1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Ai'Torror

    Ai'Torror
    Expand Collapse
    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550

    Jbeam is all done, now onto refining the model a littlebit more and fixing some textures problems :)
     
    • Like Like x 9
  2. opkraut

    opkraut
    Expand Collapse
    Banned

    Joined:
    May 30, 2015
    Messages:
    1,198
    A model you didn't make that's way too high poly to be useful in BeamNG?
    Sounds just like every other mod you've ever made.

    Look, if it's worth doing, then it's worth doing it right. Buying or finding a model to use isn't the right way to make a good BeamNG mod, the polyflow and polycount are extremely important and most (if not all) models you'll find are not satisfactory in either regard. Not only that, but they'll be missing a lot of interior parts and suspension parts which are extremely important for making an accurate mod.
     
    • Agree Agree x 3
  3. Dean Wang

    Dean Wang
    Expand Collapse

    Joined:
    Sep 22, 2016
    Messages:
    2,177
    after so much hard work, I did it... I finally did it. I have accomplished something I've never felt I would... I am so proud of myself.
    Blender7_21_20184_23_47PM.png Blender_C__Users_Dean_Documents_moddingstuffs_BlenderSaves_PRIUSblend7_21_20187_09_29PM.png Blender_C__Users_Dean_Documents_moddingstuffs_BlenderSaves_PRIUSblend7_21_20187_09_35PM.png
    yes ladies and gentleman, I made a prius. well not really :p
     
    • Like Like x 11
    • Agree Agree x 1
  4. Tsutarja495

    Tsutarja495
    Expand Collapse

    Joined:
    Mar 16, 2014
    Messages:
    819
    Hmm, looks like the SRT Tomahawk, considering the object names.
     
    • Agree Agree x 2
  5. The Stig Is A Spy

    The Stig Is A Spy
    Expand Collapse

    Joined:
    Apr 11, 2018
    Messages:
    87
    I wonder...
     
  6. BeamCarHomeTrade

    BeamCarHomeTrade
    Expand Collapse

    Joined:
    Sep 30, 2017
    Messages:
    808
    I remember a modifier for blender that helps reducing polycount,also interior is veeeeery accurate made (emissive textures,all types of ac vents blockers,buttons mechanisms,etc its very cheap for all it has:159$
     
    • Like Like x 1
  7. Ai'Torror

    Ai'Torror
    Expand Collapse
    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550

    Few last fixes and onto another project :) I will just release a bunch of them together.
     
    #18087 Ai'Torror, Jul 22, 2018
    Last edited: Jul 22, 2018
    • Like Like x 17
  8. opkraut

    opkraut
    Expand Collapse
    Banned

    Joined:
    May 30, 2015
    Messages:
    1,198
    That modifier is useless - if nothing else, it'll screw up the model and is not a substitute for making the model right the first time. I'm going to be blunt, and tell you right now that you wasted $160 buying that model, because that is way too much money for something you should have learned to do yourself.
     
    • Agree Agree x 13
  9. VeyronEB

    VeyronEB
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,537
    That it would.

    WIP (more police parts etc soon)



     
    • Like Like x 32
    • Agree Agree x 1
  10. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    upload_2018-7-23_4-14-9.png
    upload_2018-7-23_4-14-20.png
    upload_2018-7-23_4-14-47.png

    It is in #$#$#%$ dae in same folder as one named 53_turbo_body0, which does work, I change 0 to 1 in jbeam and no, it can't find it, but IT IS THERE!!!!
    upload_2018-7-23_4-45-14.png

    No, does not appear to log, about same if file is there or not, game refuses to find that dae file, I named dae f-----you.dae and no, does not appear to log, completely stealth file without any kind of reason.

    Copy paste mesh to that other Blender and there is tens of materials with .000, not going to rename them all just because game refuses to accept this exported dae file, gah.

    Now where is that sledgehammer....


