WIP Davidbc's test facility (+ random stuff)

Discussion in 'Community Mods - Archived' started by Davidbc, Apr 29, 2013.

  1. Davidbc

    Davidbc
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    Well I'm getting started on the map as I realized I didn't have to wait till the game is released hehehe, I'll keep this post updated as I'm making progress. Right now I'm watching some tutorials as the Torque3d world editor is a bit different than the one in Call of Duty, but I don't think it'll be a problem. I'll take as an example the IDIADA facility in spain. It's used by euroncap for it's tests as well as others facilities like this over Europe. You can expect things like this in this map:


    (imported from here)
     
    #1 Davidbc, Apr 29, 2013
    Last edited: Mar 4, 2014
  2. Mythbuster

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    Re: Euroncap facility for Beamng

    Cool idea, I like the idea of having a realistic test facility.

    While you're at it, I've been dieing to see some tests like the ones in this video as well. I suppose you might be able to fit them in :)
     
    #2 Mythbuster, Apr 29, 2013
    Last edited by a moderator: Oct 21, 2015
  3. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yeah I will certainly add things like that :cool:
     
    #3 Davidbc, Apr 29, 2013
    Last edited by a moderator: Oct 21, 2015
  4. ThingThing62

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    Re: Euroncap facility for Beamng

    Sounds like it's going to turn out pretty good! I cant wait to try it out, keep up the good work and PLEASE post update pics every now and then to keep it lively! :D
     
  5. Hati

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    Re: Euroncap facility for Beamng

    I honestly for a split second thought that image was a BeamNG screenshot, purely reacting to the colours before my brain could analyze the thumbnail properly. LJFHutch really does a kick-ass job with his colour selection.
     
  6. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Ok time for some pictures :cool: I haven't done much today because I've been watching some tutorials, practicing with the editor, installing blender to import the models, etc etc etc. And it hasn't much detail right now, I like to finish the basic structure of the map and where all the things are going to be located and then start placing all the objects to it.


    ramp1.jpg ramp2.jpg

    That huge box has the size of a car, you can fit a car in it, I use it as a reference.
     
  7. Zorin-Ind.

    Zorin-Ind.
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    Re: Euroncap facility for Beamng

    That looks pretty awesome!
     
  8. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    ok a little update. I finally fixed a problem I had with the material editor that was setting the same texture to almost every object omg xD. That and finding 3d models over the internet is mostly all I've done today, so I'll post a picture with what I have and some random objects :D. Tomorrow will be pure map making, let's see how much I can do tomorrow.

    someobjects.jpg
     
  9. Samsuck

    Samsuck
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    Re: Euroncap facility for Beamng

    wow! seems like you are serious about this project. I know you just started this but how big are you planning it to be?
     
  10. .Alpha

    .Alpha
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    Re: Euroncap facility for Beamng

    It looks nice but the grass and dirt seems a bit funny, maybe because the grass is so green? Is it astroturf? Other than that I can't wait to use this :D
     
  11. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I don't know how big exactly but I wanna have all sorts of test in it so you can test your car in lots of ways :D

    hahah I know, it was the first textures I found on google images lol. But don't worry all those textures can be changed in less than a minute :D
     
  12. Nadeox1

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    Re: Euroncap facility for Beamng

    Are those free to use and redistributable?
     
  13. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yes, and they all have nice detail.
     
  14. disloyalpick

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    Re: Euroncap facility for Beamng


    Can you provide proof that you have persmission? I'm sorry for asking this but, if you happen to take a visit to the RoR forums, you will see exactly why I am asking this.

    Also, good luck with the map, can't wait to go romping around on it once BeamNg comes out and it is released. Keep up the great work. :)
     
  15. Bubbleawsome

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    Re: Euroncap facility for Beamng

    Yeah, I trust you but it would be nice to see written. Nadeox nearly got accused of that in pro dev screens
     
  16. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    They are all free license (you can use it for whatever you want as long as you don't sell them) and there are 2 other models that I need to give credit to the people who made them, no problem with that, they'll love to see their job in a game (they actually say it in the models description) :D so no problem with permissions.

    thx :D. I decided to make a circuit with all kinds of tests, and also a big empty parking lot in the middle of the map with some obstacles in case you just want to crash :D

    Here are 2 pictures of the first stage of the circuit, the huge ramp and the off-road track (there are 2 off-road tracks, 1 light with sand for normal cars and then the harder one). But you can always skip the circuit and go straight to the empty parking lot with obstacles that will be in the center of the map. Next step of the circuit I'll make will be something like the last picture.

    offroad1.jpg offroad2.jpg isStartPage=true.jpg
     
    #16 Davidbc, May 1, 2013
    Last edited: May 1, 2013
  17. disloyalpick

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    Re: Euroncap facility for Beamng


    Alright I believe you, but coud you tell me the site you used. I just want to be sure as concrete they are not stolen at all. Once again sorry.
     
    #17 disloyalpick, May 1, 2013
    Last edited: May 1, 2013
  18. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    http://archive3d.net/ This website has this terms and conditions when downloading:

    And this from blenderswap.com:

    http://www.blendswap.com/blends/view/67283

    http://www.blendswap.com/blends/view/66818
     
  19. disloyalpick

    disloyalpick
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  20. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Sure ;). The traffic signs have 542 polygons, the cones 270, one road block object has 800 polygons and the other 170, the trees are 1000 polygons average, etc.
     
    #20 Davidbc, May 1, 2013
    Last edited: May 2, 2013
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