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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. BeamCarHomeTrade

    BeamCarHomeTrade
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  2. bob.blunderton

    bob.blunderton
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    New, and coming soon, non-right-angle intersections...

    This is a concept/example from inside of Maya program, please don't mind the LOD's underneath of it.
    I found a tool for creating completely non-linear modifications of the roadways, and this should work well and giving my city plenty of non-gridded street road layouts, and a much more believable appearance.
    I don't know how it will work with existing demarcation kits, etc, I'll have to have a look-see at those and make new ones on an as-needed basis. Will likely straighten the road end/stubs before piping this out to Beam for ease of/better piece joints.
    Planning to make a good 20~30 intersections or so, including reversed pieces for opposite angles.
    Made sure to print-screen my settings so I can get back to it, can be difficult to do this.
    This isn't original SimCity after-all, we don't need to be limited to all right angled intersections.

    Have ideas? A house you want me to model for the up-coming city? Let me know via private message / conversation in private, just please blot out (erase) any identifying things like address numbers or road names from your home photos for privacy reasons if you choose to send some.

    --Good day!
     
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  3. Blood-PawWerewolf

    Blood-PawWerewolf
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    Will these be released to everyone when all the components are finished (the kit and not the map)? Because I really want to create a city map myself and having roads, tunnels and signs already made will save me time.
     
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  4. Sh3lbYe

    Sh3lbYe
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    screenshot_00041.png screenshot_00037.png screenshot_00035.png screenshot_00042.png
     
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  5. Spiicy

    Spiicy
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  6. Sh3lbYe

    Sh3lbYe
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    it's been on hold, haven't touched in anything beamng related until today, apart from trying the automation exporter, but now that i have some free time i might get to work on it


    screenshot_00008.png
     
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  7. Diode

    Diode
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    A Container by F.T.diode
    --- Post updated ---
    A Futher project...o_O;):p
    but for the moment I'm happy with nihong7
     

    Attached Files:

    • 27a64cd8d072e52274a78f06e9e9327e31c5ef72.jpg
    • cars.jpg
    • cars2.jpg
    • cars3.jpg
    • cars4.jpg
    • Like Like x 11
  8. Gamergull

    Gamergull
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    BeamNG Team

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    Back in action with my map. It was hard to make a good looking forest. Image is WIP, I wanna make this look as good as I can.

    I think I can get a ton done in the next few weeks! :)
     

    Attached Files:

    • gull-coast-forest.jpg
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  9. DuneWulff

    DuneWulff
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    dwffcanyon_preview.jpg
    It's a long way down.
    ----
    I have an addiction to making maps for this game. I get even the slightest hint of an idea and suddenly I've spent 12 hours cursing at the forest editor editing a brand new map.
    Whoever can guess what "Tavaci" means correctly first gets... a bird meme, I guess :3
     
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  10. Gamergull

    Gamergull
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    BeamNG Team

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    Haha, I've had a bit of trouble with the forest editor already. I removed a bunch of trees, saved, exited, and they were still there, ugh.
     
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  11. Kueso

    Kueso
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    sometimes for me the forest editor will completely crash my game when i try to place trees...
    it kinda sucks
    sometimes it wont delete trees, then when i log back on they are all gone o_O
    its really weird.
    OT:
    20180731210749_1.jpg
    finally fixed my map and is ready (mostly) for the Repo
     
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  12. DuneWulff

    DuneWulff
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    The crashing is something that is present for me too. Completely random when it occurs.
     
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  13. Kueso

    Kueso
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    I feel you
    But then i restart the game, and it works totally fine.
    Its soooo infuriating.
    I bet you felt like the bird in the background banging his head :p

    also, do you think you could upload a little series on YouTube on how to detail maps?
    Because my maps are ok, but I think it would be really cool.
    just wondering, because you are such a talented map maker.
     
  14. Spiicy

    Spiicy
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    A little work on this mod.
    I actually did the tail light textures In 1 try! Congrats for me!
    screenshot_00833.png
     
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  15. bob.blunderton

    bob.blunderton
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    Yup Yup the road, highway, rail, subway, and misc road tunnel & bridge pieces will all be release to the public Beamng community so you can make a city map with them. There are currently about 410 pieces individually, and the majority of them (except for the side streets) have LOD's in them, and ALL pieces have native collision that shouldn't eat cars. I will be re-doing the side-streets when I release the pieces to the public. They don't use very many textures so it's model weight not texture weight you should be concerned with. Look for them to be out sometime around September, but I might be releasing them earlier with a VERY VERY early sample of my map sometime in August.
    All pieces will be free to use, but if you are an adult, I'd only kindly ask you put in a donation to the program when the option is there (read: when it has it's own thread) to do so, as I spent a lot of time (and a few hundred dollars on software & computer updates) to make them. I wouldn't ask if I wasn't on a fixed income.

    Why am I making them and spending so long, and giving them away for free basically? Well, BeamNG lacks this in the community, and it needs this to jump-start modding. I really could use something like this and now possess the skill to make these things, so now I have done & will continue to do so until I feel all the pieces I could ever need are made.

    So combined BeamNG with the Simcity 4 NAM kit and you get this basically (though this uses nothing from the beloved NAM kit, it's basically just the same idea). You will only need to acquire the buildings, terrain, and misc plant models you need to build your city then.

