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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. Cincinnatus

    Cincinnatus
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    Aug 25, 2020
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    643
    It's a fitting day to post this screenshot
    screenshot_2020-11-03_16-40-02.png :
     
    • Like Like x 1
    • Agree Agree x 1
  2. GARRIOTT Pace

    GARRIOTT Pace
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    Oct 28, 2020
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    4

    this will be rad if you can realse it brother, hopefully you can find out how to texture
     
  3. Cincinnatus

    Cincinnatus
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    He already did.
     
  4. P_enta

    P_enta
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    Jan 11, 2020
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    3,029
    Yes! Instead of looking like a game from 2009 it looks like a game from 2015! Very very good job! (Not sarcasm this is actually great, can you explain what you’ve done?)
     
  5. Spiicy

    Spiicy
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    Joined:
    Sep 8, 2016
    Messages:
    3,798
    upload_2020-11-3_19-19-35.png upload_2020-11-3_19-19-50.png
    very advanced covet, thinking about calling it the Gavril Radon
    Its american, radon glows like neon, and radon is unstable, kinda like the real car
    yes both coupe, and sedan have been made
     
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  6. LucasBE

    LucasBE
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    Joined:
    Mar 22, 2015
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    progress

    both the delorean's frame and the rear suspension are in-game and jbeamed (yay)
    still needs a lot of improvements but it's going well so far.
     
    • Like Like x 23
  7. Dee_Dop

    Dee_Dop
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    Joined:
    Aug 17, 2019
    Messages:
    77
    Eh, here's this
     

    Attached Files:

    • sneaky1.png
    • trailer4.png
    • trailer3.png
    • trailer2.png
    • Like Like x 17
  8. Cincinnatus

    Cincinnatus
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    643
    Will the trailer have glow maps?
     
  9. Dee_Dop

    Dee_Dop
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    Aug 17, 2019
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    77
    I hope so lol, im still learning how to do everything.
     
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  10. boimadashell

    boimadashell
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    Jul 21, 2020
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    107
  11. TWilliams458

    TWilliams458
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    Aug 26, 2016
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    630
    Quick work man! If you’re interested, would ya be keen on doing an Aussie car, such as a Holden HQ Monaro in the future?
     
  12. RadeS

    RadeS
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    Aug 6, 2019
    Messages:
    446
    You work extremely Quick! It looks nice so far!
     
  13. Brother_Dave

    Brother_Dave
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    Joined:
    Aug 16, 2012
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    1,662
    Man that really means alot hearing that!

    What my mod basicly does is:

    1. Changed the tonemapper code, a bit more aggressive than the vanilla one (its how color changes depending on how bright the screen is)


    2. Big one: Increased Brightness settings on all vanilla maps which gives alot of nice stuff; morning and evening is brighter which is something ive really thought was lacking earlier. Specular maps get stronger. Normal maps multiply their depth so things like the road texture, mud, brick walls get a deeper depth which is one thing i always thought looked weird, things like cracks werent as deep as i thought they would be when i made textures that used normal maps. One big thing i thought was a downside was that the whole maps light got brighter throughout the time of day and that was the only reason why i didnt use this way to change lighting earlier BUT i found that the vanilla maps used the gradient textures, though unaltered from the old Torque3D engine, for:

    Sunscale (color and strength through time of day), using this one simulatanously with ambientscale meant i could increase the Brightness settings of the vanilla maps for the benefits mentioned above, but i could bring down the overblown brightness it gave without adjusting the *scale files
    Ambientscale (same as sunscale but for shadows/indirect light up areas)
    Fogscale (fogcolor throughout time of day BUT knew from before that the darker fog got, the less visible it is ingame meaning i could use this to have fog in the morning and evening but none midday)
    and the rest of the *scale files


    3. Modded sun light flare textures to give them a more intense and 'realistic' look

    4. Changes to SSAO, BLUR, DOF, Light Rays in PostFx, to look better with the other changes

    Probably some more stuff but dont remember them now :)
     
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  14. CaptainZoll

    CaptainZoll
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    Joined:
    Nov 10, 2016
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    2,982
     
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  15. carsmin

    carsmin
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    Jan 7, 2018
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    2,049
    Can you do it for other cars?(or do you already have it)
    to destroy it
     
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  16. etca1515

    etca1515
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    Jan 14, 2019
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    798
    WHAT??? 2001 Bruckell Legran ricer??? Please throw this in the scrapyard. NOW!
     
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  17. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,057
    Update for my mod awaiting for approval! Other things you can edit in it:
    engine_edit.png
     
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    • Agree Agree x 1
  18. RadeS

    RadeS
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    Joined:
    Aug 6, 2019
    Messages:
    446
    Cool
    Can you make somethink Similar to the soundconfig values pls especialy turbo whistle.
     
  19. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
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    The mod doesn't edit turbo yet. I'll consider doing it in the future. Current planned updates:
    1. Presets for each engine for each vanilla vehicle so you can start editing the engine as it is in the game, because currently if you equip it it overwrites the values instantly and you can only guess what they were before that
    2. Intakes edit (superchargers, turbochargers and stuff)
    3. New configurations with hopefully new skins
    And after that I can make a sound edit update if you want.
     
    • Like Like x 2
  20. esesel

    esesel
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    Joined:
    Feb 18, 2019
    Messages:
    741
    Arrrrghh.. I NEED EYEBLEACH NOW!!!!!!!!!!!!!!!!!
    seriously tho, it s amazing
     
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