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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. bob.blunderton

    bob.blunderton
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    isnt that from San Andreas? I am replaying it currently - best of series by long & far.
    Am building my map to 'flow' like the SA map does. Crazy hills, jumps everywhere, few dead ends, etc.

    Above, can now build staggered intersections with 'half pieces' of intersections, combine any size-differing roads now at any right-angle intersection. Future pieces will handle common angles within the intersection.

    Above is tonight's / last-night's work making an interchange/park combo, below is previous day's work in a different place, making the point where the highway diverges (center goes to where the above shots were taken, a mile or two down the highway). There's still two ramps to build, there's a black strip of decal road where one of the ramps is to go yet.

    Above is where the old 3y interchange used to be. Don't worry, there will be another somewhere else. They're huge if you build them with the pre-made highway pieces though.

    Going to go back to singing 'Yah Mo B There' and building the map...

    Look for shots of buildings soon, if Maya stops being such a total [censored] ! Consider I pay every month for that thing you think it'd be easy, but nooo-oooo! Nope. It's got 100x more bugs than Alpha version BeamNG. BeamNG looks like the best written program on earth compared to Maya. I could use Blender (and will consider when 2.8 stable hits), but haven't learned it much yet - and pre-2.8 was next to impossible to figure out anything.
    One of these days I will get a thread started. One day. I have been spending the time mapping, and getting inspired by playing San Andreas for the 2nd or 3rd time playing through (but admittedly giving up at the flying lessons, I suck at those royally if the objective is not 'Destroy your plane & neighborhood ASAP'). So yes, I have found a lot of map building inspiration from that game.

    Modular road/highway/rail/subway kit is now up to 370 pieces + one subway station.
    NEW:
    Avenue curves, and half intersection pieces, avenue + avenue 3 and 4 way intersections, fixed some median bugs where it stuck out in intersections when immediately atop a slope.
    Avenue four-way ramp splitter (seen in the first few shots).
    Non-Deliniated Collector roads (same size, same curbing, just no striping) which I made some of last week but just now added in fully, also now created half-intersection pieces to match up to other roads.
    *Striping or 'deliniation' mentioned above, is the lines painted on the road surface. Sometimes you don't need them on residential side-streets, and other non-main roads not heavily traveled, but you can also slap down your own deliniation (double yellow lines, solid or broken single white lines) when and where needed, giving you total freedom to do so. Crosswalks and stop-bars are also overlays much the same.

    Overall, it's a heck of a lot of fun to go flying (with or without the wheels touching the ground) around this map in a Pessima or other vehicle-of-choice, even with no buildings in it yet (well only a few, built somewhere else).
    So yeah, I am sure you guys will enjoy it, when it does finally get enough built to keep you busy a while (it's already got 100+ miles of roadway in it outside of the city areas, it just needs lots of buildings yet).
    Will see to if I can implement the higher-pitched sound of tires over smooth concrete highway surfaces with the new ground-model sound scheme. No promises yet, but it shouldn't be too archaic to figure out.

    That is all for now!
    --Cheers!
    --- Post updated ---
    Added the broken single white line, and half-length double yellow striping in. This complements the deliniation/road markings kit nicely, and allows you to place:
    Stop bars, Crosswalks, or combination pieces including both, per traffic direction/side of intersection
    Double yellow center dividing lines, full and half length
    Solid white single line, and white broken line, for lane demarcation and for intersections.
    Will add some turn arrows (like lines, these are collision-less and just get draped just over the road surface model) so it helps things out. Going to set up the signs soon too, that should help! (stop lights are already in and working, fyi). I believe if I make the sign pole collision a little larger, it should keep cars from getting mixed up in them (or "munched" by them), like in Roane County. Signs will also be back-ported to Roane County if I re-make them too, because yes, getting eaten by a sign because you went 100mph into one, sucks.
    Some examples of manual lane demarcation below:

    The east-west bi-directional road has right of way without stopping, the north road can turn left or right after stopping, or receive traffic, and the road coming from the south here is one-way and must stop (it exits the park). This is common in mostly residential neighborhoods and most roads have parallel parking as featured here (not marked, will be posted with signs).

    Three lanes where a road ends, one to turn right, two to turn left (no arrows, crosswalks, or traffic lights are installed yet). It's missing a broken white line on the right side, I'll get to that shortly. Chalk that up to 'oops'.

    The north-south road doesn't stop, but can turn onto and receive traffic from the road that that ends here. There's a lane for right turns or left turns on the road that terminates here. A stop sign will control the road ending, but not the road going north-south.

    The east-west road doesn't stop here, and features two through-lanes per side, and a short, low-capacity left-turn lane for each side to help prevent rear-end accidents. The north and south roads have to stop. Incidentally this is about as far up as you can be (75~100 feet/ 28~40 meters?) until LOD's kick-in.
    Each of these pieces is only a single surface of one object, with no collision, except the broken white line, which is two surfaces (and no collision). So, in other words, you could still process 5~10 million of these full-motion on any 150~250$ video board today. No worries as most roads have choice of built-in-demarcation.
    OK so I don't think I'll post much more tonight (this morning?)...
    Parking stall kit with existing level surfaces.

    For what it's worth, that's the parking area for the park.
    --- Post updated ---
    @fufsgfen If you're modeling things, best to have NO OFFSETS OR ROTATIONS on your objects. The centers can be where-ever, but they must all be 0,0,0 on rotation OR offset. Otherwise YOU WILL HAVE ISSUES and discrepancies between your collision and visible meshes. I hope this is what you're speaking of. I found this out the hard way.
     
    #18001 bob.blunderton, Jul 15, 2018
    Last edited: Jul 15, 2018
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  2. fufsgfen

    fufsgfen
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    BeamNG might have bugs, but indeed they are quite few compared even to many released AAA titles. There is one difference, BeamNG developers do care :)

    I see there is still bit of blackening issue, did you test that open collada? I don't know how challenging that is to install etc.

    Each time I start game, these are off (tiny bit to random direction), despite adjusting them to be perfectly aligned in jbeam.
    upload_2018-7-15_12-1-40.png

    Body has applied location and as you can see it is 0,0,0
    upload_2018-7-15_12-3-33.png

    Gauges same way:
    upload_2018-7-15_12-5-0.png

    If I set body to 0,0,0 offset like it should be in jbeam, it appears to go below wheels:
    upload_2018-7-15_12-9-11.png

    After testing and looking around it seems all nodes need to be shifted that amount down to get it to work properly, not sure why they need to export nodes that much off from 0 z-plane.

    Update:
    After fixing oddly offset nodes, I got everything to work as I they should:
    upload_2018-7-15_14-45-9.png

    I think they could add one loop to exporter that adjusts all nodes so that body lowest point nodes are at 0, but it is not that long process to do manually and jbeam might need other adjustments too which you have to do manually anyway.
     
    #18002 fufsgfen, Jul 15, 2018
    Last edited: Jul 15, 2018
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  3. HadACoolCar

    HadACoolCar
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    Uhhmmm , tried to retexture some stuff, anybody know why its transparent?Any Fix?
    screenshot_00004.png
    screenshot_00005.png
    screenshot_00006.png
     
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  4. Sithhyâ„¢

    Sithhyâ„¢
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    Did you try to select all the models in Blender (in Object Mode), press Ctrl + A, 'Rotation & Scale', & enable all the checkmarks on the left? It could fix the issue
     
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  5. fufsgfen

    fufsgfen
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    I did not, but what I found out was that nodes of suspension jbeam had 0.93xxxxx z offset, also nodes of vehicle body had 0.93 added to z, changing those so that height started from 0 fixed the issue or then I'm just fooling myself and am masking the issue, would not be the first time :p
    I have applied location, rotation and scale to each object individually though and when selecting several objects I tend to pay attention to if origin shifts, so that I know some must be off. Props then need origin placed to their pivot points.

    Of course there is still a lot to adjust, but it looks to be fine, maybe bit high, but at least needles as everything else seem to go where I set them in Blender now. Funny thing is that needles came out right place with just changing node offset in suspension F&R, node offsets in suspension at least appears to me being ones where all the mess did origin from, but change there requires all nodes to be shifted amount that was in offset, but after doing that things work like they should.
    upload_2018-7-15_15-40-54.png

    It is bit high though and it is not the meshes, but jbeam or my suspension setup, that is area I still need to examine, as well as wheel jbeams, however I do have set ride height to 25cm, however that should be simple adjustment if I need to lower it:
    upload_2018-7-15_15-46-58.png upload_2018-7-15_15-48-54.png

    I don't look very much forward to modeling roof liner and all those bits, I don't like round shapes...
     
