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Development screenshots #1 [Closed]

Discussion in 'Microblogs' started by gabester, Sep 5, 2012.

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  1. Mad-Alex

    Mad-Alex
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    Ohh my bad, I forgot that BeamNG have nothing to do with RoR.:) I've just remembered FlatOut 2 game, if you ever played it, you probably remember the way damage textures was working in that game. In beamNG it will be something similar or not?
     
  2. DanniBee

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    The new rims on the Covet look great and the damage is as realistic as always. Good job guys. Also I can't wait to see the damage textures! The cars get more lifelike with every screenshot..
     
  3. luke198

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    Just curious, have you implemented sound effects yet?:confused:
     
  4. gabester

    gabester
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    Sounds are partially implemented; they're still an early work in progress at this point and not ready to show yet.
     
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  5. luke198

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    Thanks for the update!:cool:
     
  6. Amynue

    Amynue
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    You should inflate these rims.
     
  7. AwesomeSauce

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  8. gabester

    gabester
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    Yes, currently they deform with the tire mesh, which we're fixing ASAP :)

    Also, it turns out they fit the Grand Marshal quite nicely - a happy accident

    grandmarshalbasketweaves1.jpg grandmarshalbasketweaves2.jpg
     
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  9. Mad-Alex

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    This rimzzz will fit to the Taxi and DD versions of Marshal, or for Taxi only.
     
  10. Atomix

    Atomix
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    I think there new rims would fit to the ETK or what it is called, the German sedan you made. Nice work tho
     
  11. gabester

    gabester
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    Early 90s Ford Crown Victorias were sold with very similar basketweaves, as were Lincoln Town Cars :)
     
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  12. Mythbuster

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    Very, very cool Gabester! :)

    I think these rims would also look very nice on the Ibishu 200BX, at least, I think they would, because I think there were a few American cars with the same bodystyle that had these kind of wheels... But they'd also look pretty cool on the ETK 2400i, maybe...

    To make this post useful: I see one issue that RoR had as well with the Ibishu textures: If you zoom away from the car, you can see the part where the texture is symmetrically UV'ed in the center. You can see in the front and rear pictures that a line appears down the middle of the roof due to texture filtering I think... I guess that should be an easy fix by simply extending the paint-color in the texture a little further(unless it's so tightly UV'ed that that's impossible)...

    I know, I'm nitpicking really... but I can't just go around and just write "omg so kewl" on every post, that's just useless to both you and me :/
     
    #172 Mythbuster, Jan 21, 2013
    Last edited: Jan 21, 2013
  13. luke198

    luke198
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    I want to strap a jet engine to an Ibushu Pigeon.:cool:
     
  14. Spitfire

    Spitfire
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    Progress is looking great!

    I thought reflections weren't possible on vehicles in CE?
     
  15. Amynue

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    A bit offtopic, but - is BeamNG going to have deformable rims? No game ever had such feature, somone have to be first. Also, will it be possible to get a flat tire?
     
  16. BBQ

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    This is just mindblowing! Really nice progress Gabe :cool:
     
  17. Warble

    Warble
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    By your estimate how close are you to finishing the abandoned industrial site? Based on these you've been making a lot of progress and its looking great. Also when can we expect some in game pictures of a semi finished civetta bolide :rolleyes:
     
  18. gabester

    gabester
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    I did extend the roof pixels as far past as I could, but the mipmapping does still show up a bit... guess there's not much I can do about it.
     
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  19. LJFHutch

    LJFHutch
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    I just threw this together on our test map to try out these new buildings I'm modelling, took a few mins with the editor :)

    bgame 2013-01-22 15-29-02-72.jpg
     
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  20. Hammaneggs

    Hammaneggs
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    Wow, that looks awesome! Will some of the scenery (trees, fences, telephone poles, and some buildings) be destructible and have a proper stress model. For example, you take all the bottom supports on one side of the structure out, and the shear stress takes the areas above it off and severely bend the building.
     
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