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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. needforsuv

    needforsuv
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    Nov 17, 2015
    Messages:
    454
    I did a jet engine
    20170826173410_1.jpg
     
  2. LucasBE

    LucasBE
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    Mar 22, 2015
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    2,481
    teaser27.png
     
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  3. JCX034

    JCX034
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    Aug 21, 2016
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    1,148
  4. Taza

    Taza
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    Nov 8, 2015
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    Of course:D
    This time I'm trying to make the uv's so that I can have only 1 texture. It will have parts from the covet but some new parts like spoiler for example.

    Edit: I'm not sure if I should make the door panels with their own jbeam so they could come of or make them just a part of the door so they can have duct tape on them. Or is it possible to make a mesh disappear when a beam is broken?
     
    #13804 Taza, Aug 26, 2017
    Last edited: Aug 26, 2017
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  5. RyvyLo

    RyvyLo
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    May 15, 2014
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    438
    Doing some more work on my Juggernaut scenarios, had an idea that allowed ECA and JRI scenarios. I just have to remove some vegetation to create paths, and more importantly find ways to allow the player to climb the cliffs too steep for the cars.
    screenshot_00049.png

    Also took screens of my blender backups to see a sort of timelapse of the creation of the wooden feature :
    1.png 2.png 3.png 4.png 6.png
     
    • Like Like x 9
  6. Deleted member 160369

    Deleted member 160369
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    Guest

    MeshBreaking, my friend. :)
     
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  7. Godzilla!

    Godzilla!
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    Mar 17, 2013
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    2,243
    screenshot_03240.png
     
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  8. gigawert

    gigawert
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    Sep 6, 2015
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    2,029
    Apparently this is how I spawned on my map.
     
  9. BrynCoops

    BrynCoops
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    Joined:
    Dec 13, 2015
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    621
    Just testing my sweet new rims
    screenshot_00179.png
    I'm actually really happy that I've even gotten this far - I have no idea what I'm doing.


    Edit

    Seriously though, how do you actually centre wheels?
    screenshot_00178.png
    Because i'm pretty sure i'm doing it wrong.
     
    #13809 BrynCoops, Aug 26, 2017
    Last edited: Aug 27, 2017
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  10. Ezo

    Ezo
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    Jan 11, 2016
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    You need to move them to the center of the scenario (idk the name) in blender, in a way that the lines are perfectly centered and them Press Ctrl+a and select location (something like that I'm in phone) then it's position will be set to there (it will show 0,0,0 in the transform section)
     
    #13810 Ezo, Aug 27, 2017
    Last edited: Aug 30, 2017
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  11. Peter Beamo

    Peter Beamo
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    Jun 27, 2016
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    3,202
    screenshot_00206.png
     
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  12. gianpiero

    gianpiero
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    Aug 23, 2013
    Messages:
    384
    working on radiator

    Immagine.png
     
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  13. Inertia

    Inertia
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    Dec 29, 2015
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    1,692
    why does it have a grandstand where a spoiler goes
     
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  14. gianpiero

    gianpiero
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    Aug 23, 2013
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    384
    Immagine.png
     
  15. Chevy1980s

    Chevy1980s
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    Joined:
    Aug 22, 2013
    Messages:
    85
    Got Lights to work (No glow maps yet) and Transparency partially, but the world editor fails to save the changes to materials .cs though :L Just need to jbeam, make the body have the skin as a selection in parts menu (So there would be a normal non-livery version), get reflections on the textures, decrease glass intensity, and fix wheel locations (Maybe add default wheels too)?.
    screenshot_00019.png screenshot_00020.png
    Also, postal delivery van in progress (since I've never seen one in BeamNG before). No materials found bug according to "~" , so might have to rename materials in the .dae. Lights work too, but have to change van_lights_g.dds to match uv layout so they dont all glow red. Also got custom engine mesh to work w/o conflicting anything in the sub-directory vehicles/common/grumen_chev80sMAX :)
    screenshot_00018.png screenshot_00030.png screenshot_00031.png
    Did stuff above to ASPEN to. Learned to set instance diffuse[0] to "0" for materials and diffuse color to "0 0 0 0" so textures aren't influenced by the color of vehicle. Lots of learning in progress still. Setting materials to translucentBlendOp "Mul" in materials.cs worked for transparency, so may need to do this to annihilator again too.
    screenshot_00022.png screenshot_00023.png screenshot_00025.png
    Got 90% of car models out of Kane and Lynch 2 + most fictional models out of Driver San-Francisco including the ASYM Desanne 3.0T (no police model though).
     
    #13815 Chevy1980s, Aug 28, 2017
    Last edited: Aug 29, 2017
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  16. KaiserimnopYT

    KaiserimnopYT
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    Joined:
    Oct 9, 2016
    Messages:
    3,960
    Really cant wait
    Ot:
    No pic but A info. Etk k V10 Audi R8 2017 sound
     
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  17. CarSquasher

    CarSquasher
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    Sep 5, 2014
    Messages:
    705
    screenshot_00001.png :rolleyes:
     
    #13817 CarSquasher, Aug 29, 2017
    Last edited: Aug 29, 2017
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  18. adrian2013

    adrian2013
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    Joined:
    Oct 12, 2014
    Messages:
    678
    Bringing this back from the dead
     

    Attached Files:

    • 1.png
  19. Peter Beamo

    Peter Beamo
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    Jun 27, 2016
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    3,202
    h3h3
    screenshot_00236.png screenshot_00237.png
     
    #13819 Peter Beamo, Aug 29, 2017
    Last edited: Aug 29, 2017
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  20. Spiicy

    Spiicy
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    Sep 8, 2016
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    3,797
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