Greetings, I know I am new to the whole BeamNG community, but I have an idea that i want to share with this forum. I noticed that the vehicle-denting physics in the game are very good - maybe even some of the best out there. However, I noticed that the paint scraping physics have little basis in the code, if any at all. If anyone is interested in either my idea, what paint scraping physics are, or maybe even something that i didn't talk about - please reply and let me know. I can elaborate my idea in much more depth if needed or requested. Thanks! -Randjo
Do you have an idea for the programming or a technique for the paint scraping. Or were you just suggesting it? This idea has been suggested many times. If you have an idea you don't start a post by saying. Gais I have an idea for a commonly discussed topic! Do you want me to tell you? Your not starting a thread your just asking for the attention of the community. Best way to introduce your idea is to explain it with a good description and maybe some illustrations. Not ask if ever one wants to know
I guess I was just pitching an idea... Im not qualified at all to do any work in this game. At least, for the meantime.
Sorry to come across as harsh but if u have a suggestion on how it could be implemented please word your ideas on here!
But then again, remember - you can't go TOO much into depth when it comes to pitching an idea. There's always the possibility that you may bore the living crud out of someone.
An idea I've had for a while is kinds unrealistic but doesn't seem to be a very demanding idea for the games performance. The further parts travel from their node/beam areas the more it becomes scratched and scraped up. Have like an animated texture it works it's way through.
JDM Clark, before i saw your post, i was doing this little MS paint project to illustrate my idea. However, it may very well illustrate parts of your idea too. Here it is:
perhaps a sort of coded texture modifier where, if i have a decent understanding on how collision triangles work... if there is contact with x amount of force on a point on the collision triangle, then the texture at that point would be changed to a shiny steel texture. so, in essence, paint would be removed. then, if you had something drag across the side of the vehicle, every point that was included in that collision would have its texture change, and it would have the appearance of a scratch, matching the size and shape of the collision.
Would be awesome to actually leave paint/metal marks on jersey barriers and the like. Call me naïve but perhaps when a node or beam reaches a preset deform value it would instruct a simple texture to be placed at that location. For example, when a fender node/beam reaches an 85% right angle from static value it would place a bright steel texture within the bounds of affected nodes/beams. Sounds like a lot of work to implement regardless.
the only issue i see with the node/beam implementation is that beams don't cover the car in every direction... some vehicles have a denser n/b than others, but still. i don't see how one could properly place a decal on a vehicle at a specific spot, if its on a part that doesn't have a node or beam directly beneath it...
Its a great idea, but wouldn't it be great if they perfect what was already in game? Lets wait till the physics and gameplay are optimized, then start to add small stuff like this. Although the no scratch effect kinda makes the game look a little fakey wakey.
Agree. With something as awesome as this program it's tough to not start demanding all sorts of stuff!