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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. nortenho

    nortenho
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    upload_2023-11-28_14-33-29.png
    WIP 1989 chevette
     
    • Like Like x 5
  2. Bakasan

    Bakasan
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    Dec 3, 2013
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    SEDAN.png
    ひろち.JPG
    --- Post updated ---
    he is a bit shy...
    all i can say for now
    screenshot_2023-11-29_02-46-35.png
     
    • Like Like x 18
  3. Danny the Sniper

    Danny the Sniper
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    Let me guess. Is that a lore-friendly Honda CR-X, Autozam AZ-1, or a Nissan EXA?
     
  4. SSRG

    SSRG
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    Totally an Autozam or something of sorts, mind the Kei plate.
    Looks a little boxy though.
    --- Post updated ---
    can’t believe some talented person was like “imma beat this dude to a kei car mod” smh
    (can’t wait!!1!)

    And it’s also a Hirochi. (well technically mine is not Hirochi but rather from a subsidiary of Hirochi but who cares)
     
  5. Schmitti

    Schmitti
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    deleted, due to Remaster of it.
     
    #33645 Schmitti, Nov 28, 2023
    Last edited: Dec 10, 2023
    • Like Like x 4
  6. DieselDuster

    DieselDuster
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    This really has so much potential to turn into a real good car mod TBH!
     
  7. Formula24

    Formula24
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    Aug 22, 2018
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    • Like Like x 1
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  8. SSRG

    SSRG
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    I might be looking too deep into this, but is the “550” on the car’s plate the displacement in cc? I mean, it’s the limit for kei cars until 1990 (it used to be even less before it had become 550), and this seems to be a bit older than your average Autozam.
     
  9. えすつーけー/S2K

    えすつーけー/S2K
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    Oct 27, 2022
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    With retractable headlights and following the number plate 550, this car would be modeled after the Autozam AZ550 Sport, a concept car of the AZ-1.
    However, despite the title "Hirochi.JPG," it is possible that it is a lie that it is a light car, since it is hard to tell how far the silhouette image is mixed with a lie when its correct file name is "SEDAN.png".
    The proportions are crisper and there seem to be no gullwing doors.
    protoa5.jpg
     
    • Agree Agree x 7
  10. Franz027

    Franz027
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    Seems nice! So, won't you continue this mod?
     
  11. Bakasan

    Bakasan
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    what is up with all this traffic on the touge cant even enjoy my hirochi wigeon 420rs :(:(:(
    screenshot_2023-11-29_21-56-03.png

    and seeing as I am here some recent Claria HT jbeam progress
    I have been working on the collision triangles and rear deformation (which is proving to be a bit of a pain lol)
    screenshot_2023-11-29_22-07-10.png
    seeing as the architecture from the wagon was already there, I did the triangles in such a way that you will be able to put smaller objects in the boot and transport them around:cool:
    also adjusted the openable properties for the boot for a smoother opening, then I realised I should add a limiter beam, so it does that little bounce thing when you open it (currently I have used beamdamp so it just comes to a smooth open)
    screenshot_2023-11-29_22-11-06.png
    also got bored so fixed some of the jank with gaburiru baasutou, i might do a beta release of this soon and just slowly improve it when I feel like it:D
    screenshot_2023-11-29_17-42-52.png screenshot_2023-11-29_19-27-41.png screenshot_2023-11-29_19-30-25.png
    imagine your 423 or kingsnake getting gapped by a FWD 2.0 turbo barstow :cool::cool::cool:
     
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  12. nortenho

    nortenho
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  13. bussin.buses

    bussin.buses
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    Broken image...
     
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  14. boimadashell

    boimadashell
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    Jul 21, 2020
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    .
     

    Attached Files:

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  15. Mikah 01

    Mikah 01
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    Jul 25, 2022
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    Barstow from the outside, Covet inside
     
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  16. JetPoweredMacintosh™

    JetPoweredMacintosh™
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    extreme masutangu vibes from that. cursed anti boomer frankencar moment
     
  17. StivJocuri

    StivJocuri
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    Jan 1, 2017
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    screenshot_2023-11-29_22-12-35.png screenshot_2023-11-29_22-14-00.png
     
    • Like Like x 18
  18. SSRG

    SSRG
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    • Like Like x 3
    • Agree Agree x 1
  19. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
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    1,652
    screenshot_2023-11-29_21-44-45.png

    And another one is in-game and working :)
    Work on Most Wanted 2012 port allowed me to optimize workflow and port Burnout Paradise much faster. From the first test in Blender to a fully working map with all materials, lods, props, and collision meshes took me only four evenings after work :cool:. All of that while watching Monogatari.
    Yes, I said LODs. I decided to export all LOD steps from BPR and convert them to work with BeamNG's LOD system. Every mesh is separate and at 0 position internally, and then is placed as normal TSStatics on its location in the game, just like in official levels, which allows all kinds of BeamNGs mesh rendering optimizations to work. All to avoid duplicated geometry, unnecessary polycount and draw calls, and so on.
    Video - Click to Play - Direct Link

    That alone allows the map to run way better in comparison to other Paradise City porting attempts.
    All textures have been converted for BeamNG to make sure everything displays properly.
    I will explain more probably once I create threads for both Fairhaven and Paradise City.
    And some stats at the end:
    Currently, an unpacked map is around 3GB, which includes 4190 visible meshes, 267 collision meshes, and 1200 materials. In total, there are 74000 instances of meshes.
     
    • Like Like x 28
    • Agree Agree x 1
  20. ghost_cauli

    ghost_cauli
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    Jul 14, 2022
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    This map is cool and all, but I'm also curious about that cinematic DoF option.
     
    • Agree Agree x 1
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