Unreal Engine 4 and BeamNG?

Discussion in 'Content Creation' started by CrashBoomBang, Apr 20, 2017.

  1. CrashBoomBang

    CrashBoomBang
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    Hello,

    I am a long term BeamNG Fan, and I want to build my fist real BeamNG Map soon. (Nothing Big, just testing a few things..)
    My Question is: Can I work on that Map with Unreal Engine 4? I have Experience with that Engine, and it would make it much easier for me to begin with my project.
     
  2. atv_123

    atv_123
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    If there is a way to convert it into Torque 3D, then I don't see why not. I think Mt. Shell by Nadeox1 was made like that a long time ago.
     
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  3. CrashBoomBang

    CrashBoomBang
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    This may sound stupid, but I have no Idea what Tourque 3D is? Is is something like Blender?
     
  4. BowlerHatJack

    BowlerHatJack
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    It's the rendering engine that the game uses. The physics engine that the game uses is called beamNG(I think).
     
  5. N7Milla

    N7Milla
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    Hmmm, i've always thought the whole rendering/physics engine was Tourque 3D.
     
  6. andreasus

    andreasus
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    I think you cannot create a map in Unreal engine 4 and port it over to BeamNG, only the assets though. You have to use BeamNGs Map editor to create a map for the game.

    Torque3D is the game engine that BeamNG uses and Unreal Engine 4 is a different game engine and they are not compatible.
     
  7. CrashBoomBang

    CrashBoomBang
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    Ok, I will look into the built-in map editor.
    Maybe I can't even use the assets, they are saved ay .uassets
    That sounds like they only run with UE4.
     
  8. gigawert

    gigawert
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    Here's a fast way to get started:

    Feel free to ask any questions after :)
     
  9. torsion

    torsion
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    I wouldn't assume that you can move anything from UE4 to T3D. I believe that the devs use a workflow which entails World Machine, Blender, and the built in map editor. There are certainly other tools brought to bear on some aspects, such as Substance Designer being used for some textures.

    For some of the official levels I think that the texturing was possibly done in World Machine (almost certainly the diffuse map was). Creating assets is done in Blender and/or 3ds MAX depending on which dev is doing it. Manual tweaking of the terrain and some placement of stuff may be done in Blender or the map editor I think.

    All of this is potentially advanced and tricky. FWIW here are some dev posts about content creation:
    Creating urban environments
    Adding heightmap roads using Blender
    Vegetation overview – Part 1
    Substance Designer – procedural textures
    A look at vehicle workflow: Part 1
    A look at vehicle workflow: Part 2
    Content_Creation

    FWIW I'm aware that many of those blog links may currently be broken and I've reported the issue.
     
  10. Nadeox1

    Nadeox1
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  11. fufsgfen

    fufsgfen
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  12. atv_123

    atv_123
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    Ahh, darn... well, I remembered from the development thread you used some sort of engine to make the roads at least.
     
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