Hello! I think that the devs should add scratches to the game so that your car can be scratched by rubbing on something or hitting something lightly enough so that there is no body damage, just a scratch! I also think that they should add burn marks on your car after it catches fire! These are my suggestions! ( where is the "add a poll button"? i cant find it)
i agree, there where many threads regarding this topic before but the devs never stated their opinion on this. i think its pretty important - and a simple "scratched" texture for each body part would be enough and should not be a lot of work.
It's has been suggeted many times, but I'm agree with that, but still, it would propbably make many lags.
I don't think this is just a simple 'texture swap'. It's simpler with a game with rigid body physics as only a few textures are needed and cover a wide range of prefab damage mesh changes. BeamNG would need to take into account millions of scratch/paint loss combinations and apply them to millions of deformation combinations....in realtime. The code work for such an implementation in my little theory here boggles my mind. This also would have to be so incredibly optimized to account for believable realism and the astoundingly finicky BeamNG user. I doubt it's in the cards for the devs to just implement a simple 'texture swap'. The masses would be enraged. I fully believe a great way to do paint damage and do it well in realtime will be figured out eventually but don't hold yer breath.
What you are suggesting would probably more CPU intensive than the softbody physics of the game. What would make more sense is layering scratch textures on top of the base texture of the car. It could be done in a similar way to how dynamic skid marks are done. They don't simulate rubber particles adhering to the road surface, the just paint a texture over that location.
I wasn't suggesting anything specific, merely theorizing as to how a possible application might need to work. The tire mark decal scheme is indeed the closest thing available right now and occasionally, when hitting a barrier, will apply the tiremark to that barrier. It looks cool when done right. I do not however think the tiremark decal scheme would be any less CPU intensive than anything suggested so far, especially when dynamically applying high resolution paint and metal textures that would obviously need to take several different materials into consideration. The deformation geometry of a given part of a vehicle has many mathematical aspects that any scratch texture scheme would need to follow very closely. My point being that anything less than very good realism will take quite the effort to do right and be playable and therefore at least a few years off. I would be happy to be proven wrong!
I'd like to add tire marks on cars to your suggestion. When two cars rub together side by side there's generally no major panel damage, but the marks from the rotating tires is significant.