Umm, dumb post.. if you think it's funny, just give the post a like. (thanks) Please help us to improve the overall quality of this forum by following these guidelines: First step: Think about what you want to post and take time over it if you need to. Keep in mind that thousands of people will read your posts and you waste a lot of people's time if you just write things like "lol" or "I like". Remember to search before you post, it can be tiresome to answer the same question over and over. Check our FAQ.
Noticed your white foliage. Easy fix, just delete the contents your cache folder in My Documents\BeamNG.drive.
Sure, its a very nice but yet subtle change. Especially when applied to the whole body and not just one panel. As Gabe says it would really help if normals were affected by reflections.
The way that parts get under the fender like that makes me enjoy the destructive (even if laggy) powers of the T75.
Thanks man. Technically it's really cool stuff. Personally the jury's out for me so far. I don't think the current node/jbeam density is enough to give crisp and sharp metal deformation as it is ( I understand why ), and normals will only highlight it further as evidenced by the uh...uhm "elephant skin?" effect. Damn...no idea how to put that into words. Perhaps it's me but I've always dreamed of a vehicle with tens of thousands of nodes/beams where even the tiniest of dents can be realized. In that scenario applying normal maps to cars would be incredibly realistic. Pipe dream?...definitely. - - - Updated - - - All day surviving 2000ft cliffs...epic. Dropping a beer in your crotch on the way home...priceless.
If you want dents and ripples then I've been thinking about something, why not use the mesh? Think about it for a second. Lets pretend that this represents the hood of the sunburst in it's node/beam structure, I've put it in an FFD in 3ds max. Like with nodes and beams the FFD is taking care of the macro level deformation, the behaviour of the entire panel is simulated this way -- you deform the FFD and the hood follows. You aren't going to get sharp dents and ripples out of it. But here's a simple example of what I'm thinking, say you have an impact where I've drawn this arrow, well think, I'm going to stretch the steel here and I'm going to get a nice big dent, well moving the control point or node isn't going to get me a very sharp pit, and because nodes and beams are physical objects I'm going to get very light deformation over the whole panel. Lets instead move the vertices to react to the impact and now add the macro level deformation from the physics and get an idea of how it might look I hope you can see what I'm getting at, if you move the vertices relative to nodes according to an impact, say the impact is head on you just push the vertices back or say the car hits a lampost so the force is coming from a shallow angle then you generate some kind of noise or a sine wave that moves the vertices you could end up with sharp creases or small scale deformation. Displacement mapping I think its called, I don't know. However if its generated on the fly and unique to each impact then it could look convincing. From dust can do it in realtime, and its possible to animate it. why not bastardize it and use it for rippling meshes?
Bird spotting at a crash testing site. - - - Updated - - - Spintires 2.0 where Physics and Offroading is actually fun.
Just realised how beautiful this game can be (the only edits these have been through is cropping) Not so good : (imported from here) (imported from here) Amazing : this one nearly looks photo realistic D: (imported from here) (imported from here) (imported from here) (imported from here) (imported from here)
Nice Hati. I grasp what you're saying, had to read it three times though. Lots of code writing involved but if I knew what I was doing I would try it in a heartbeat.
I'd pick Spintires over BeamNG, I just really love old russian machinery and the nature in the game even more. BeamNG is fun, yeah, but not as enjoyable as Spintires for me. As far as physics go, the physics in spintires are waay over the top for a arcade game, I was about to call it a simulator, because maybe it is. a fun game.
Right, this is going in community screenshots rather than dev screenshots because this isn't likely to go anywhere and is literally a .dae dropped in as a static mesh for the time being, less effort than a russian modder so far so really isnt a development screenshot. But here we go. Halo 3 warthog mesh in BeamNG alongside the D15. Its more than a little broken materials wise and also has a damaged mesh loaded underneath (which I think is the bright green thing judging by the turret having its front shield bent in green) along with a random cube that I picked up during the blender .dff import > .dae export. Turns out that warthogs are big. Really big.