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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. JackLumba

    JackLumba
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    screenshot_2019-05-20_20-25-04.png screenshot_2019-05-20_20-26-07.png screenshot_2019-05-20_20-26-29.png
     
    • Like Like x 8
  2. JsZ

    JsZ
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    well... about that...
     
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  3. rottenfitzy

    rottenfitzy
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    The CRJ700 had fuselage mounted jets.

    Airbus A350?
     
  4. Mr.Bot

    Mr.Bot
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    screenshot_2019-05-20_21-46-09.png
     
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  5. BeamCarHomeTrade

    BeamCarHomeTrade
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    almost here but older and similar to a321/tu204
    --- Post updated ---
    A320 can be ordered with sharklets(bleh-bleh winglet name knockoff)
     
    • Informative Informative x 1
  6. l3andon 2

    l3andon 2
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    ohhh, please be a nell car or legends coupe! I would love to race that around a short track!
     
  7. NOCARGO

    NOCARGO
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    Apr 1, 2019
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    Oh yes know I remember :) I quit flying years ago, that is on simulators by all means :)
     
  8. rottenfitzy

    rottenfitzy
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    Same here lol
     
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  9. Dummiesman

    Dummiesman
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    Redoing some of my previous crap work on the FS65 dash.
    upload_2019-5-22_12-57-51.png upload_2019-5-22_12-58-1.png
     
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  10. JohnV

    JohnV
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    Finally I have a computer that makes my life easier and I tried to see how it could perform in terrain creation, and it does pretty good! (i7 8750H, GTX 1070, 16GB RAM)

    Obviously it's a very first step, as I have only added the heightmap and a colormap just to see how it looks ingame, nothing fancy.

    Also, it's just a part of a bigger island I have been working on as I had said, so I am looking for ways to make it possible, maybe I would go for a cleverly poly-reduced mesh solution with different LODs, but I am not sure how it's going to work yet, and how much time this process is going to take...

    So, for the time being I am thinking of making parts of it as individual terrains and add roads, buildings and other props, apart from the vegetation of course.

    20190522190904_1.jpg
    20190522195122_1.jpg 20190522195219_1.jpg 20190522195309_1.jpg 20190522195645_1.jpg 20190522195337_1.jpg

    And some World Machine screenshots:

    3DView.png 3DView2.png
     
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  11. Dummiesman

    Dummiesman
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    Huh. So I test fitted the transmission and engine into the Freightliner, and it was clipping the floor
    upload_2019-5-22_23-51-11.png

    Turns out it's in the right position, but IRL the floor is just bent around it
    upload_2019-5-22_23-51-36.png

    So now mine is too
    upload_2019-5-22_23-52-3.png
     
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  12. Nicelittle

    Nicelittle
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    when a refnode weighs 100 grams:
    veryspeed.png
     
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  13. Re:Z_IA

    Re:Z_IA
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    2002 Kashira Flux Concept
    screenshot_2019-05-23_17-27-12.png screenshot_2019-05-23_17-30-37.png screenshot_2019-05-23_17-36-37.png screenshot_2019-05-23_17-37-55.png
     
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  14. GotNoSable!

    GotNoSable!
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  15. Dummiesman

    Dummiesman
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    Did some adjustments to the Freightliner today
    upload_2019-5-23_21-44-28.png upload_2019-5-23_21-44-36.png
    You can see just how much its changed if you look at the curvature of the bumper, which is much more correct now

    It was also 4% too wide, and is now the proper 96in wide
     
    • Like Like x 18
  16. Godzilla!

    Godzilla!
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    Mar 17, 2013
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    bumper
    Screenshot15372.png
     
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  17. fufsgfen

    fufsgfen
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    Only one terrain can have collision so I guess you need to use groundmodel to static objects and use multiple static objects as a map instead of terrain.
    https://wiki.beamng.com/Groundmodel_on_static_objects

    That limits depth to something like 0.2meters at maximum I believe.

    also you would need to have different materials for each groundtype on your mesh, that is then easily murder in UV mapping.
     
    • Informative Informative x 1
  18. Dayz Me Rollin'

    Dayz Me Rollin'
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    upload_2019-5-24_13-57-44.png
    digidash 2 electric boogaloo, now featuring (slightly) less garbage design.

     
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  19. fivedollarlamp

    fivedollarlamp
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    Very retro. I like it!
     
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  20. JohnV

    JohnV
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    Thank you for the information. I know most of what you said except for the need for uv mapping. Can't I use rgb maps for detail texture distribution on a mesh? I thought I could... :eek:
     
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