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

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

  1. Dean Wang

    Dean Wang
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    just a question... is it still a GM slap mesh if the jbeams are edited and the diff and suspensions has been improved ?
     
  2. fufsgfen

    fufsgfen
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    I don't know about stalling, it can be multiple of things, idle rpm, inertia, engine resistance and torque curve (or parts modifying torque curve) can be responsible. Also torque converter size if you have automatic.

    Oversteering is probably because if you copy V8, that is going to be lot heavier and maybe even further forward, that means you have to have stiffer front springs to compensate that heavier weight.

    Check nodes from engine file and check in blender that coordinates are where you want engine to be, if it is not, then move all of the nodes same amount. Position and weight of the engine has lot of effect to handling of the car.

    When you add more weight to front or use softer springs at front, car oversteers more (suspension frequency changes), but also Sunburst rear suspension is not probably designed for big torque, after all it is FWD/AWD platform, so you might get bit larger toe changes under power, I think it had some bits there to simulate soft bushings for example.

    Compared to suspension setup, body nodes and beams are rather easy to change, when need to move suspension mounting points, that is where stuff starts to get complicated fast as moving suspension mounting points changes suspension behavior which changes handling of the car.
     
  3. Dean Wang

    Dean Wang
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    i copied the specs from the 5.5l v8 but not the jbeam structure
     
  4. Jota3214™

    Jota3214™
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    Well, not really, it's when you put the GM jbeam and mesh without editing/touching it
     
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  5. VeyronEB

    VeyronEB
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    The Charger uses multi link rear suspension (like the sunburst) the GM on the other hand is just a solid rear axle. So unless you transferred it then it wont be right.

    There are also loads of different issues with using the GM, like I said before while it isn't a proper body on frame like it should be its still not a unibody either really and wouldn't deform like any modern car too.
     
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  6. Nathan24™

    Nathan24™
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    Well, it's only considered a 'slap' if you put the J-beam on another car and leave the J-beam unedited.
     
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  7. Ytrewq

    Ytrewq
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    The jbeam structure would still be unedited.
     
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  8. fufsgfen

    fufsgfen
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    Fixed stability issue and added possibility to attach weapons + lift some cargo, then had to shoot some missiles for purely scientific purposes.


    Need to do little modeling and finetuning. Kinda would like to add more lift so that it could lift two cement mixers, but then hovering without a load suffers.
     
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  9. bob.blunderton

    bob.blunderton
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    Yes. This. An old map made new again. Without performance issues.
    It will be the new city map. A city to rival all cities in BeamNG. With many custom never-seen-before models, and more of the same carry-overs from Roane County (which is still under development). These are some shots of the suburban area that's done thus far...

    Ignore the old decal road sitting there (above), it's days are numbered. Replaced by this route.
    This is very early yet. It's just had some of it's first buildings placed (carry-overs from Roane County), until I have some more custom homes built up I'll have to use these. There's no trees or anything plant-like yet!
    The road kit and bridges (and tunnel kit) is all new though. All with built-in collision to be used in a limitless fashion in your local Forest Brush (only FPS concern / RAM use is the limit), completely modular so you can build to your heart's content.
    Stay tuned to the forums maps/levels sections for the new thread when it's created in the coming weeks!
    This map will include wealthy suburbs, middle-class suburbs, depressed/blighted sections, and of course no City is complete without LOTS and LOTS of skyscrapers! This will also have mass-transit planned into the map from the get-go - so this should be fun for more than just cars. This will be a HUGE city but I will keep FPS pretty decent.
    Again, for those that haven't known before, the modular road-kit will be free use for any BeamNG mappers - when the map comes out! This way ANYONE can build a city!
    --Cheers!
     
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  10. ¿Carbohydration?

    ¿Carbohydration?
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    I assume the fictional city takes place in Nevada?

    Do you have any ideas for the name yet?

    Anyways, how tall do you think the tallest building will be?
    The tallest building in Nevada is 640 feet, while the tallest building in the west is 1100 feet.
     
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  11. SandwichesANDmilk

    SandwichesANDmilk
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    made a quick very unrealistic Vtec (yo)
    upload_2018-6-10_16-41-33.png
     
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  12. Blijo

    Blijo
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    upload_2018-6-10_22-44-2.png
    somethingsomething wip trailer for @Neidjel
     
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  13. fufsgfen

    fufsgfen
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    It is amazing how when you return to old works, you look and see how much differently you would model today.
    upload_2018-6-11_21-4-42.png

    There has to be better way to jbeam:
    upload_2018-6-11_21-31-58.png

    Luckily there was better way than making each beam one by one, just imagine how boring it would be to make close to thousand edges/beams manually, shift-D place closely, remove doubles and adjust range from the left panel so modules could be joined together, tail part was then just scale to size:
    upload_2018-6-11_22-6-1.png

    Only problem is that even skeleton deforms, mesh is not changing at all, haven't got a clue about that.
    upload_2018-6-11_23-3-23.png

    Oh, that was easy to figure out, only nodes in group mentioned in flexbody definition are tied to flexbody, so need to make outern layer of nodes to be a group that is same as group mentioned in flexbody mesh definition. Learned thing again, also need to spy how bus is made as it deforms nicer way :p
    upload_2018-6-11_23-9-44.png

    Now it deforms like a bus, except I need to make bottom part and top shape, but little progress:
    upload_2018-6-11_23-37-18.png
     
    #17773 fufsgfen, Jun 11, 2018
    Last edited: Jun 11, 2018
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  14. Blijo

    Blijo
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    screenshot_00045.png screenshot_00046.png screenshot_00047.png screenshot_00048.png
    Almost done, just needs some side lights, some optimisation in the brakes, shocks and arms :)
     
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  15. Sithhy™

    Sithhy™
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    Set of new wheels :p
     

    Attached Files:

    • untitled.png
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  16. workclock1©

    workclock1©
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    I love the way you mod, You make the funniest/most epic mods in such a short amount of time. I could leave this site for 5 days and you could invent the best possible mod this game has ever seen, I don't know how you do it so fast, but it's wicked. Hopefully that tutorial comes out and us noobs can learn :)
     
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  17. Blijo

    Blijo
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    The tutorial is slowly growing in size, I just have to take my time to actually finish the frame. It's in my server(not allowed to share on this website) and I write it while modding. So if I make X, I make screens and type what I'm doing.
     
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  18. Marcus_gt500

    Marcus_gt500
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    A short but vigorous Pinstow is coming to ya.

    screenshot_00010.png screenshot_00012.png screenshot_00013.png screenshot_00015.png screenshot_00016.png screenshot_00017.png
     
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  19. bob.blunderton

    bob.blunderton
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    It's actually *not* Nevada Interstate, but that's close!
    The city is not yet named, it's not open for naming either. I'll have the name on the thread when it's started soon enough, and I have enough to show to even start a thread.
    Nevada Interstate is still supported and runs well enough. I am leaving that map be for now (eventually it will get updated with new objects, better tunnels and bridges, eventually road signs too. That may or may not happen by the end of the year depending on how things go).
    However, that being said, I have been busy at work making up the first pieces to the raised highway sections of the map. I put about 10 or 12 of these together to make a test section. Complete will 3 levels of detail (LOD) and "nulldetail" when it's 2 miles away so it won't render at all, and native collisions as all my other objects have.
    The ends are actually tapered (including collision) so it won't look so imperfect if it's not aligned 100%, and so it doesn't catch cars riding walls or spinning out / hard braking. The first LOD after the main piece loses 1/3rd of it's faces, the second piece loses another half of it's faces (to be 1/3rd of the original's detail), so it should keep FPS from dropping too hard core (from that anyways, we all know how my maps can get, I am admitting that, but I am trying harder this time around to keep FPS up). Yes, I've had success implementing LOD's but not billboards, for some reason THOSE crash the game (billboards = 2d objects you see when objects are far away).
    "But it's just a stupid bridge!"
    Yes but it's going to be part of the modular road kit that everyone can use when the map comes out, and can be integrated into the forest brush so to be used in a limitless manner. That's right, when this map comes out, then anyone who can use the editor can pretty much build whatever they want & I am not going to mind! Yay!
    Then everyone can build awesome city maps that don't suck more than they have to, without abusing mesh roads to the point of oblivion.
    This is only the two-lane version. I will have a 3-lane version and possibly more variations later. There will also be curve pieces (2.5 and 5 degrees), inclines, declines (2.5% grade change per piece for inclines/declines), there will eventually be on/off ramp versions too. These will be mix-and-match types, just like puzzle pieces; just like the roads, piece together the city of your dreams in the editor, where it's easy; without the prerequisite modeling skills needed.
    Beta won't likely be out until the end of summer unfortunately. It's going to take a LOT of work, but I am willing to do this. Models also will be back-ported to Roane County, so that the map can take advantage of better models and possibly increase FPS and reduce item count (by replacing mesh roads with forest road & bridge objects).
    "That stupid bridge" took me about 4~6 hours to model up, LOD's and texturing included.
     

    Attached Files:

    • Raised_Highway.png
    • Raised_highway2.png
    • Raised_Highway3.png
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  20. BlueGinge123

    BlueGinge123
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    Why do I always feel enlightened when I read your posts?
    They are so informative! ;)
     
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