    Update: Right, so nothing gets exported anymore so that it would work, nothing at all, even parts I exported earlier, if I rename and re-export, they will not work.

    That is two running copies of Blender both stopped exporting properly. There was some error message when importing dae that there was some problem, but message was too quick, after that all my exported dae files seem to have some sort of problem, or game has some sort of problem reading them.

    Old fashioned fix time, that is restart before doing any more damage, maybe it starts working again...

    Update: Issue got eventually fixed, thanks to burilkovdeni pointing out that if object name starts with a number, it will not work, but when object starts with a letter it will work.

    So I noticed that in dae file Blender writes _3_turbo_body1 instead of 53_turbo_body1

    Bugs, everywhere horrible bugs.
     
    #18090 fufsgfen, Jul 23, 2018
    Last edited: Jul 23, 2018
    • Like Like x 4
  11. General S'mores

    General S'mores
    Expand Collapse

    Joined:
    Sep 15, 2013
    Messages:
    4,487
    Seems to be a '83-87 LTD Crown Victoria. That's pretty neat!
     
    • Agree Agree x 2
    • Like Like x 1
  12. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,292
    Saturday was upgrade day, and I must say, What a difference 32GB vs 16gb of 2400mhz DDR3 makes in a 4xxx series intel i7. Poor thing was starved. Also upgraded to Windows 7 Pro (anytime upgrade for 50 bucks equals PRICELESSLY pain-free upgrade, totally worth the cash to not have to reinstall Windows 7 after only about 4 years!). Threw in an MX500 500gb SSD for my project drive too, since Prime day deals were good (87$ plus tax!).
    What does this mean? Well, after managing to somehow shove ram in under my heatsink and fan solution without taking the heatsink off, I managed to get some stuff done. This is GOOD.

    Progress is evident here, new roads have been built in the mountain (shown the other night)... A whole beautiful LOD'ed neighborhood

    There will be a surface street running along the small stream, which sits in a bit of a depression until it meets the road (where it currently ends).
    So I also made some wall sets (I don't have pictures of these yet) and a few new bi-levels (with reverse prints, aka, house is made for lot sloping the other way), picture below, and some town-houses (not yet used or pictured).

    Several color schemes & a choice of one or two car garage exist, also with your choice of a left-hand or right-hand garage/curb-cut situation/hill situation. There will be more California-looking houses of this style later on down the road, but keep in mind...
    "This city will have a little bit of influence/style from MANY larger metropolitan cities in America".
    It's a very large city, when done, could be one of THE largest cities in BeamNG, even dwarfing the deprecated Generic City. My pledge to fix up Generic City originally led me to this creation, it will play/drive like Generic City, and like GTA San Andreas, and like one of my older maps (that this is based on, that people enjoyed). You will need a decent video board to run it close to or at maximum, but not too much over the game recommended requirements.

    That having been said, it will be very detailed, such as this intersection which doesn't yet have signs or traffic lights installed (this one gets a light).

    Proper demarcation and arrows. I will surely be improving things like the 6 foot (2.2 meter) set-back for truck clearances on left-turn lanes normally in the middle of the road. I will be testing and applying these only where needed, but for now, this will do. I will likely do the set-back lanes when I do angled surface road intersections.

    Below is a (very) unfinished portion of a side-street where many similar - but none quite the same - houses are built. These are really packed in like sardines on 20 foot-wide lots (or slightly less/more), as is very common in LA and nearby cities. These lots are 2~2.5x deeper than they are wide, usually a 20 foot wide & 50~70 foot deep lot.

    The grass, signs, driveways, poles, street-lights, fences etc are NOT in yet here! Homes beyond the first 2 or 3 rows are dropping into lower levels of detail (LOD), and homes starting 4 units out end up dropping to the lowest LOD. This will help keep your GPU's 'hamster in the wheel' from having a heart-attack or a stroke. No need to get OSHA after me for overworking your over-rated rodent friend. OK OK, FPS isn't quite as good as expected, but it still is running pretty decent. I will take it easy on the foliage here - because I have to.