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  6. gianpiero

    gianpiero
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    Loading

    screenshot_00040.png
     
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  7. Alastair

    Alastair
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    20180715160115_1.jpg
     
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  8. TheDiamondLord8

    TheDiamondLord8
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    deleted
     
    #18008 TheDiamondLord8, Jul 15, 2018
    Last edited: Jul 16, 2018
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  9. SandwichesANDmilk

    SandwichesANDmilk
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    are the textures (whatever).001?
    if so, remove the .001
     
  10. Dean Wang

    Dean Wang
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    skni
    Blender_C__Users_Dean_Documents_moddingstuffs_BlenderSaves_TEMPRAMblend7_15_20181_12_49PM.png
     
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  11. Average Person

    Average Person
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    Finally gonna finish pine hills.
    also I figured out parallax :p
    20180715132359_1.jpg 20180715132415_1.jpg
     
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  12. fufsgfen

    fufsgfen
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    It will take only one hour to port interior from Moonhawk... Two long days later (or is it 3rd already?):
    upload_2018-7-15_23-55-36.png

    It will take a week to panel this all:
    upload_2018-7-15_23-57-40.png

    Lacks windows too and many other bits, like new tires and wheels, but I guess AM cars can work quite nicely.
    upload_2018-7-16_0-2-16.png upload_2018-7-16_0-3-10.png

    Update:
    Windows added upload_2018-7-16_9-11-45.png
     
    #18012 fufsgfen, Jul 15, 2018
    Last edited: Jul 16, 2018
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  13. SandwichesANDmilk

    SandwichesANDmilk
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  14. alex hart

    alex hart
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  15. fufsgfen

    fufsgfen
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    If you can figure out how to set offset for gauge needles so that they don't vanish, that would be awesome, because I had to change all nodes to get needles to correct position and still I need to have all objects in Blender positioned quite low, so there probably is still somethings to figure out.

    I did so many hours with those gauge needles, I did hide other meshes but no matter if I set 1mm offset to needle, it did disappear, it should of been right next to node I used reference for that needle, but no. Figuring out how to get that needle offset to work, would save quite many hours, but then again that jbeam does need a rework anyway.
     
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  16. SandwichesANDmilk

    SandwichesANDmilk
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    i did a quick test,
    i offset the dash and needles in blender
    upload_2018-7-15_17-43-20.png
    and put it in game and it offset and worked fine
    screenshot_00498.png
    so i think you may have applied rotation to the needles
     
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  17. fufsgfen

    fufsgfen
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    Remember to select all in edit mode, W and remove doubles, then go Mesh - Cleanup - Delete loose, finally go to modifiers and add edge split modifier to stack.

    I have two spots at trunk door that need attention, not sure if you can see, near center of image and perhaps that panel gap too:
    upload_2018-7-16_0-38-58.png

    It is clear in Blender how model itself needs some work on that spot, but I'm honestly surprised how good model looks after those steps, straight exported is not so nice looking, I think:
    upload_2018-7-16_0-43-5.png

    Straight export from AM vs Blender export, shapes are somehow more defined when you do what I explained above:
    upload_2018-7-16_0-46-20.png upload_2018-7-16_0-46-43.png
    --- Post updated ---
    That is very well possible, I need to try it again, I guess you reset needle by same way as steering wheel, placing 0,0,0 apply location and rotation, making sure origin is where you want and then placing needle where you want it to go?
     
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  18. Dean Wang

    Dean Wang
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    Blender_C__Users_Dean_Documents_moddingstuffs_BlenderSaves_TEMPRAMblend7_15_20182_52_26PM.png Blender_C__Users_Dean_Documents_moddingstuffs_BlenderSaves_TEMPRAMblend7_15_20182_52_40PM.png
     
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  19. synsol

    synsol
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    Nice to see an exported car being upgraded, I do have started this one in my side :
     
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  20. alex hart

    alex hart
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    That looks stunning, I wish I wasn't on a plane all day so I could start one sooner!:)
     
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