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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. TechMechanic

    TechMechanic
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    Nov 22, 2017
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    screenshot_2019-03-03_18-38-56.png
    A Cuatro for every job.
    Now with fixed rear suspension

    Edit: the beach buggy may be on fire, fire is an optional extra and the Charmand Corporation claims zero responsibility for damages..
     
    • Like Like x 18
  2. Calarist

    Calarist
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    458
    v8.png
    Now I just need something to put this in.
     
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  3. Toddolius

    Toddolius
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    Working on some plates
     
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  4. Danny Werewolf

    Danny Werewolf
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    Redoing this corner, I've always hated it.
    screenshot_2019-03-04_00-27-13.png
     
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  5. RyvyLo

    RyvyLo
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    May 15, 2014
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    This was meant to be a simple figure 8 with some obstacles in the middle to make a parkour track.
    280 obstacles later, I think I might have gone a bit overboard

    screenshot_2019-03-04_13-10-05.jpg
     
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    • Informative Informative x 1
  6. TarTi

    TarTi
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    Feb 27, 2019
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    Is it good for off-road gameplay to go down this waterfall...

    beamagain23.png

    Nope. But that's fun. Works for me ^w^'
     
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  7. Danny Werewolf

    Danny Werewolf
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    screenshot_2019-03-04_18-12-08.jpg
    Hmmm...Might feel like WRC in a few spots...
     
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  8. JBatic

    JBatic
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    upload_2019-3-4_19-28-0.png
    hopefully when I add drive shafts it is not an unstable mess like my last attempt almost a year ago
     
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  9. TarTi

    TarTi
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    Finished my 2nd waterfall spot, but all of you will just go at more than 50 km/h over there so here it looks like ! ^w^'

    beam24.png beam25.png
     
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  10. JBatic

    JBatic
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    *insert rage here*
    It still needs more work
    --- Post updated ---

    --- Post updated ---
    Also figured out that some wheels make the rear end even more unstable (15x9 alder rush + 31 inch off road tires fall off, few others vibrate)
    screenshot_2019-03-04_20-36-13.png
    I just couldn't help myself, when I make the race 460 it may be able to actually do this without nodegrabber
     
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  11. bob.blunderton

    bob.blunderton
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    Ah, the traffic tool, nothing like the traffic tool to knock a mapper of his high horse, even if he never got on one in the 1st place. Yes, quite a humbling when I realized that now with lane features and such, Roane County TN map wasn't looking so ship-shape, never mind a multitude of glaring graphical errors...

    So, sometime this month, folks will get to enjoy a new Roane County, with some upgraded graphics (cough highway graphics that stank cough cough), lots of fixed ones (where needed to fix flickering, over-white mip-maps on railings/fences, and no-textures embossed on parking-areas). The map will feature mostly re-worked AI on pretty much all of any of the roads that are more than 2 lanes (with both sides combined, this is a four-lane route shown above, so it got re-worked). New bridges featured in my Los Injurus City map thread, will also make a showing, free for others to use in their maps. No more mesh road bridges people, please. Draw-distance will also be increased & fog removed a bit *IF* the FPS tests prove it's not going to bomb the FPS for folks - not going to undo all the hard work the developers did now.

    So look forward, clearly, to a new version of Roane County TN map coming to BeamNG.Drive this month for use with the explosively-popular Traffic Tool by @Gamergull that has so-recently graced us with it's godly presence. I can't really thank him enough, this is totally awesome. Where were we all this time without it?
    Work should wrap up in a week or so, maybe a little less (it's a rough goal, not exact), it will be tested privately for 4~5 days, and then it will be sent out to the BeamNG servers here for you all to enjoy - hopefully bug free. This is NOT a content-release, it's not going to have lots of NEW stuff, just lots of IMPROVED stuff (some, like this 4k road texture, are night & day difference).
    In short:
    *highway texture kit completely replaced with newer, better, much much more realistic AAA-quality work (free for community use on release, they're made by me, for all mappers).
    *bridges completely upgraded (free for community use on release - Modular bridges, to fit wherever you need them)
    *AI completely re-worked with the traffic tool in mind, appropriate one-ways, dedicated left-turns on proper intersections, and existing large-lot AI routes for places like Sprawl Mart and others
    *better draw distance if it doesn't murder FPS, less fog, slightly brighter sunlight.

    The Bob listens to the feedback he gets from folks. US 40 highway is already re-done with new AI (just like the above picture of Route 27 / Roane Street, which is 80% done).
    Some things were great, some things stank, some things were just plain BROKEN; so I hope you'll find much more of the former as opposed to the latter two categories in this map the next time you download it.

    No jumps were harmed in the making of this update.
     
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  12. TarTi

    TarTi
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    Feb 27, 2019
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    122
    Any good tip/link-to-thread to create a good racetrack ? Mine seems a bit boring and not that flat even with smoothing 10 times..

    I'm more into regular and off-road roads ahah :p

    tracksmall.png
     
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  13. Crash77

    Crash77
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    Sep 16, 2017
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    154
    Based on that, I'd say, add some railing, since much of the track appears to be slanted towards the sea. AI support is always a fun feature, too. This archipelago map is looking pretty cool, keep up the good work!
     
    • Informative Informative x 1
  14. TarTi

    TarTi
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    Feb 27, 2019
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    122
    Thank you ^w^ trying to show you the best of my country through the landscapes and my level design attempts :p

    Railguard were planned yup, and will come veeeery soon cause I'm a bit bored of fall off from the cliff each time I try a new car on it ^w^'

    AI support with waypoints, or just the "drivability > 1" in the road details panel ? Cause the second one is already there ;3

    I also scaled up the third turn and deleted some roadpoints to have more straight lines but the tracks seems still a bit short... What is the best 1-lap track time to have a not-too-long not-too-short circuit ? And at what speed are we supposed to pass a dangerous turn ? As i said, I'm usually not in racetracks ^w^'

    Thank you again anyway and here is the track how its looking like for now :

    beam32.png
    --- Post updated ---
    I was going to create my railings, but it seems it wont work with a tool as the road mesh editor, so how am I supposed to do ?

    Also, I begin to like my track after a few laps with my new tires :3

    beam33.png
     
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  15. Danny Werewolf

    Danny Werewolf
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    screenshot_2019-03-05_23-48-39.jpg
    Put speedbumps and mapped a different texture to them to make better-looking parking bumps or whatever its called.
     
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  16. Im_a_Lefty

    Im_a_Lefty
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    Jul 11, 2018
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  17. TarTi

    TarTi
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    Looks nice, good idea ! I was just wondering how to do my start places lanes !
     
  18. DutchyGamer

    DutchyGamer
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    Mar 18, 2015
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    I saw your latest posts here and in community screenshots. I think you should add some custom walls around the cliffs with railings on top of them, that would make it a lot more realistic.
    It also hides some of the terrain's roughness!
    Looks interesting and challenging so far.
     
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  19. TarTi

    TarTi
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    Feb 27, 2019
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    122
    As I said previously, guardrails were planned but I'm still looking for a spline mesh tool for them, does this exists or am I supposed to place an orientate each guardrail portion I want ?

    Thank you, btw :3
     
  20. Nicelittle

    Nicelittle
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    Apr 27, 2017
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    772
    20190306194550_1.jpg
    changed the bumper shape to be more aggressive (side by side comparison)
     
    • Like Like x 9
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