WIP Davidbc's test facility (+ random stuff)

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

  1. CarFanatic

    CarFanatic
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    Re: Euroncap facility for Beamng

    This is really coming along nicely! Just simply awesome :D
     
  2. Davidbc

    Davidbc
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  3. VeyronEB

    VeyronEB
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    Re: Euroncap facility for Beamng

    Hmm I don't know why this hasn't been brought up yet, but hasn't anybody considered that using random internet models may be against the rules as it was with rigs of rods?

    However as they are free to use and distribute I'm not sure of this rule.
     
  4. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Every model I'm using has the appropriate license, no problem with that. Most of the models I'm using right now are free to use for everything, and some others require that I contact the authors just to let them now that their models are being used, which I will do once the game is released and I can release this map.
     
  5. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    33degrees.jpg

    It has 33 degrees exactly (measured). Will be nice to challenge yourself to get up there without spinning with a front-wheel drive car (keyboard players don't take this challenge xD) :cool:

    volvo-liketests.jpg
     
    #65 Davidbc, May 27, 2013
    Last edited: May 27, 2013
  6. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    Looks great, now level it with the grass, and fix the grass :p
    (The scale is too big :D )
     
  7. Lawrs91

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    Re: Euroncap facility for Beamng

    The color of the grass is very cartoonish imo.

    Grass in real life looks darker, like this:


    (imported from here)
     
  8. LJFHutch

    LJFHutch
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    Re: Euroncap facility for Beamng

    That looks very dark. Keep in mind that many factors influence the final colour of grass such as time of day, relative angle from the sun, season and weather. One of the biggest problems with searching for reference online is you have all of those factors as well as camera settings and retouching. For reference look for photos where the sun is fairly high in the sky and behind the camera (if it's in front you won't get accurate colours).

    This seems like a pretty accurate reference for the grass colour, though you can see that the whole shot is a tiny bit darker than it would be in reality.


    (imported from here)

    Finally, variation will really make it look really authentic, notice the browner patches in the pic above, as well as the brown stretch of grass on the steep part of the hill.
     
  9. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    and the road edges :D
     
  10. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    As I said before on the post the grass texture was one of the first I could find on google images lol. I hate the default no-material texture and I wanted to have something more realistic. Once I finish the map then I will change it.

    @LJFHutch thanks for the advice I'll try to do it like that

    What edges? http://www.youtube.com/watch?v=ZdvBqEwEfWU

    I'm trying to make it look like the real one, only that I'm changing the shape a little bit to better fit it in the map.
     
    #70 Davidbc, May 28, 2013
    Last edited: May 28, 2013
  11. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    There is a little bit of gravel on the road, its not like gravel|road with a perfectly straight line, more like gravel{road xD
    Well, the real one is a bit like the one in the picture except it's gravel. Could easily be done by adding a little bit of gravel to the outer parts of the road texture.

    How do you plan on making the rollers? I'm thinking a low friction surface, and I think thats the only way :D
     
  12. Davidbc

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    Re: Euroncap facility for Beamng

    Yeah, low friction surface definitely, but I think I'll have to wait till the game is released so that I can set the frictions to all the materials.
     
  13. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    or...ask LJFHutch :rolleyes:
     
  14. TheFastRacer

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    Re: Euroncap facility for Beamng

    Modders like you, who started a BeamNG project should get access to the game in my opinion, so they can try their mod, adjust it etc. etc. And I mean people with serious projects like you, not some 'I'll make a simple mod so I can play the game' people. Because I'm pretty sure alot of people will make very simple ugly mods so they can play BeamNG. Tdev or another developer should check the person and/or mod. Then, they will decide to accept the request to have the game, or reject it. Just a simple idea so modders can work better, faster and more efficient :) I'm not going to make a mod I think, I never did so if I ever try to make one I won't be accepted anyway haha :) So you can't say I'm trying to gain early access to the game

    - - - Updated - - -

    That is a good idea, but I think he will be buzy making other maps though. You might want to ask him David, I'm pretty sure he'll help you :)
     
  15. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I couldn't do much this weekend. I organized the file system that was a mess xD Now every file is in the correct folder with the proper materials file. I also changed the map a little bit to prepare it for something I wanna do, and finally I added this object so we can do the ''small overlap test'' (you can find tons of videos in youtube):

    smalloverlaptest.jpg
     
  16. eletricmano

    eletricmano
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    Re: Euroncap facility for Beamng

    Finally! An update on this awesome map!
     
  17. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    Nice work.

    Are you going to have a side and pole test too?
     
  18. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Those tests require mobile parts, but that doesn't mean it can't be done. I'll look into it and see if it's doable.
     
    #78 Davidbc, Jun 3, 2013
    Last edited: Jun 3, 2013
  19. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    I'd be happy to make the Lua for it :)
     
  20. GeoTelnet111

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    Re: Euroncap facility for Beamng

    Looking good, David! :)


    Cant wait to test this out in-game.
     
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