WIP Beta released Car Jump Arena BETA 4 Version 1702

Jump! Flip! Speeding! Crashing cars!

  1. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    You can go up again. When the tunnel is finished...there is a way back up! :)
     
    • Like Like x 1
  2. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    Very very very small update. I had no time the last few days...too much work to do beside Beam.NG!

    Started to create a fence...so that the spectators are safe ;)
     

    Attached Files:

    • 033.jpg
    • Like Like x 3
  3. CrashCarAlex

    CrashCarAlex
    Expand Collapse

    Joined:
    Dec 20, 2015
    Messages:
    311
    Lol, if they didn't have that, people would die, ramp people would get sued, they would run out of money, then not have this ramp!
    Also, if you didn't see my suggestion...
     
  4. truck20sb

    truck20sb
    Expand Collapse

    Joined:
    Mar 19, 2015
    Messages:
    12
    i know u don't wanna but can u release what u already have
     
  5. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    Oh...a tunnel! :) Textures are very basic...and the lighting...errr...not even thought about it! ;) But it is very safe...it has emergency exits! :cool:

    ...and...the fences are finished!
     

    Attached Files:

    • 034.jpg
    • 035.jpg
    • 036.jpg
    • 037.jpg
    • 038.jpg
    #45 MysteryManGER, Jul 9, 2016
    Last edited: Jul 9, 2016
    • Like Like x 4
  6. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    I've seen it.

    Something like that?! ;););):cool:
     

    Attached Files:

    • 039.jpg
    • Like Like x 2
  7. CrashCarAlex

    CrashCarAlex
    Expand Collapse

    Joined:
    Dec 20, 2015
    Messages:
    311
    10/10 IGN
     
    • Like Like x 1
  8. Aleferna_dls

    Aleferna_dls
    Expand Collapse

    Joined:
    Oct 10, 2015
    Messages:
    264
    This map looks really cool!! Is it going to be FPS Friendly??
    Cheers :)
     
  9. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    It will be FPS-friendly. I work with LOD-Meshes and Collission-Meshes. At the moment I still have between 50 and 60 FPS with maximum details at 1920x1080 (GeForce 980Ti). When the map is finished, and some users report bad performance...maybe I'll release a low-resolution Version with smaller textures and decreased details. We'll see :)
    --- Post updated ---
    Some progress at the lighting... (watch the FPS :))
     

    Attached Files:

    • 040.jpg
    • 041.jpg
    • 042.jpg
    • Like Like x 1
  10. ReaZzon

    ReaZzon
    Expand Collapse

    Joined:
    Jun 2, 2016
    Messages:
    12
    jump is ready. maybe you release it? And update it with tunnel?
     
  11. CrashCarAlex

    CrashCarAlex
    Expand Collapse

    Joined:
    Dec 20, 2015
    Messages:
    311
    For the FPS, can't you use beta testers for that?
     
  12. ReaZzon

    ReaZzon
    Expand Collapse

    Joined:
    Jun 2, 2016
    Messages:
    12
    That be great. I can help
    i5 3570
    16gb hyperx
    gtx 770 4gb
     
  13. CrashCarAlex

    CrashCarAlex
    Expand Collapse

    Joined:
    Dec 20, 2015
    Messages:
    311
    I can help too.
    Edit: I want to play that map.
     
  14. Dealercrash

    Dealercrash
    Expand Collapse

    Joined:
    Apr 1, 2016
    Messages:
    3,162
    I can too when its ready
     
  15. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    New high-resolution reflections inside the tunnel! :oops: Hope you like it!
     

    Attached Files:

    • 043.jpg
    • Like Like x 5
  16. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    Ok guys...I think I should cancel the tunnel for this map! I get really bad FPS...even with LOD-Meshes and Collision-Meshes. I thought I can connect the tunnel from the bottom to the top of the platform...so that you can reach the platform when you jumped once. But it doesn't make sence, because the framerate is too poor...it isn't funny...even with a 6GB Asus GeForce 980Ti Strix OC graphics card, 32 GIGs of DDR4 Ram and a i7-5820K cpu (about 30 FPS).

    So the next few steps will be:

    - Cancelling the tunnel
    - Finish the roadside-objects like grandstands, hospital, lamps, houses...and so on
    - get a good looking terrain, with vegetation, some highlights (windmills, energy poles, for example)
    - create a nice sky with clouds, flying planes, maybe some birds...and a realistic lighting!

    Sorry about the tunnel, but the frames are really, really (really!!!) bad! :( Maybe I could use it for an extra map (like endless tunnel). I'll keep you up to date here!
     
    • Like Like x 1
  17. Dealercrash

    Dealercrash
    Expand Collapse

    Joined:
    Apr 1, 2016
    Messages:
    3,162
    Did you maybe ask on the mod support?
     
  18. MysteryManGER

    MysteryManGER
    Expand Collapse

    Joined:
    May 25, 2016
    Messages:
    270
    @ Dealercrash: Nope! But I think that it isn't the fault of the Beam.NG-Engine or the developers. My models are very detailed...and the textures are highres (at least 2048x2048). The highres-model have about 6K polygons...the midres about 1,5K ...and the lowres below 500 polygons. Collision-meshes even below that. For my textures I use normal and specular maps...and for the midres and lowres meshes textures lower than 256x256 pixels.
     
  19. Dealercrash

    Dealercrash
    Expand Collapse

    Joined:
    Apr 1, 2016
    Messages:
    3,162
    Oh well that explains a lot, okay then, wasn't any help
     
  20. Average Person

    Average Person
    Expand Collapse

    Joined:
    Jul 8, 2015
    Messages:
    482
    Imagine a day when fps won't matter anymore, I think it might acctualy be the game engine I have a geforce gtx 860m and can run water simulation on nivda physx flex at around 40-50 frames.
     
  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