    Signs aren't updated yet but I have some from I believe RedRoosterFarm that I will update the collision on so they don't eat cars (OmNomNom), and then they will be pushed with the rest of the kit.
    Just be cautious on how much you add to your map, and possibly, take out what you won't need as it will add 150mb to your map not including another 10mb for textures. That's what 400+ models does, but that's with everything (except a few skewed intersections - non-right-angle ones for the layman) except the signs in there. They're *almost* GTAV quality, almost, so I feel it's a worthy trade-off for the improvement you get. Again I would look for them within the next 30 days, more towards the end of that time-frame then the beginning half.

    --That is all.

    Picture for posterity - yes - half intersections - so you can mix and match road sizes, angle, and style... (this also allows when and where possible, pieces for driveways to be used on the far sides of intersections where there is normally nothing but straight curbing).

    @DuneWulff if you have any 'empty' brush data files in the forest brush it can make crashes. These happen when you manually remove entries from a forest brush placement location file manually with a text editor. You have to cause that to happen. The editor gets really weird when it sees empty files, so remove said files and remove the entry from the forest brush main file index and you should be fine. If you didn't manually edit files in a text editor to remove entries (especially if they don't want to delete themselves), please ignore me!
     

    Attached Files:

    • intersection.png
    #18215 bob.blunderton, Aug 1, 2018
    Last edited: Aug 1, 2018
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  16. bob.blunderton

    bob.blunderton
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    Yes, this is a bug; I keep telling @synsol and @meywue and the other guys about it but it gets no love!
    IT IS A VERY ANNOYING BUG.

    EDIT: since this post contains no picture, you can remove it, but please, please fix that bug!

    I put a bunch of crash reports - a good 10 of them - on this next one - yes I know this is a dev thread...
    Part of development is bugs developing and getting them fixed :)
    If y'all have a copy of my map - I sent one in a message to synsol / meywue a while back, I saved a picture of the spot where the crash 100% occurs, maybe you can catch it this time.
    Hit 1 select the (otherwise hidden) decal road below the mesh, press 2, select & Delete one node (not the entire thing from the list box!), CRASHY SMASHY SMASH! Desktop for you!

    100% most realistic CRASH simulator ever ... *sigh*
    I did finally manage to get it deleting by moving it, adding a node, selecting IMPROVED SPLINE, and then deleting 2 of the now 3 nodes. Go figure. After about the 12th time. Something to do with the non-improved-spline rendering introduced when 'improved spline' was possible?
    Road pictured is like <50 meters from the spawn point. The reason i think the crash is due to the render routine is because it didn't do that until 'improved spline' was made available (keep in mind it's when it's NOT used that it crashes!), and I had one rare crash while drawing a decal road, when I had moved the camera and the road bent over itself while drawing... So yeah, entirely.
    But the forest brush issue entirely is something different in and of itself, and is a REAL PEST! Things don't like to erase! It's a pain finding the right one from text to delete since I can't readily get coordinates like in f1 object editor. Maybe it's saving to the wrong forest object file (like the wrong object class)? Who knows, just a guess.
     

    Attached Files:

    • DeletethatroadandgetCRASHESabsolutelyFREE.png
    #18216 bob.blunderton, Aug 1, 2018
    Last edited: Aug 1, 2018
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    • Informative Informative x 1
  17. The Shotty

    The Shotty
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    upload_2018-8-1_12-21-45.png
    what is that positive camber
    looks like it's in the air
    upload_2018-8-1_12-22-31.png
     
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  18. bob.blunderton

    bob.blunderton
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    OKAY so now a proper post this time. Not just whining about editor bugs biting me (if I did mention it, I got bit so much by them tonight, I'd be in debt for amount of skin remaining, there'd be nothing left, no extra lives, game over).
    That aside, got some progress done in the (slightly glitchy) forest editor tonight.
    Another block of homes is completed. It's the 2nd pair of blocks from the camera (first shot!), in the foreground is what I did last night, but it looked so nice from here I thought I'd share.


    May possibly be able to put out a sampler of this map (keep in mind there will be the majority unfinished!), along with the road/highway/bridge/tunnel/rail/subway kit on the repository at the end of the month (August), possibly. No promises, I have much much work to do yet! It takes most of an entire day or night to get a whole block done from scratch.
    Towards the end of next week maybe you'll get to see some of it on CrashBoomPunk's channel, too, depending on how much progress I make, and the time between when he gets a beta test copy and actually makes use of it.
    Oh, and it runs really well as soon as you cut off some of the reflection detail (you can leave them on and still get 55~60fps on a RX 480 8gb). Cranking up reflections to max *REALLY* murders FPS fast, though, this is not only to be expected, but also I am keeping a close eye on it so it does not get too out of hand.
    Yes, it's already to big for the repository default size limit. Maybe the moderators should start making exceptions for those that put out maps with 500~2500 hours of labor into them (there's a few of us!). Just a polite hint.
    --Cheers!
     
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  19. Spiicy

    Spiicy
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    Idk whats happening there, but it's probably from the skinny wheelbase and making the track width really small. I edited the jbeam now, so its better than it was
     
  20. Dean Wang

    Dean Wang
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    but you named the taillight materials "chrome" in blender so i got confused
    welp, nice job
     
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