1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Announcing Automation & BeamNG.drive collaboration!

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

Thread Status:
Not open for further replies.
  1. ¿Carbohydration?

    ¿Carbohydration?
    Expand Collapse
    Banned

    Joined:
    Mar 19, 2017
    Messages:
    1,493
    What do you really expect for something that exports a car model from another game and builds a jbeam around it? It's going to be russian quality, but the fun is being able to instantly drive your creations.
     
    • Agree Agree x 7
  2. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    As described in the Automation video, an automated process will never be able to reach the level of an hand-crafted Jbeam.
    Cars do have deformations, but as the skeleton of the vehicle is simplier, so will be the deformations (some parts can still detach and fly away)
    In general line, it's not much for the crashing part, but the fact you can bring life to your Automation creations (driving them is super fun, you will be able to experience that yourself in less than one month :D )
    Also since we are keeping the usual BeamNG.drive modding ability, one could use them as a starting point for a more complex/detailed vehicle if one wants :)
     
    • Agree Agree x 11
    • Informative Informative x 3
  3. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    You can add basic state of jbeam to that 20 minutes, powerline, engine tuning etc. I think that 20 mins in modeling time is only very small part of total time it will take to get mod to this 'simple' stage.

    Then you can put as many hours as you like to model and jbeam to bring vehicle up to level you want, that saved time is still saved time as adding 30% of beams is going to be faster than adding 100%, to get suspension sorted out automatically, well that might be big for some, less for others etc.

    After all, model is just small part of the mod, surely most visual, but research and technical parameters alone take same amount, then add beams, managing weight and weight balance, stability of construction etc.

    I'm not certain how long people generally spend making a mod, but I would guess 100 hours is quite bit on short side for good quality mod where internal workings don't need complete overhaul because being totally wrong (think of mods at certain sites for example, which of some surely are pretty, but...).
     
    • Agree Agree x 5
  4. coolusername

    coolusername
    Expand Collapse

    Joined:
    Dec 22, 2014
    Messages:
    3,689
    Guess the next Steam achievement is about to make a car and export it...
     
    • Like Like x 2
  5. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    You can take an existing car's jbeam though and modify it...
     
  6. Acrain7

    Acrain7
    Expand Collapse

    Joined:
    Sep 7, 2015
    Messages:
    3,505
    man, first off, a round of applause. You guys, the whole BeamNG -and now the Automation team- deserve it!

    it's still gonna be funny when these automated j-beam vehicles still crash better than some of the vehicles on the repo right now :p
     
    • Agree Agree x 4
  7. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    55
    They have engine bays, engines, animated suspension, some removable parts.

    They do not have removable panels or interiors.

    I'd be pretty surprised if you could throw one together in 20mins though, given it takes a good 10hrs or so for an artist to build the body meshes we use :p

    They're definitely not as in depth for crash physics as the stock beamNG cars, but the point of this is not to be a replacement for modding. You'll still get much better results by putting loads of hours into manually crafting a mod car.

    The point of to be able to make a bunch of engineering choices in a car design simulator and then get to drive the result of it in a driving simulator and find out how it feels/performs.
     
    • Agree Agree x 1
  8. BombBoy4

    BombBoy4
    Expand Collapse

    Joined:
    May 16, 2015
    Messages:
    1,601
    So on paper they're very moddable and adjustable to improve the jBeam, and very FPS friendly out of the box, right?
     
  9. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    Exactly. Mod-ability is the same as any of our vehicle. The 3D models are a bit more high-poly than ours (due Automation's nature, where you can put headlights and other fixture yourself and where you want). Although exporting a vehicle with a bare shell can be an optimal start for one who wants to mess with 3D modelling themselves :)
     
    • Informative Informative x 4
    • Agree Agree x 1
  10. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Of course, in both cases. Also many succesfful mods have had model taken and modified, so it depends a lot of skills and goal of the modder.

    To really become good, at some point you just have to start making everything from scratch, but to get there small first steps are better and for example improving these exported vehicles could provide motivation and learning platform as well as just fun driving experience. Just think about how you can get to test difference of different suspension choices or engine types etc.

    Also without really not having hands on of how exported vehicles are, we can't debate much about it being whatever our views or opinions are about it, hands on experience is required first, so I try to look openly of all possibilities this might bring and then create some new ones :p
     
  11. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    Do they have modeled pillars, door jambs, firewalls etc? Do they have any thickness or are just one-sided meshes?
     
  12. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    55
    Kinda a weird hybrid, most of the body shell is one sided, but then underneath that is a chassis which does have a firewall, door sills (but not jambs), floor pan, some subframes etc.

    Its a unique setup that only makes sense because of all the different sizes and shapes of car, as well as chassis and suspension choices that it has to work with in Automation.

    Like I said, it's definitely not a super high quality mesh in terms of deformation, but you might be able to use it as a basis for a more detailed mesh for if you didn't want to do everything from scratch. I suspect it'd be a good headstart for anyone who isn't quite experienced in Beam modding.

    They're going to be quite good in terms of exterior quality, sound, performance/handling/mechanical attributes though. And that is fundamentally the aim of the project, to get those things right.
     
    • Like Like x 4
    • Informative Informative x 3
  13. Deleted member 197136

    Deleted member 197136
    Expand Collapse
    Guest

    I just want to say, on the purple van you should move the handle to make the door open like a Suv. I'm pretty sure that the car's won't have minivan doors, and it would look strange if the door was flailing with the handle on the side it was connected. Also, Will parts be detachable?
     
  14. Car8john

    Car8john
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    6,287
    I have 3 questions on my mind...

    1. Will there be interior meshes added to these vehicles at any point?

    2. Will the glass textures on the headlights, taillights, and windows break on impact or just deform?

    3. Will will body panels fall off?
     
  15. workclock1©

    workclock1©
    Expand Collapse

    Joined:
    Jan 5, 2016
    Messages:
    2,555
    1. There won't be interior sadly as I read on a Dev post.

    2. I'm going to say it will deform like a mesh.

    3. No, not that I'm aware of, correct me if I'm wrong.
     
  16. Jota3214™

    Jota3214™
    Expand Collapse

    Joined:
    Jul 9, 2016
    Messages:
    1,723
    1. The interior is not going to be made, the Automation team is very small and they can't try to make that, as I see in one of these posts

    2. I think they will break in impact, (you have to make the damageable glass textures tho)

    3. Perhaps not
     
  17. workclock1©

    workclock1©
    Expand Collapse

    Joined:
    Jan 5, 2016
    Messages:
    2,555
     
  18. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    For me this sounds that exported cars are really big head start as engine alone takes good amount of time to build in BeamNG, especially with Turbo engines it takes long to get them tuned.

    Actually I bought Automation now, before discount to support that project bit more, just need to free some disk space to have fun with it now :p
     
    • Like Like x 1
  19. Nathan24™

    Nathan24™
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    2,339
    This might be dumb to mention, but it would be nice if you can design interiors in Automation, not just the bodywork, otherwise it just kinda defeats the purpose.
     
    #199 Nathan24™, Jun 16, 2018
    Last edited: Jun 16, 2018
  20. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    Automation does not have interiors for vehicles.
    It let's you deal with all the rest: base, engine, body, fixtures, suspensions, wheels, etc. And it does go quite in details with each of them.
     
    • Agree Agree x 1
    • Informative Informative x 1
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice