WIP Harlow's Monster Trucks

Discussion in 'Land' started by TrilbyHarlow, Sep 15, 2013.

  1. TrilbyHarlow

    TrilbyHarlow
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    Oh good, that's exactly what i was going for. If it was in the cars universe, i'd imagine it's a hells angels enforcer in a leather stetson/fedora thing. Although i guess in the cars universe there wouldn't be motorbikes so, yeah iunno.

    Anyway, as for max-d, i did a load of 'em a while ago. Some guy said he'd paint them, then never finished any of the things. And like hell i could texture that, so they've sat idle ever since. Here's a few of them anyway

    MaxD (View in 3D)

    (imported from here)

    Spikey Max-d (View in 3D)

    (imported from here)

    CR-Max D (View in 3D)

    (imported from here)


    And finally, one i did for a laugh, since when they first came out, i hated the 10th anniversary bodies. They've grown on me a little since then, but i'm still not overly fond of them. Either way, someone said "if you hate them, let's see yours boffo". So hey, i did

    Mad-MaxD (View in 3D)

    (imported from here)

    All these are old as hell and need a lot of work, and they never got textured, so yeah. i don't know.

    Somewhere i have a half finished Goldberg/Team Meents body, with the team meents one fully painted, but i couldn't find those on p3d and i'm too lazy to dig up the blend file and throw them online.

    Oh well
     
  2. SleepyPickup

    SleepyPickup
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    Oh wow, the 'Mad Max-D' Is my favorite. I would probably take off the side emblem, just because it throws off the look of the body and draws the to eye to it.

    Love the light bar too, very cool. You do some awesome work.
     
  3. TrilbyHarlow

    TrilbyHarlow
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    Well awesome is a strong word. The lightbar's pretty poorly modeled, which makes the glass look awful. And it was before i knew that you could throw text into blender as 3d objects, so i typeset that logo by hand, which sucked.

    And the point of having the logo there was that i was challenged to make 3d fibreglass guff taped to an existing mold look good, and i think i got away with it. But since i did the lettering by hand without scaling to Z along any lines, it's all pretty wonky if you look close enough.

    i suppose in the end it's salvagable, with a little work it could look nice. But again, no goddamn tools to build shit in BeamNG, so it's not really going anywhere is it?
     
  4. Dr.pain

    Dr.pain
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    oh man :-( it's beautiful I want to play with this :-(
     
  5. FilsFilms

    FilsFilms
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  6. Glenni91

    Glenni91
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    Just hang in there Harlow. There will be tools eventually. ;)
     
  7. TrilbyHarlow

    TrilbyHarlow
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    Well i bloody well hope so. Either way, it's a really dumb problem that should never have happened.


    Anyway, have a nearly finished brutus. Just needs some airbrushing on the teeth and mouth.

    Old Brutus (View in 3D)

    (imported from here)
     
  8. D0ntstare

    D0ntstare
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    Hello matey, you keep talking about tools within Beamng, I am not sure if this thread may be of interest to you, it seems the fellow is working on something that might help you in your crusade for beamng inclusion? He also mentions another Ui for node/beam structure generation?

    Real-Time-Vehicle-Editor

    Regards
    Bentley
     
  9. ralfy8722

    ralfy8722
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    Im very upset with the Forum, only like 3 released cars, dead threads that back up to the top. Ive been watching a russian gamer named Bulkin, and he used this site to get his cars- **** there are already 50 different released beamng cars and maps, if they are not finished, then they are still released for feedback.
     
    #49 ralfy8722, Nov 8, 2013
    Last edited by a moderator: Nov 9, 2013
  10. Glenni91

    Glenni91
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    And most of them are lazily converted, ugly, stolen from games ,or all 3. And this goes for both the tracks, and the vehicles. Fair enough I have some of those cars in my game too. But none of them are particularly great.
    Furthermore, to get any of the good ones, you need to pay 500 (that's 35 euro if you pay them via paypal...) Rubles a month to some asshole. And even then, they are still just converted from other games.


    The quality of the cars from these official forums are far greater, once they get released, and 100% original. They are well worth the fucking wait.
     
    #50 Glenni91, Nov 8, 2013
    Last edited: Nov 8, 2013
  11. ralfy8722

    ralfy8722
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    You don't pay money, its a free download. And it doesn't matter if they are original or not, I would rather have a bmw m5 than a golf cart.
     
  12. SixSixSevenSeven

    SixSixSevenSeven
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    I would rather have something with decent quality rather than copyrighted models stolen from other games, slapped on gabesters JBeams with no optimisations whatsoever and then posted online. Seriously the quality on those things sucks. Have you seen the lambo aventador/whatever its called? Just slammed a model without a full interior modelled even onto the bolide JBeam, go into debug mode, JBeam and model don't even remotely match.

    Golf buggy is quite funny I think.

    I count more than 3 mods and at least when you get them from the forum they are 100% original and pretty decent quality unlike that russian crap.



    Now I think thats enough on the russian stuff.






    MONSTER TRUCKS!!! Not sure if much more needs to be said than that. Sadly even if we did have the official tools that the OP wants (why he doesnt just do the same as everyone else is beyond me, other modders get on just fine without) these probably wont work. You guys have all seen how the game tends to handle big wheels, that is to say not very well.
     
