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Portal mod, sorta like portal gun from Portal 2, or from Rick and Morty

Discussion in 'Ideas and Suggestions' started by boogerslop, Feb 14, 2020.

  1. boogerslop

    boogerslop
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    would be fun to like infiniely fall, or like drive to a portal and crash into highway, someone make it happen please
     
  2. AlpinaFlyer

    AlpinaFlyer
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    this is a car game not portal. beamng is a SIMULATiON not what ever you want. stop making unnecessary suggestions
     
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  3. DankMemeBunny

    DankMemeBunny
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    Its possible (see Sherman Square) but idk if its possible to change it real time.
     
  4. Occam's Razer

    Occam's Razer
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    There are plenty of angles to this one, so I'll start by describing the parts of a portal effect, á la Portal:

    Realtime teleportation is possible. The traffic tool uses this to great effect, and it can be done in a myriad of ways. Anything that can run Lua can, in theory, teleport a vehicle in realtime. Trigger code, scenario code, level code, etc. But there's a catch: if you also change the vehicle's orientation, you lose momentum (and damage, though I'll picture that's less important to you). So if your entry portal is located in the road, but the exit portal is located on the wall, the vehicle isn't going to keep its speed. It's gonna teleport and be instantly stationary.

    There's currently no way to just give a vehicle a velocity. There may be a way to abuse either wind or spherical gravity to accelerate a vehicle to match its former speed, but it would be difficult, unstable, and not exactly seamless. Supposing that you did do it, though, you'd have more or less functional portals*.

    Visuals are another story. In Portal, you can see through the portal to the other side. I'm sure it's possible to rig up some form of cubemap or other shader wizardry to make the other side visible, but it would be a static, hand-built system: you can't create portals in realtime, and you can't see changes to the level happening on the other side**. If there's a bus careening toward you on the other end, you're not going to see it through the portal.

    As for coding a portal gun, I wouldn't count on it. There's no interface for aiming, and not really any good ways to mod in inputs that aren't tied to particular vehicles.

    Now, for portals according to Rick and Morty, those are sadly even more unlikely. You don't have to account for the ability to see through the portal (it's just a green swirly effect), but BeamNG does not natively support multiple dimensions, branching timelines, binge drinking or nihilism.

    *Also unlike Portal, objects can't be partially teleported. Y'know how you can walk slowly through a portal and be hanging out both ends at once? Yeah, that's not gonna happen here. What that also means is that portals won't function like doors: if you crashed a theoretical car into the side of a Portal-style portal, some of the vehicle would go through the portal, while some of the car would hit the wall. A BeamNG portal, you're either 100% teleported, or you 100% hit the wall. No inbetween. And the final major ramification? Any weapons, such as the cannon, could travel through the portal, but can't fire through it.

    **Okay, there are realtime cubemaps, but we're assuming that those probably won't be an option that a modder can exploit. BeamNG has plenty of potential for modding in content, but mods to features aren't typically something that BeamNG natively supports.
     
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  5. KennyWah

    KennyWah
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    May I ask why this "Simulator" can't have a portal? I'm indifferent but this game is everything from hardcore simulation to wacky silly fun time. Don't shoot and crush ideas just because you think you can define what BeamNG is as a whole as one person. This game is serious, but not necessarily just a hardcore sim. Keep in mind this is still the game where someone turned a Bolide into a PLANE... we have a rocket bus.

    Sheesh. Be a little more welcoming, if you have something to say against it at least make it intelligent rather then outright aggressive.

    I personally might say I'd like to see actual features be added or ironed out. But I would never say this game shouldn't have a portal. Just my 87 cents
     
  6. IAchievedBacon

    IAchievedBacon
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    You must not understand that you are on the forums side of the simulator where you will find wacky and odd things like monster trucks, flying cars or bombs. That doesn’t mean the developers can’t have their fun too with like you said the rocket bus. But there is also a research side of the simulator. The developers conduct research on accidents and how they happened. They probably added the rocket bus to simulate rockets and how they affected the bus’s speed and velocity changes. Who knows but bottom line is people can call it whatever they please.

    Anyways doing a portal like how Portal did it would be digitally impossible. End of story.:p
     
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  7. KennyWah

    KennyWah
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    Oh I know, I'm simply saying that one shouldn't tar and feather a person for having an idea rather then replying intelligently... I think a portal from the game portal.. is kinda unnecessary.. if not a little lame for a lot work and no real good reason.

