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

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

  1. vladmir poopin

    vladmir poopin
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  2. Mythbuster

    Mythbuster
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    Thank you! :) Yes sir, a 454 Chevy big block, making a whopping 200-something hp :) And the nosecone now properly behaves like fiberglass or whatever it is.

    iZbvj.jpg

    I also removed a fair amount of nodes and beams and made the wheels 14 rays instead of 16 which didn't seem to affect the handling whatsoever.Think I litterally only gained 1fps with it, if anything :p

    Lelelel
    I'm building the frame and body/interior seperate from eachother and I just now checked if the steering box(where the collumn mounts) and the instrument panel line up at all...
    This is a top view of it. That yellow line is the centerline for the steeringbox(and thus steering collumn). The red line is the centerline for the instruments panel... It's litterally less than a centimeter off. Not bad for completely eyeballing everything and building the 2 completely seperate :D (That second pic is for clarity.., again a top view, but now shaded wireframe)


    iZdUJ.png iZdye.png
     
    #5102 Mythbuster, Jul 14, 2015
    Last edited: Jul 14, 2015
  3. CarSquasher

    CarSquasher
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    Mythbuster your should make a forum post on your rv

    on-topic
    image.jpg
     
    #5103 CarSquasher, Jul 14, 2015
    Last edited: Jul 14, 2015
  4. CarlosAir

    CarlosAir
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    Some progress in the form of a video:


    Succesful flight test.

    Enjoy the Wip fully chromed textures :p.

    Still a lot of work to do.
     
    #5104 CarlosAir, Jul 15, 2015
    Last edited by a moderator: Oct 21, 2015
  5. Narwhal

    Narwhal
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    wow. that thing is awesome!
     
  6. aljowen

    aljowen
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    So i have been working on the GoKart some more. It now drives fairly ok and i am pretty happy with how it is working, there are still a few issues to be worked out but things are going nicely.

    For this image i wanted to see how many of these GoKarts i could span before dipping below 60fps. So here is the result. 18 GoKarts!
    screenshot_00004.jpg
    The only reason i was dipping below 60fps was because my GPU has some serious DX9 issues where i can only utilize about 60% of my GTX970. But i was getting fairly close on the CPU as well (I5 2500K @ 4.3ghz). So when i point the camera away from the GoKarts the fps goes directly back up to 60fps which further proves it is a GPU bottleneck. As you can see from the image that was actually at slightly above 60fps, but from the majority of camera angles that is where it started to fall below 60fps.
    cpu usage.png
    Here is an image of the NB. As you can see it is very simple, the GoKart does not have any suspension which i assume will also help quite a bit with the FPS. It also deforms fairly ok, nothing amazing but its something.
    screenshot_00005.jpg screenshot_00006.jpg

    So this could be one of the more FPS friendly cars if i ever get around to finishing it.
     
    #5106 aljowen, Jul 15, 2015
    Last edited: Jul 15, 2015
  7. jeffbox

    jeffbox
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    My 2013 Audi A3 :)

    a3f.PNG
    a3b.PNG
     
  8. Ilya Higuti

    Ilya Higuti
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    ......[WEBM=]http://www.beamng.com/attachment.php?attachmentid=67705&d=1437181084[/WEBM]
     

    Attached Files:

  9. Sh3lbYe

    Sh3lbYe
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    now texture them :)

    2015-07-18_00002.jpg 2015-07-18_00001.jpg

    one question though, anyone knows why my ambient occlusion appears to be so low res?

    Screen.png
     
  10. Brett

    Brett
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    Need to bake with more samples, its under the world tab at the bottom. Id recommend anywhere from 24-32 samples.
     
  11. Sh3lbYe

    Sh3lbYe
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    Big thanks to you!

    Screen2.png
     
  12. KennyWah

    KennyWah
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    30K+ Triangles for a quarter-panel with bad shading... No comment.

    Please restart and don't use modifiers like candy.


    In beam a quarter panal should be no more than maybe 0.5-2k tris


    Please Tri agian. [Bad pun]
     
  13. SixSixSevenSeven

    SixSixSevenSeven
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    backfaces, about half of your faces are the wrong way around which causes that issue. You are also at an absolutely insane poly count. Cars are poor first projects for blender.
     
  14. Sh3lbYe

    Sh3lbYe
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    Not Working :/

    screen.png

    help? somebody?
     
  15. Nadeox1

    Nadeox1
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    Tried to reload the game? Sometimes material hotloading doesn't work.
     
  16. Sh3lbYe

    Sh3lbYe
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    nope, tried even with .dds too but no results manage some how to broke the tyre texture for the sport wheels...

    screen.png

    don't know if its right.. but i putted the .dae of the rim in the same .dae as the original rims of the game, the texture is inside common.zip too
     
  17. SoHigh00

    SoHigh00
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    Is wheel_055a the material name or the name for the object? It should be the name of the material.
    And make sure the bracket is closed at the very bottom.
     
  18. Sh3lbYe

    Sh3lbYe
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    hm.. i guess thaths the problem, yap material name is diferent than the one in the materials.cs ill post a pic if it worked

    oh yeah, thx!

    screen.png
     
    #5118 Sh3lbYe, Jul 19, 2015
    Last edited: Jul 19, 2015
  19. SixSixSevenSeven

    SixSixSevenSeven
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    Dont want to do that. Either stick your .dae as is into the common.zip if you're happy to mod original files. Or go to documents/beamng/mods/vehicles/common and dump your new .dae, textures and the modded materials.cs in there. The game will still load them.
     
  20. Sh3lbYe

    Sh3lbYe
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    gonna try that

    screen.png

    nope game can't find the wheel... this is what i did... i let the common.zip in steam/steamapps/common/Beamng/content.... original and putted the modified one in documents/mods, the modified jbeam of the hatch i let in the original file, tried to duplicate the hatch and put in documents/mods but then it didint show nothing in the parts menu. do i have to write the path of the wheel in the wheels jbeam?

    Screen2.png
     
    #5120 Sh3lbYe, Jul 19, 2015
    Last edited: Jul 19, 2015
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