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Sand Depthness, Grass Texture?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Danny Werewolf, Jan 21, 2019.

  1. Danny Werewolf

    Danny Werewolf
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    I’m one of those weird people that love Rally, but I feel the crashes are slightly lackluster in BeamNG. It’s probably because there aren’t many maps that have decent ruts and dig-outs like Rally Forest though. I was wondering if it was possible to hide sand with a grass texture. I doubt this is possible, as I haven’t seen any maps doing it, but vehicles seem to roll much easier at high speed in real life then on Beam. If it wasn’t obvious enough, I’m hoping to making a rally map like Rally Forest in a sense.


    (Video of some examples)
     
  2. fufsgfen

    fufsgfen
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    I think depth can be something like 0.8 meters or so and your actual texture can be anything, your groundmodel can be whatever you like from groundmodel's defined in game.

    Desert trails has pretty good setup, you might spy how it has achieved.

    Thing is though that it will be compromise, IRL soil is quite complex in grip properties, there is soft and hard bits which together make whole different grabbing potential, than single groundmodel.

    But you can make sand that looks grass, but I think that grass instead of having typical tall 2D plane set to vertical, should be something more 3d and more horizontal to make correct visual effect.

    2D billboard grass is kinda 2000's these days.
     
  3. Danny Werewolf

    Danny Werewolf
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    What do you mean by this exactly? Mainly talking about what you meant by the different planes.
     
  4. Jaime Palmer

    Jaime Palmer
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    Totally agree. Also when you are at the mountain challenge, IRL the truck will be at some points getting speed but at some points with more soil it should decelerate it a bit and of course the pick up truck should make some sort of sinkhole on the ground. Those details maybe are too difficult to represent or you need a NASA computer to make it flow at 60fps.

    And Rally is the BEST motorsport ever invented!, I wish BeamNG/rally branch way more than a racetrack focus, there's too mane sims about racetrcks, we need something realistic with pure rally! !
     
  5. fufsgfen

    fufsgfen
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    Well, grass is just 2D shape in BeamNG usually, so there is height and width, but no depth, usually transparency is also used to make it look like grass instead of square block.

    3D shape would have depth so that your grass bits would actually be 3 dimensional, not very tall, but maybe bit more size in x and y directions. Not sure which works best, but I think that 2D grass is something we should leave behind.
     
  6. Danny Werewolf

    Danny Werewolf
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    Oh, alright. I noticed that East Coast USA often has bumps in the grass. That could possibly flip a vehicle over, especially if going sideways.

    I was also thinking, it might be rudimentary, but having small patches of deep grass that could derp the suspension enough to flip it over, so it gets momentum. Either way, I'm gonna start testing some stuff
     
  7. fufsgfen

    fufsgfen
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    Rolling resistance of sand should kinda go up really fast more tires sink to it, rotating wheel sank deep into mud requires a lot of torque, soil kinda acts like suction cup if enough wet. Even when dry rolling resistance increases a lot.

    Rally is extremely difficult to get even close to realistic as it is how much stuff digs in to soil or ground that creates grip and modeling that is not easy, because moisture and composition of soil varies which changes properties very dramatically.
    --- Post updated ---
    Oh yes, those are bumps in terrain, that has grass texture, I think they use grass ground model that is not set very deep at all.

    Grass itself is kinda those 2D bits that are generated automatically.

    There was recent discussion about custom ground model I think, but also there was something in wiki too, also one topic I made was "my idea of realistic snow" that had some really good information from Goosah, so there is some information floating around that might help you.
     
    • Agree Agree x 1
  8. Danny Werewolf

    Danny Werewolf
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    I wonder if it's a smart idea to quickly make the grass depth deeper the closer to the forest the car goes. That could simulate tires digging in. Also, is it a good idea to start off with Grid, Small, Pure or Gridmap?
     
  9. fufsgfen

    fufsgfen
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    Kinda depends from starting depth as it can be deep right at edge of road too, near forest certainly sinks easily.

    Varies a lot too, low areas tend to be softer than higher areas, some areas you sink more than knee deep and rubber boots are filled with water, that is at least area of Jalkku's rally map, but generally you drive outside of the road and your car is not going anywhere.

    There is template map too, starting is difficult part, then getting all mass renaming done properly as well as importing assets from official maps, if those would not be so much of hazzle, I might of worked more on maps.
     
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