  13. TrilbyHarlow

    TrilbyHarlow
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    A) the fact that yeah, big tires tend to break a lot

    and B) The game doesn't even support hydros last i checked, which means no rear steer. I don't feel like redoing everything with incomplete tools to add features that've been in ROR since 2006. it's mad what they're doing/not doing
     
  14. Cardinal799

    Cardinal799
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    Okay, I have a question that will possibly make me sound stupid: What are hydros? Are they something in the suspension?
    I know about some of that stuff, but I am still quite unfamiliar with the stuff said on this forum (N/B is another example.), but I have a general idea of what they possibly mean.
    P.S. I love your signature Trilby, so much truth lies within it.
     
  15. TrilbyHarlow

    TrilbyHarlow
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    In ROR, hydros were supposed to be activatable nodes that extend forward and back like hydrolic rams. Presumably for heavy equipment like diggers, cranes or the supports on semi trailers. Stuff like that

    But they ended up being used for superflous stuff on cars where there was no way in ROR to do otherwise. Like opening doors, animating parts or other gimmicky things. So alright fair enough. But Monster trucks have independent front and rear steering. So you could either have all four wheels turn the same way when you turn the wheel. (Truthfully since the diffs are the same on each end, you turn the wheel left, the front turns left, rear turns right, the whole truck turning right) But since in monsters, most of the time, you just need to turn the front wheels, just the back, or both in opposite directions to crab. And since hydros aren't in BeamNG, you can't build a realistic monster truck full stop. You need hydros to act as the rear steering

    Iunno, this whole development cycle is a bit of a joke. I understand that it's hard making a game, and i can't hold too much against the guys behind it. I imagine after Crytek told them to bugger off from the cry engine, a lot of dev time they'd planed to spend on everything i'm talking about kind of got occluded by switching graphics engines and redoing a lot of shit.

    Still pretty dumb that there isn't a quarter of the features ror has, and we're four or five months post release and STILL no community tools.
     
  16. gabester

    gabester
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    BeamNG Team

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    Hydros already exist. The fact that you claim they don't (which is utterly false) means you haven't even bothered to take a look inside any of the .jbeam files. Here's the documentation: http://wiki.beamng.com/Hydros

    In the time you've spent ranting about our development cycle you could've built .jbeams for your monster trucks by now and given them working rear wheel steering, albeit synced to the front wheels for now. I've made do with Notepad++ for the past 2 years building my vehicles. There are several editors being made by the community as well. And it hasn't been 4 or 5 months. It's been just over 3 months (we released on August 3rd). We will add extra hydro functionality in the future. We have our hands very, very, very full. I don't know what you expect from a team of 4 people. Most AAA games don't develop any faster than this and they have teams of several hundred. In addition to BeamNG we have other full-time responsibilities.

    You could even code the rear wheel steering functionality yourself. Look into learning Lua scripting. It's as simple as adding the functionality to the input.lua as a source for the hydros, and then mapping that input to an axis or key(s) in an inputmap.

    Plenty of other people have also managed to make vehicle .jbeams, and quite quickly too - Mythbuster, Dkutch, Sevennemesis, DrowsySam, and others, have all made vehicles for this game and I'm not hearing any complaints from them about a lack of an editor or missing functionality. Dkutch's Moonbuggy crawler had 4 wheel steering and it worked fine. Yes, it wasn't independently controllable, but he still made do with the tools available. When rear wheel steering becomes its own separately mappable function, then you'll be able to have "correct" rear wheel steering.

    It seems like the sole purpose of this thread is to show off your latest super high poly monster truck shell and complain that development isn't going exactly how you want it to. Nothing is stopping you from putting these in-game.

    EDIT: I would like to add that this is not "Rigs of Rods 2." We are not going to spread ourselves thin right this moment coding tons of hydro command buttons. We are focusing on cars and trucks, racing, rallying, and demolition derbies at the present time. Focusing on anything else will just slow down development as a whole.
     
    #56 gabester, Nov 9, 2013
    Last edited: Nov 9, 2013
  17. Cardinal799

    Cardinal799
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    I have to agree with Gabe here. I don't care if the game doesn't have a billion components that isn't very important to a lot of people. Personally, I am perfectly happy with the game as it stands (the cars deform more than any game I have played) and it runs pretty well on my tablet (30-40 fps with low settings, better than I have ever gotten on this advanced of a game). Sure, there are not too many official cars in-game and there are only 6 maps for now, but seriously, this game is still in alpha, it will get new content! There is an amazing community here filled with talented and creative users, who are trying to share their talent with all of us here! So, let the devs continue what they are trying to make for us, maybe it will inspire you to make more content!
     
  18. D0ntstare

    D0ntstare
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    Here here, Well said good sir (Gabester) Truthfully I have also been thinking the exact same points as you have stated all along, But it desperately needed a dev to push it home.
     
  19. Claymore

    Claymore
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    hope its done soon!
     
  20. SixSixSevenSeven

    SixSixSevenSeven
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    The modder has not been seen since 2013 and additionally rage quit from modding. This thread died 2 years ago.
     
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