    So, as promised; yes more pictures of buildings are making it in. This city will be HUGE. I am pretty sure you all will love it, and it will be such fun making a campaign for this - when I learn how to do that of-course.

    VRAM use currently : 1.35GB on HIGHEST settings!
    RAM use currently (after editing for an hour or two) : 3.75GB (about 3gb before editing for a while).
    Map size currently: 1.35GB! Ouch! Roane County by comparison is 2.1gb on disk. These are uncompressed sizes so no fear - and to think, I've been really taking it easy on the textures.

    That is all for now. Good shots this coming week.
     
    • Like Like x 11
  13. Neidjel

    Neidjel
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    332
    Not quite a picture but I'm not sure where else I'd have to post this. Just some quick test..

     
    • Like Like x 16
    • Informative Informative x 1
  14. Ai'Torror

    Ai'Torror
    Expand Collapse
    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550
    • Like Like x 9
  15. gianpiero

    gianpiero
    Expand Collapse

    Joined:
    Aug 23, 2013
    Messages:
    384
    • Like Like x 15
  16. Spiicy

    Spiicy
    Expand Collapse

    Joined:
    Sep 8, 2016
    Messages:
    3,798
    • Agree Agree x 3
  17. Tesla66

    Tesla66
    Expand Collapse

    Joined:
    Dec 28, 2016
    Messages:
    796
    Do you mean skins or skis?
     
    • Like Like x 1
    • Agree Agree x 1
  18. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,292
    More fun testing...
    So on this episode of "Where's Carro?" , can you find Carro in this picture?

    It actually got there from the far side of the ravine, too. I'll make sure to leave enough open space when I release this that you all can have plenty of fun doing the same.

    Lots of progress, more roads built. Ignore ugly terrain and spots where it pokes through the roads (it actually doesn't but the LOD's on the roads cause it to look like it is until you're within a block or so of it). There will be lots of nice expensive homes up here.

    A small stream that was added the other day is properly setup now, and a new decal road has been put in, to run along the far side of it. That road won't have sidewalks.
    Many more full days of building homes await. It's going to take a long time, but it's quite fulfilling when everything decides to work for a change. An areal view showing the full course of the road below. Pardon the low-detail at this distance, but it's really necessary to keep the FPS decent.

    Maybe I could just call it Sammy Snake drive or something (not an attempt to be funny) ...


    All in all it's turning out to have almost endless abilities to find new spots to wrap up the car. Or torture pianos.

    Your call on that one.

    A convenience store or similar will be here. Got my retaining walls working tonight right after realizing that they did not. Hello Mr Desktop! Oops.

    There's still a bug relating to old decal roads being deleted and crashing the editor. I can remove them via text editor after giving them a unique name, though, so no worries.

    More house pictures tomorrow (likely). Possibly large commercial buildings, should be pretty fast to be honest as they're mostly simple, the exception being parking garages, which there will be several of.
    EDIT:
    Over 400 road puzzle pieces exist now (though, to be Frank, about 20 of those are turn lane or parking stall pieces / markings including road stencils for turning and such).
    School Zone and Hospital stencils will be created, as will railroad crossing stencils.

    In the future, more road variation pieces, including less maintained roadways, and utility work/construction pieces will also be created. Objects with pavement texture variations are also possible.
    --Cheers!
     
    #18098 bob.blunderton, Jul 24, 2018
    Last edited: Jul 24, 2018
    • Like Like x 9
  19. Hati

    Hati
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,388
    Oh shoot, thats the mystery project car I've been editing the N/B to for ages. I'd been relentlessly experimenting with deformation for years but completely forgot why

    that answers that question. holy shit lol
     
    • Like Like x 1
  20. Spiicy

    Spiicy
    Expand Collapse

    Joined:
    Sep 8, 2016
    Messages:
    3,798
    lmao skins, Idk why I typed skis:p
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice