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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. JDMClark

    JDMClark
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    Alex Cuff is going to be making the plastics for the trx 450r he is really good with that and will do a much better job than I ever could. I'm working full time as a service technician so I don't have a lot of time to work on it but it'll be finished eventually

    Beep Beep, Tapatalk coming through..
     
  2. chris_lucas

    chris_lucas
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    I wish there where more police cars.
     
  3. JDMClark

    JDMClark
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    I really think there should be a high quality cloth that comes pre-installed with the game. Would be neat. And people could cover up their projects and people could guess what it is.

    Beep Beep, Tapatalk coming through..
     
  4. Rokzy rules

    Rokzy rules
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    devse.png Sim building need help though because it doesn't show up in game When-I-import-a-dae-the-mesh-does-not-show

    300th post getting close ;)

    - - - Updated - - -

    All I'm saying "moonhawk" i502670.jpg
     
  5. Nickorator

    Nickorator
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    This is so awesome. One of my favorite civilian cars in GTA V. Can't wait till it's in game :3
     
  6. chris_lucas

    chris_lucas
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    Why is everybody making cloths now.
     
  7. Rokzy rules

    Rokzy rules
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    You're a trendsetter, embrace it!

    The spelling in your post was quickly changed XD
     
  8. DrowsySam

    DrowsySam
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  9. JAM3SwGAM3S

    JAM3SwGAM3S
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  10. Occam's Razer

    Occam's Razer
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    In my experience, not having a material on an mesh will hide it. Just give it a holdover material to check the shape and smoothing, and add the proper materials later.

    Speaking of which, I have a building, too.

    House3.png House2.png

    Just a few houses I'm cooking up to help with chris_lucas's suburban map. And perhaps a few of my own, should I get to them. They include a faux interior for a few windows, and will come with a handful of modular parts.

    Meanwhile, I have this thing...

    Statue_D.png

    ...which will be sculpted further and baked down into the mesh for a statue in my Perryville map. Do the proportions and pose look alright to everyone?
     
  11. Bisofication

    Bisofication
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    Nov 24, 2013
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    Wut ? :rolleyes:
    Only if multiplayer exists already :(
    ss (2014-07-19 at 06.33.05).jpg ss (2014-07-19 at 06.40.51).jpg
     
  12. SoHigh00

    SoHigh00
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    Dem lines though.
    q.JPG
     
  13. Rokzy rules

    Rokzy rules
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    In the material.cs how would I apply a texture called "1" for example ?

    - - - Updated - - -

    screenshot_00002.jpg screenshot_00003.jpg Next I have to somehow get textures simstsrhelp.png :s

    then make a collision mesh. Fun...
     
  14. JohnV

    JohnV
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    What I was showing you all this time was the 1/4 of the whole map. Now I finished and joined all the pieces together (4 terrain blocks) and this is the result. Also worked again on the textures a bit. Nothing is final yet.
    1.jpg 2.jpg 3.jpg 4.jpg 5.jpg 6.jpg 7.jpg 8.jpg

    9.jpg 10.jpg 11.jpg

    However, I have 2 issues. First, as you can see, there are these "lines" which are caused because the terrain blocks are not joined together properly. I haven't been able to fix this yet. Second, when the vehicle spawns, it gows through the terrain and doesn't collide with it. Probably collision failure due to many terrain polygons?

    You may ask, "why didn't you make one terrain block^2, instead of dividing in 4 blocks?". I could do that, but that means 4096x4096 pixel heightmap and I won't be able to apply the same value to basetex (max 2048), and the texture coloring would look bad.

    Vegetation is on hold, since my previous post, because I was working on finishing at least the terrain heightmap.

    EDIT: Sorry for the bad quality of the pictures, but I have limited internet connection, because I am on holiday, so I had to reduce their size so as not to spend many MBs.
     
    #2514 JohnV, Jul 19, 2014
    Last edited: Jul 19, 2014
  15. aljowen

    aljowen
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    BeamNG does not have support for multiple heightmaps, i also don't know if its planned. Collisions are only enabled at the original heightmaps location. This is why you cant even get a mesh to collide when it is not on the height map.
     
    #2515 aljowen, Jul 19, 2014
    Last edited: Jul 19, 2014
  16. chris_lucas

    chris_lucas
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    Concept vehicle.
    BeamNG.drive 2014-07-19 15-39-25-228.png
     
  17. HadACoolName

    HadACoolName
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    Aug 3, 2013
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    You were warned ya sheep shaggin mufuka
    VT%20logo.jpg
    Lol no ban plz
     
  18. JohnV

    JohnV
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    http://www.garagegames.com/community/blogs/view/22029. I think this guy has achieved that. Need to drop him a line.
     
  19. aljowen

    aljowen
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    If i remember correctly Torque3D does support multiple heightmaps but BeamNG doesn't because of how it does collisions. But i have never seen that article before so i could be wrong.

    Found some more evidence:
    http://www.beamng.com/threads/9107-How-big-can-the-maps-be?highlight=multiple+heightmaps
    http://www.beamng.com/threads/1004-Torque-3D-max-world-size?highlight=multiple+heightmaps

    I was involved in this one so feel free to discard it but its still a thing:
    http://www.beamng.com/threads/9049-T3D-Map-size?highlight=multiple+heightmaps
     
  20. vmlinuz

    vmlinuz
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    Mar 2, 2014
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    2,409
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