    I also think people who call this game a "Car Crash Simulator" are missing the point. It's a physics simulator which happens to simulate car deformation very well, which the devs have stated is a side effect of simply having good physics simulation. I am everyday impressed with how the game simply simulates the act of driving it's self due to the nature of having realtime softbody suspension and chassis simulated in the game and seeing how far you can push it with the current softbody tire model.
     
  8. IAchievedBacon

    IAchievedBacon
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    Well, thats what it is. It’s basically a car crash simulator and the developers just gave people things to do like for example scenarios, crawling, drag racing, drifting, modding etc.
     
  9. KennyWah

    KennyWah
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    I will have to kindly disagree on that statement.
     
  10. IAchievedBacon

    IAchievedBacon
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    That’s literally another way of saying what I said but ok.
     
  11. zestyfolfdude

    zestyfolfdude
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    This game, at its core, is a physics engine that can simulate anything. This game is centered around cars and driving not only because of the devs' previous experience with Rigs of Rods, but also because the devs like cars.
    This game can simulate more than just cars, but at this point, simulating anything but cars, props, and other vehicles just isn't what it's designed to do.
    You could use this as a building demolition simulator or something, but you'd still have a vehicle selector and powertrain physics and a speedometer. You'd still be playing BeamNG.Drive.
     
  12. Dr. Death

    Dr. Death
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    Its a physics simulation. If the devs want to add something or not its up to them. Rollers that change their wheelbase for your car to do accurate reading of wheelgrip isn't too realistic either.

    As for OP, as far as i recall, the portal gun in the first place was an absolute hell scape to code and work properly. I think its much more likely we will see fast travel spots instead.
     
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  13. KennyWah

    KennyWah
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    The Soft-Body physics are impressive on more grounds then just car crashes. But general vehicle physics, or in some cases object physics.

    Also by the way the guy in question who made a flying bolide was for a time a BeamNG dev I do believe. I'm certainly not new to the Forums, or the Simulator.


    I've been playing since the date of release on the site in 2013 (correct me if I'm wrong I think it was in August that the game came out making the website have a meltdown lol)

    The devs on the original team didn't refer to the game as a car crash simulator. Their goal isn't just for cars to crash and that's it. They want to develop an impressive physics simulation that simulates just about everything imaginable, it has limitations but they push it further and further all the time.

    To say it's only a car crash sim with a game slapped on it is doing the simulation a disservice, I'm sorry.

    If it was just a car crash sim... Why do so much research into tire slip angle, dirt surface behavior, graphical engine work unrelated to vehicle deformation or vehicle optimization.

    Or simulate turbo behavior? That isn't needed for crash simulation... Engine sound and sound subsystems?

    Wouldn't they have paint scratching, breaking roof pillars, airbags or a crash dummy and crash test facility attempting to replicate a real one. Why focus on anything else? Hmm....

    Or why even have LJFHutch to make incredibly detail rich maps, certainly a racetrack isn't made to recreate realistic crashes using traffic ai. Or Italy for that matter, just for crashing... All those smooth, complex winding mountain roads some would call "A drivers playground". Clearly designed for crashes first driving later.

    The only reason we don't have proper clean-ish races is because the Ai don't cheat and drive the cars using programing that uses the same interface of axis inputs as we do that are programmed to use that rather then being rigged to "drive" the car more like an alien.

    ~ see NASCAR 2003 with the Ai hacked to 200% for some broken rigged mayham.. BeamNG ai can't cheat to do what a car can't do in the hands of a player.

    If the ai were even better it'd be possible to have a non-banger race, right now they aren't very fast but could technically do it, just not well. They intend clearly for that to be possible hopefully one day. Obviously the ai doesn't only exist for crashing purposes rather it has limitations but adds depth to the game by giving more interactive environments to play with.
     
    #13 KennyWah, Feb 18, 2020
    Last edited: Feb 18, 2020
  14. boogerslop

    boogerslop
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    bruh for fun, iTs a SImUlAtiOn i said MOD, jesus
    --- Post updated ---
    no they added it for fun, there is a seperate developer version of beamng for that stuff. seeing a lot of butthurt people saying HOW DARE YOU CALL BEAMNG A CAR CRASH SIMULATOR, IT IS FOR BUSINESS AND NASA LEVEL REsEARCH
     
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