WIP Davidbc's test facility (+ random stuff)

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

  1. ThingThing62

    ThingThing62
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    Re: Euroncap facility for Beamng

    I'm so sorry people keep asking for a release date...... Maybe you guys could make it to where if someone is making a post and it has one of these words: (Release, date, beta, alpha, etc.) It will deny their post. XD (or have it so it needs to be approved by an admin)

    If not, you can count on at least a couple of us members to answer their question for ya!
     
  2. GeoTelnet111

    GeoTelnet111
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    Re: Euroncap facility for Beamng

    The whole idea in my head was, hmm Gabe is online... No blog or "news" since about a month ago, I should ask him!

    Not to instigate, not to bug the devs, nothing more or less than that. :rolleyes:
     
  3. Hati

    Hati
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    Re: Euroncap facility for Beamng

    we're all curious, thats fine. but seriously... get a life. There's surely something else you could be doing.
     
  4. GeoTelnet111

    GeoTelnet111
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    Re: Euroncap facility for Beamng

    haha.

    If college, work, other school work, community service and friends' activities don't cut it... What will? LOL

    I agree though. :)
     
  5. Davidbc

    Davidbc
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    #45 Davidbc, May 8, 2013
    Last edited: May 12, 2013
  6. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I'm gonna post new pictures. I haven't done much, as I think the game is gonna take a while to be released. I added some new tests, as I plan to have lots of different tests.

    bumps.jpg bumps2.jpg bumps1.jpg

    And I'm gonna ask again, seems they didn't see it: are there different kinds of surfaces? Like sand, wet/dry ashpalt, etc. And if there are, how do you implement it in a map? I'm talking about the grip depending on the surface.
     
    #46 Davidbc, May 12, 2013
    Last edited: May 12, 2013
  7. GeoTelnet111

    GeoTelnet111
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    Re: Euroncap facility for Beamng

    In all sadness, it's true. :\ Anyway, looks great man! *cant wait to see the results of dat jump* ;)

    *cough cough, vegitation* cough cough... lol
     
  8. ThingThing62

    ThingThing62
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    Re: Euroncap facility for Beamng

    I second the notion on the need of vegetation. Well, maybe not just vegetation. Maybe in the areas off to the side of the road you could rough it up a bit so if you do go off course you might end up rolling a bit. XD
     
  9. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I know I know hahaha, not yet.
     
  10. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    Yeah, focus on making the course, then make the area less uniform, the roads and grass look really dull being so flat and straight :p
    I don't really know if it's possible, but maybe add normal/bump maps to the road/ground, I saw someone do it once, it looks really nice.
     
  11. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Once I add decals everywhere plus the vegetation and objects the map will look great. And I sure can add normal maps, but I need to find a new texture with normal maps then.
     
    #51 Davidbc, May 13, 2013
    Last edited: May 13, 2013
  12. Superman

    Superman
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    Re: Euroncap facility for Beamng

    A program called Crazybump is very useful for creating textures. It's free for 30 days too.
     
  13. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I'm using this, it's good, fast, and without downloading anything: http://www.smart-page.net/smartnormal/ I've already created normal maps for all my textures, and adding then some specular effect it looks so good :D
     
    #53 Davidbc, May 16, 2013
    Last edited: May 16, 2013
  14. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I just imported the map to Torque3D 3.0, as tdev said that they just ported the game to this new version.
     
  15. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yeah MOAR things xDD I eliminated the skybox and the sun and added a scatter sky, which looks better and allows for more customization. I also added collision meshes for every single object I have right now. The first picture is how it looked with scatter sky settings at default, and the second how it looks after tweaking it plus SSAO + HDR + Sunrays:

    Untitled2.jpg Untitled3.jpg
     
  16. GeoTelnet111

    GeoTelnet111
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    Re: Euroncap facility for Beamng

    Looking epic.

    Would be awesome to see this map In-Game, or in the tech demo. :D
     
  17. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yeah as soon as they release it ;)
     
  18. eletricmano

    eletricmano
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    Re: Euroncap facility for Beamng

    Your map is awesome, do you plan making more maps after this one?
     
  19. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Sure, I'll probably do more than just this. And this is like 30% of the map done, there's still tons of things to add, but I'm going slow, lack of ideas mainly xD I'll have to watch more car tests videos on youtube hehehe.
     
    #59 Davidbc, May 24, 2013
    Last edited: May 24, 2013
  20. GeoTelnet111

    GeoTelnet111
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    Re: Euroncap facility for Beamng

    He said he is just going to work on the actual map now, and worry about that sort of stuff later. It's probably just the lighting he has set right now, and also there is almost 0 vegetation... :p
     
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