Is that the Henschel (Or whatever it's called) locomotive from RoR? I remember playing with that thing..
As some people requested me to release it, i started to rebuild my personal version of the gridmap as seen on my "Aerodynamics & Soft Body Physics in love" video, that i used to demonstrate my modular road part meshes. The original is nowhere near any quality that would be worth a release, so it has to be rebuild. This is very early stuff that is just purposed to give you an idea and heads up what might come your way soon. There will be added way more and i think i will have this one an ongoing project, so i can develop the terrain/ramp shapes over time, while people can already hand in criticism, ideas and wishes. Some random construction i build in tricky truck, this game is so addicting due to its boolean/merge function, that allows you to build any geometrical shape you could imagine. I just have to suggest it to anyone loving physics. You can build any kind of mechanical device that is driven by inertia, gravity or the controllable hydraulic pistons in the game, the only limit realy is your own imagination!
^^ I love Tricky Truck I don't know if I've shown this on the forums or not, I've had it for like 3 months now, an early W.I.P model by me too, Jbeam is pretty much there. If anyone can guess what it's based off, they get a cookie. (imported from here)
looks a little like a Cessna 340 indeed. Or a Cessna 401 or 310 lol.. http://www.aviationexplorer.com/Cessna_Aircraft_Pictures/Cessna_340.jpg Or a Piper PA-30 Twin Comanche but i guess there are many more like that. Edit towards the post below: Unfair! I have to wait for the gta 5 pc version, as i wont play it on a console. ;P
Been trying for days to get a nice design for the doors. I'm giving a go at this one. (imported from here) I hate doing wheel arches :| I have to do somekind of logo for mah brand yet.
Some sort of stylised "N" perhaps? Great pickup too! Kind of reminds me of an FSO Polonez. It should be loads of fun with a 2JZ and a locked diff
Its not a Pick-Up ^^ He said its going to be a wagon 3 sites before. Anyway i have to say its looking really cool, but the hood reminds me to an BMW E36
Next door neighbours installed some bloody lights into their garden. Much flashy, Very colours, such annoying.
Uhh. Wrong thread. This is for people to show their creations in development. http://www.beamng.com/threads/1141-Community-Screenshots?highlight=community
Yes, the creation in this case being the map. Though I suppose I could have just as well used the map's thread. Edit, below: Yes, they use an image sequence with an alpha channel, and some layering to create a dynamic glow that moves from light to light. The entire cycle lasts 30 seconds. Now, would it be possible to pace that sequence with the physics timescale? It seems menial, but pausing/slowing the physics only for the light to continue changing full-speed bothers me. Edit, yet again: You could look into the turn signals/indicators on the vehicles, they react to the timescale. But for a non-jbeam object, you'd have to either change the material from an outside script, or import the timescale value directly into the material. I'm no programmer, so I'm not sure how or if that would work. The signal speeds are operated from electrics.lua
Do the traffic lights work? (If not I can help with that) Edit Up I have the same problem with my cop lights but I don't use slow mo that much. I'm also working on a cop car that has 14 differently patternt lights. it was a pain in the ass to make all these lights the lightbar has 5 different patterns. edit I'm also not a programmer but the map that I'm working on has a Las Vegas style district that will be really a pain in the ass to get the lights there working.
Guys there is an additional way to make lights work as you want, beside using animated textures or light objects alone. Emissive textures on animated polygon shapes, meaning the meshes are animated, rather than the lights/textures. I tested around with that while trying to fake a LED display, all you need to do is move the single polygon plane that is supposed to glow later in a key framed animation and you can define whatever you want by the way you animate the moving polygon/mesh. Only problem is the way the emissive light works, it wont throw a cone like a point light afaik. But it is way less annoying to set up than the texture/light animations within T3D. If you want to know more just pm me, so we dont get so much posts without screens here. This is an example of animated meshes used to display multiple textures without having the need to animate the textures on a static mesh. The sign in the middle has emissive textures at the night scene if i dont remember wrong.^^