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Announcing Automation & BeamNG.drive collaboration!

Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.

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  1. ¿Carbohydration?

    ¿Carbohydration?
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    Yeah, but i imagine it would be great for making concepts. And if you have enough skill you can make extremely great stuff in auto.
     
    • Agree Agree x 3
  2. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Brace yourself, low/no-effort mods are coming.

    In all seriousness, though, this is literally coming out on my birthday and also I need money right now. Guess I better start cataloguing that giant sports card collection I inherited and then never did anything with. That could be a few grand right there, and that could be an actually decent gaming rig finally built, at least if I didn't have two hoopty cars that are a bit more important to my livelihood.
     
    • Agree Agree x 4
  3. Nadeox1

    Nadeox1
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    Probably not, the cars in automation, due their nature, are not UV mapped to be skinnable. On the other side they do allow you to put stuff like decals, or paint different parts of the body with different colors, which allows for quite some freedom regarding that stuff.


    BTW, since I'm seeing people confused for some reasons, it's really easy:
    1. Make car in automation
    2. Export from the dedicated menu.
    3. Open BeamNG.drive and your vehicle will be in the selector.
    There's no extra steps required or you having to fiddle with files. The video from the Automation guys (which is linked in our devblog) gives some more information, so you want to check it out :D
     
    #123 Nadeox1, Jun 15, 2018
    Last edited: Jun 15, 2018
    • Informative Informative x 6
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  4. EruptionTyphlosion

    EruptionTyphlosion
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    Hey,

    Will the upcoming Automation Test Track map be official content, or will it be an official mod like the winter mod?
     
    • Agree Agree x 2
  5. coolusername

    coolusername
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    Great to hear devs, sounds like lots of fun, i so gonna spam the repo with Fiat Multiplas ;)
    But do i need the Automation itself for it?
     
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  6. VeyronEB

    VeyronEB
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    To make them yes, to use them no, they work just the same as any BeamNG car.
     
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  7. zschmeez

    zschmeez
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    I don't know if this has been answered before, but will there be a dedicated folder for Automation cars? I have quite a few mods installed and I don't want everything getting all mixed together.
     
  8. Nathan24™

    Nathan24™
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    An interesting question I would like to discuss is, will there be new official vehicles from Automation, with the Automation update?
     
  9. estama

    estama
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    BeamNG Team

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    You are right, scaling/morphing physical structures is not a trivial problem. But it isn't the car bodies that is the hardest thing to solve, it is the wheels. The wheels in BeamNG are brutal for the simulation, most of the fancy simulation stuff we have added (L-beams, hysteretic damping, etc) was initially put there for the wheels. And due to how simulation sensitive the wheels are, scaling them (while trying to keep the physical properties) was not a trivial problem.

    Corey (goosah) did an enormous amount of research and experimentation on this problem to be able to overcome it. Even tho we have a solution that works now, the solution can still be improved upon, and we'll be putting more work in the future.
     
    • Informative Informative x 11
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  10. EruptionTyphlosion

    EruptionTyphlosion
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    Official vehicles in Automation or BeamNG?

    I doubt any vehicle from Automation would be BeamNG official content. Even the automation team admitted the Automation cars are to low-quality.
     
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  11. Nathan24™

    Nathan24™
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    Oh, thanks for pointing that out. ;)
     
  12. Kueso

    Kueso
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    ok cool
    Thanks!
     
  13. Flippi 284

    Flippi 284
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    Will the cars be colorable using the color selector?
    I’m guessing not but if it is that would be cool.
     
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  14. bob.blunderton

    bob.blunderton
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    A jbeam just looks like a car skeleton, that's it's bones. Some are stronger than others.
    Basically, each body panel would be outlined by it's edges, and some X's through it (keeping it simple here!).
    Essentially, the Jbeam's are the connections from node to node - even across body panels (and from panel to panel where they're mounted).

    The UI gets PAINFULLY slow when you get above 50 mods. Youtubers that do crash compilations report from 5+ second delays to bring up the car menu alone. Do this many times a day and that means minutes spent waiting, but it didn't use to do this pre 0.10 game-version IIRC.

    Dear developers, please do something to speed up the menu again (or give us an option for disabling checking if car mods have been updated or not, if that's indeed what was added in 0.10 that slows it down).

    Otherwise glad to see this. We need more cars and more advertising! Advertise on gaming and PC Hardware review sites?

    Tell your friends about BeamNG.drive kids. Just tell them to stay out of the map editor forest brush, as it crashes hard-core since 0.9...

    --Just my 2¢
     
    • Informative Informative x 3
  15. youwerelucky

    youwerelucky
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    told ya... Many years ago... A childhood dream come true (at almost 40!), thank you very very much!
     
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  16. zschmeez

    zschmeez
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    Will there be a way to export just the engines from Automation for use in, say, the official vehicles? I'd love to be able to build my own engines in Automation, and use them in combination with the detailed modeling and interiors of the BeamNG stock vehicles.
     
    • Agree Agree x 2
  17. DriftinCovet1987

    DriftinCovet1987
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    Yeeeeesssss!!! This'll be an invaluable help in having enough cars for my stories, especially when modern and classic cars are so lacking as of right now. Who knows, maybe this'll turn a whole lot more people into modders now that it's made much easier for them? I definitely will want to consider including Automation-built BeamNG vehicles into all my other stories to reflect this partnership, even if the Automation-built vehicles aren't to the best of builds.
     
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  18. fufsgfen

    fufsgfen
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    I would presume that light sources, light cookies, that means brake lights and headlights, blinkers etc. are not part of the export and if we want them, just add then manually like to any BeamNG mod today?
    --------------------------

    As there has been mentioning about no UV maps or damage being basic, this is not big problem as jbeam can be edited after generation like UV maps can be edited.

    I'm thinking this Automation exporting as a quick start on making a mod, you get something like pre-shaped mod, which you can then complete with less amount of work than when making one from scratch, or just enjoy as it is, which allows many people not so much into modding, still realize a dream of driving their own design.
     
    • Agree Agree x 3
  19. iheartmods

    iheartmods
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    "Infinity War is going to be the biggest crossover event of all time"
    ...
    ...
    ...
    ...
    But then there's this.
     
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  20. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    They didn't say you wouldn't be able to alter a vehicle after it's been imported. Thus, if you wanted to rough out a mod, you could start in Automation and then tweak the bodywork & deformation, add an interior, etc. after. Meanwhile, the fully functional "raw import" version could serve as a preview/proof of concept. From that angle the only thing I'm afraid of is that it might stunt modders' creativity by getting them to rely on Automation's supply of body shapes, though this might not be too much of a problem since bringing one of these cars up to full BeamNG standards would require quite some mesh and jbeam alterations anyway; the desired appearance tweaks could be made then.
     
    • Agree Agree x 9
    • Informative Informative x 1
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