BeamNG.drive Guard Rails!

Discussion in 'Ideas and Suggestions' started by JDMClark, Aug 14, 2013.

  1. JDMClark

    JDMClark
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    I just thought about this! Why does this game not have guard rails! I mean i know its alpha but if it hasnt been thought of yet then maybe it should be implemented!
    car-accident-attorneys.jpg
    With a good use of Beams and Nodes having them absorb impacts would be awesome!

    I searched and couldn't find any one suggesting these. I think they would be easy to add them to the game!

    Anyone else think so?

    110610_stolen_car_crash.jpg
     
  2. moosedks

    moosedks
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    they probably wouldn't be too hard since I think a few maps on RoR had them
     
  3. JDMClark

    JDMClark
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    A tool with the map editor to place them like u do with roads would be neat also.
     
  4. Jon

    Jon
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    I think guardrails is the last thing this game needs right now, and i doubt the devs would make a tool for the torque 3d editor as it would take a lot of extra work to do (from what i know).
     
  5. JDMClark

    JDMClark
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    Well yeah I understand that. And making the tool for it in torque 3d would be probably a bit foreign to them. But I think it would be a very nice tool to have. They could extend the tool to create fences and more stuff like it. Some people might want to build a map and have a nice farm with a white fancy fence around it. I think running a car through that fence cause a little damage to the car and seeing the fence get obliterated would be awesome.
     
  6. Jon

    Jon
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    or just make the fence in blender...
     
  7. JDMClark

    JDMClark
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    I've already passed that idea through my mind. The only problem is if you made individual pieces to the guard rail getting them aligned would be difficult and it wouldnt look the same. Plus it would be a lot more of a hog on the game engine.
     
  8. Deewad

    Deewad
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    Great idea! I'd make it but I've just started modeling yesterday and my models arnt the best
     

    Attached Files:

    • Guardrail.jpg
  9. Jon

    Jon
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    Damn those are some solid guard rails;)
     
  10. JDMClark

    JDMClark
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    Not bad man better than what I could make lol. I'd have to say those could stop a semi lol.
     
  11. Deewad

    Deewad
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    Attempt 2, Didn't make it as thick :p Rails could be longer
     

    Attached Files:

    • Attemp2.jpg
  12. JAM3SwGAM3S

    JAM3SwGAM3S
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    Much better than the previous version :) good job
     
  13. Jon

    Jon
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    Yea that is quite a improvement from the first model, but aren't the metal plate in front of the wood (don't know what guardrails you got down there but ours in Norway does ;))?
     
  14. Jakkar

    Jakkar
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    I'd love to see these, but more importantly I'd like to see a generally expanded library of soft-body props other than vehicles. A phonebox immediately comes to mind, I suppose courtesy of that early scene in The Matrix in which Trinity escapes via an Exit just before the garbage truck crushes the booth.

    Public benches, varied fence designs, bus stops, lamp posts, telegraph poles, signs and signals in general. This is something I think it's more realistic to hope for from the community than the core developers.
     
  15. benlucky13

    benlucky13
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    destructible signs are already in-game, and can be placed like any vehicle. changing the 'vehicle type' lets you switch between different signs.
     
  16. Jakkar

    Jakkar
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    Just to clarify for the ignorant; your modular guardrails aren't softbody/destructible objects, though, are they?

    And the signs mentioned are... Obviously of no actual use in their present form, as they have no anchorage into the ground, float, glue to objects, and can't even fall over, as far as I can tell. Yes? =p Physics enabled but loaded with gyroscopes.
     
  17. blackhole522

    blackhole522
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    Nope, just fixed objects.

    The problem with softbody objects is that they would kill the framerate.
     
  18. 0xsergy

    0xsergy
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    Softbody guardrails, and other objects, will be fine on framerate once certain optimizations are made to the engine(such as disabling physics on objects that are not being interacted with and only activating them on collisions) as well as NB object rotation is fixed so that the objects can be rotated and placed properly.
     
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