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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. CaptainZoll

    CaptainZoll
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    hmm screenshot_2020-01-09_19-05-57.jpg
    screenshot_2020-01-09_19-06-38.jpg
     
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  2. Kueso

    Kueso
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  3. Youngtimer

    Youngtimer
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    From the back reminds me on new Honda CR-V.
     
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  4. marijn123@lol

    marijn123@lol
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    the back remindes me of a volvo v90
     
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  5. missionsystem

    missionsystem
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    devscreens1.png DEVSCREENS3.png devscreens2.png
     
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  6. adam97ify

    adam97ify
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    • Agree Agree x 1
  7. missionsystem

    missionsystem
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    unfortunately not yet, maybe something in the future.
     
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  8. CrashHard

    CrashHard
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    A new area for the CrashHard 2.0 map......
    CrashHard2Map01.jpg
     
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  9. Ghostyy

    Ghostyy
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    Fixed the horrible stretching from the wheel UV map, and did some work on a new tire model. Tire has plenty of stuff to be cleaned up, UV map and a stretched out version is also missing, but it looks surprisingly good with just the default tire material.

     
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  10. Cutlass

    Cutlass
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    Banned

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    flush.
    Whats it called?
     
  11. FordKing

    FordKing
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    Holy god this looks amazing!
     
  12. MarkosRuiz

    MarkosRuiz
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    Diesels come back again :cool:

    E46 diesel engines in the ETKi
     
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  13. aljowen

    aljowen
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    • Like Like x 21
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  14. B25Mitch

    B25Mitch
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    Level Designer
    BeamNG Team

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    Aug 27, 2013
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    Probably a bit late to be posting these now that the mod is out, but here are some development snapshots of Lakeside Raceway's terrain and roads:

    First, here is the basic Lidar terrain surface imported as .fbx from CloudCompare:
    lidarterrain.jpg

    The road surfaces from the raw Lidar scan are a bit too noisy to be drivable (although the grass and dirt has a perfect amount of bumpiness) so I need to lay down a smooth road base mesh which will be rendered into the heightmap. I use a shrinkwrap modifier to project it onto the terrain level, and then a subsurf modifier and a smooth modifier to control the amount of smoothing (we don't want the road to be perfectly smooth, after all).

    roadbase.jpg

    Now that the road base is established I can add the real road mesh which will appear in the game. This gets shrinkwrapped (via modifier) onto the road base mesh, with a vertical offset of 3cm to give the edge of the asphalt a realistic height. As you can see in the image below it still clips through the raw terrain surface in a few places, but this doesn't matter since that part of the heightmap will be replaced with the smoothed out road base.
    roadsurface.jpg
    I've aligned vertical imagery compiled from Google Maps to match the scale of the Lidar scan, and use it as a reference to place roads, buildings and other features.
    aerial.jpg
    That's all for now, but feel free to let me know if you'd like to see more development steps for this project :)
     
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  15. NothingToDo

    NothingToDo
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    Great timing with the track and the car :D
     
  16. aljowen

    aljowen
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    Yeah, its a total coincidence too. Strange world we live in eh :p
     
  17. Nekkit

    Nekkit
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    screenshot_2020-01-11_20-47-23.png
     
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  18. D-Troxx

    D-Troxx
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    screenshot_2020-01-12_15-01-25.png
     
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  19. CrashHard

    CrashHard
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    A new suspension testing area on the CrashHard 2.0 map
     
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  20. Nekkit

    Nekkit
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    screenshot_2020-01-12_19-42-05.png
    hmm what it could be...
     
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