2021
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  11. P_enta

    P_enta
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    not sure why they do, electric cars are not watertight. If you drove one underwater it would stop working and short out
     
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  12. Turbo49>

    Turbo49>
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  13. P_enta

    P_enta
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  14. Artistterrymartin

    Artistterrymartin
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  15. Jorma Rysky

    Jorma Rysky
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    Do it have to be real water? If whole track is inside glasstube, just fake water with regular mesh and shaders
     
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  16. Artistterrymartin

    Artistterrymartin
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    I saw a really awesome looking track last night on the repository with a glass tube, half city half mountains. Nah, IT dont have to be real water blocks, in fact I experimented with animated textures using different elements to animate on the ocean floor like the caustics and took screens from underwater to try to texure the inside of a large cube as if in a fish take but the reverse of what you see on the outside. Figured it would need animated alpha transparency lines (flat wide bars) to simulate the light rays. Looking up at the surface from below was what was the most fake from my tests. Maybe a flat 1 foot deep water block above the player might show the animated waves that it can do built in, Not sure. I seen other maps where players used the fog system pretty well that could work underwater to give that gradient from lighter blue to darker blue.
     
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