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Alpha Cars VS Tornado 1

I small map with a big Tornado

  1. locualo
    locualo
    5/5,
    Version: 1
    mo wont show up is it a map or a prop?
  2. CoHyperBNG
    CoHyperBNG
    5/5,
    Version: 1
    pure comedy.. my engine hydrolocked as i got close lol
  3. Grid-net Gaming
    Grid-net Gaming
    5/5,
    Version: 1
    awesome, is it possible to spawn the tornado in other locations and maps?
  4. ItsKondz
    ItsKondz
    5/5,
    Version: 1
    This is REALLY good but you mentioned that you also made a west coast usa version with the tornado is it alright if i can get the map when u finish it? i wanna be the first to try it
  5. G-Farce
    G-Farce
    5/5,
    Version: 1
    Ah this is exceptional. My PC will probably not handle it but I don't care.
  6. Savan Thakur
    Savan Thakur
    5/5,
    Version: 1
    great man
    1. Artistterrymartin
      Author's Response
      Thanks, I plan to improve it. I added a West Coast version that is thinned down a lot for better performance. I posted it on my community tab with instructions how to set it up, if you are interested. Just spawn on the highway. Most everything else was reduced to optimize for those who just stick to the highways.
      TerryMartinART - BeamNG How 2 (run by a real dummy) :D
  7. Nazu
    Nazu
    4/5,
    Version: 1
    its really nice but when your kinda high up there is some barriers
    1. Artistterrymartin
      Author's Response
      There is a Cone that you can turn the alpha blend up on to see it, It has a frictionless groundmodel but serves to keep cars in the vortex until a certian point. There is a hole at the bottom and top of the cone. The small hole is facing the ground, allows for entering the cone, and at the top, the wide end, that is open too. It will keep the cars in unless the wind is either increased adjusting the Flow Magnitude Physics. Think it is around 70 or so for the cone's river. That river is a spiral. You will have to unhide it in the scene tree to see it on the map though. In that rivers inspector, increase the flow magnitue physics to about 125 and those cars will be spit out the top for sure.
  8. Jsap20
    Jsap20
    5/5,
    Version: 1
    All I can say is WOW
    1. Artistterrymartin
  9. Truck-truckin-truck
    Truck-truckin-truck
    4/5,
    Version: 1
    This is interesting.. I think a bit better cleaner textures for the tornado, and make it as a free roaming entity that's spawnable on any map and you'll have a solid thing going. Great non the less.
    1. Artistterrymartin
      Author's Response
      Thanks, the problem with spawning it on any map is it is using the rivers and a cone with a frictionless ground model attached. It is possible to put the mesh of the tornado on any level. If one just moves the vortex folder to another levels art folder, it should load right in the level from the asset browser. Just as long as it has its own folder, because it has its own main.materials.json and the texture resides in that folder too. No need for /levels/mapname/texture.dds
      just the texture.dds is needed. Allows for quick moving from level to level. Only thing is the water and cone has to be set up in the other level too. It also has a custom particles folder. If that folder is placed in the other levels art/shapes/particles it should cancel out the water particles from that levels rivers.
  10. Spencer Johnson
    Spencer Johnson
    5/5,
    Version: 1
    First off it's kind and amazing. For those wondering why you get hydrolocked, the tornado is using rivers as the pull system.
    1. Artistterrymartin
      Author's Response
      The rivers can have all the nodes depth set to 0.5 or just 1, that should not be deep enough to hydro lock on the way to the vortex. lowering the water density will also reduce the locking but you would need more flow magnitude physics to really move that car around with less density. I could not find a way to eliminate hydro lock without making the density zero, but then the flow magnitude physics will not work.
  11. Lewhik
    Lewhik
    4/5,
    Version: 1
    Looks quite cool, what I'd really like to see is this Tornado spawnable as an freestanding Vehicle, so we can put it onto every Map, not sure what the Limitations to this are, but quite cool
    1. Artistterrymartin
      Author's Response
      Thanks, it would have to be made like a spinning top. With the cone point down. Then at the top it would need a node at the bottom center of the top connected to another node that is "fixed" adjust the beam strength to allow some movement but still hold it upright while it spins. Then set boosters for the spin. It would likely need another beam to hold it at the ground to allow for some movement but also to help stabilize some. Next the cone would need arms that have scoops that could slide under the cars. Like how a hand open doing a bowling motion can scoop up water in the air, those arms would have to be able to scoop up cars. Problem is for large jbeams, to get the speed need for that it would likely break the physics. Causing Poly Bleed :D When they look like they leak into infinity. At least that is what I found from experimenting. I am no LUA person either. Someone who knows LUA would be from flexible in what they could accomplish.
      Personally, I was a fan of Just Cause 4 twister.
  12. yoacream
    yoacream
    5/5,
    Version: 1
    holy moly
    1. Artistterrymartin
  13. Stiggy111
    Stiggy111
    5/5,
    Version: 1
    "Dorothy's flyin baby, shes flyin!!!" (I hope people get my reference). I absolutely love this mod. Quite revolutionary, I'd say. I hope to see some buildings and roads sometime, however, this is a 5-star mod in my book.
    1. Artistterrymartin
      Author's Response
      "You stole my idea" talking about Dot3
      "Unrealized Idea" Yep the DOT3 did fly, but so did the people in that truck.
      Great Movie
  14. CarCrasher283
    CarCrasher283
    4/5,
    Version: 1
    works decently well, not the most realistic thing, but its still pretty decent considering beamng doesnt have anything like this ingame.
    although its a little strange that the engine starts to hydrolock when you get near the tornado.
    all in all, it works and makes car go wee
    1. Artistterrymartin
      Author's Response
      thanks! That is the rivers being used to move the cars towards and in the twister. I tried to make the density 0 but then the flow magnitude physics would not move the car :D A balance can be struck though by editing the rivers to just have enough thickness to move the cars but not enough to hydro lock. I experimented some with that on West Coast adding a twister there.
  15. dumpling
    dumpling
    5/5,
    Version: 1
    Interesting concept, pretty cool
    1. Artistterrymartin
  16. ERF2004
    ERF2004
    3/5,
    Version: 1
    I love the idea but it would be better if there were a lot more features to the map, like roads, houses, hills, and trees.
    1. Artistterrymartin
      Author's Response
      Thanks! If added more, I would have never finished it. I am bad about never finishing maps and getting bored with them before they are done. As much time I put into getting this to work I was ready to move on. May go back after the 64 bit code is running to see what new performance options may benefit from it. It seems to stress the game with 10 AI and a twister in West Coast. Thing is my GPU and CPU use is less than 1/2 utilization and the game runs bad. Not unless my memory is limiting me, I don't understand it.
  17. KevIcon
    KevIcon
    2/5,
    Version: 1
    Where is it? I don't see the map
    1. Artistterrymartin
      Author's Response
      It is called highway
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