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

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

  1. CaptainZoll

    CaptainZoll
    Expand Collapse

    Joined:
    Nov 10, 2016
    Messages:
    1,335
    hmm screenshot_2020-01-09_19-05-57.jpg
    screenshot_2020-01-09_19-06-38.jpg
     
    • Like Like x 15
  2. Kueso

    Kueso
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    3,327
  3. Youngtimer

    Youngtimer
    Expand Collapse

    Joined:
    Jun 15, 2016
    Messages:
    1,017
    From the back reminds me on new Honda CR-V.
     
    • Like Like x 1
  4. marijn123@lol

    marijn123@lol
    Expand Collapse

    Joined:
    Apr 24, 2017
    Messages:
    827
    the back remindes me of a volvo v90
     
    • Agree Agree x 7
  5. missionsystem

    missionsystem
    Expand Collapse

    Joined:
    Oct 9, 2015
    Messages:
    540
    devscreens1.png DEVSCREENS3.png devscreens2.png
     
    • Like Like x 41
  6. adam97ify

    adam97ify
    Expand Collapse

    Joined:
    Dec 14, 2013
    Messages:
    16
    • Agree Agree x 1
  7. missionsystem

    missionsystem
    Expand Collapse

    Joined:
    Oct 9, 2015
    Messages:
    540
    unfortunately not yet, maybe something in the future.
     
    • Informative Informative x 2
  8. Crash Hard 01

    Crash Hard 01
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    1,003
    A new area for the CrashHard 2.0 map......
    CrashHard2Map01.jpg
     
    • Like Like x 13
  9. Ghostyy

    Ghostyy
    Expand Collapse

    Joined:
    Apr 1, 2017
    Messages:
    9
    Fixed the horrible stretching from the wheel UV map, and did some work on a new tire model. Tire has plenty of stuff to be cleaned up, UV map and a stretched out version is also missing, but it looks surprisingly good with just the default tire material.

     
    • Like Like x 11
    • Informative Informative x 1
  10. AlpinaFlyer

    AlpinaFlyer
    Expand Collapse

    Joined:
    Apr 30, 2017
    Messages:
    2,437
    flush.
    Whats it called?
     
  11. FordKing

    FordKing
    Expand Collapse

    Joined:
    Jul 21, 2016
    Messages:
    85
    Holy god this looks amazing!
     
  12. MarkosRuiz

    MarkosRuiz
    Expand Collapse

    Joined:
    Oct 28, 2017
    Messages:
    239

    Diesels come back again :cool:

    E46 diesel engines in the ETKi
     
    • Like Like x 5
  13. aljowen

    aljowen
    Expand Collapse

    Joined:
    Oct 21, 2012
    Messages:
    1,676
    • Like Like x 21
    • Agree Agree x 1
  14. B25Mitch

    B25Mitch
    Expand Collapse
    Level Designer
    BeamNG Team

    Joined:
    Aug 27, 2013
    Messages:
    276
    Probably a bit late to be posting these now that the mod is out, but here are some development snapshots of Lakeside Raceway's terrain and roads:

    First, here is the basic Lidar terrain surface imported as .fbx from CloudCompare:
    lidarterrain.jpg

    The road surfaces from the raw Lidar scan are a bit too noisy to be drivable (although the grass and dirt has a perfect amount of bumpiness) so I need to lay down a smooth road base mesh which will be rendered into the heightmap. I use a shrinkwrap modifier to project it onto the terrain level, and then a subsurf modifier and a smooth modifier to control the amount of smoothing (we don't want the road to be perfectly smooth, after all).

    roadbase.jpg

    Now that the road base is established I can add the real road mesh which will appear in the game. This gets shrinkwrapped (via modifier) onto the road base mesh, with a vertical offset of 3cm to give the edge of the asphalt a realistic height. As you can see in the image below it still clips through the raw terrain surface in a few places, but this doesn't matter since that part of the heightmap will be replaced with the smoothed out road base.
    roadsurface.jpg
    I've aligned vertical imagery compiled from Google Maps to match the scale of the Lidar scan, and use it as a reference to place roads, buildings and other features.
    aerial.jpg
    That's all for now, but feel free to let me know if you'd like to see more development steps for this project :)
     
    • Like Like x 36
    • Agree Agree x 3
    • Informative Informative x 3
  15. NothingToDo

    NothingToDo
    Expand Collapse

    Joined:
    Aug 24, 2015
    Messages:
    167
    Great timing with the track and the car :D
     
  16. aljowen

    aljowen
    Expand Collapse

    Joined:
    Oct 21, 2012
    Messages:
    1,676
    Yeah, its a total coincidence too. Strange world we live in eh :p
     
  17. Nekkit

    Nekkit
    Expand Collapse

    Joined:
    Jun 30, 2018
    Messages:
    528
    screenshot_2020-01-11_20-47-23.png
     
    • Like Like x 25
    • Informative Informative x 1
  18. D-Troxx

    D-Troxx
    Expand Collapse

    Joined:
    Oct 4, 2013
    Messages:
    1,138
    screenshot_2020-01-12_15-01-25.png
     
    • Like Like x 22
    • Agree Agree x 2
  19. Crash Hard 01

    Crash Hard 01
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    1,003
    A new suspension testing area on the CrashHard 2.0 map
     
    • Like Like x 16
  20. Nekkit

    Nekkit
    Expand Collapse

    Joined:
    Jun 30, 2018
    Messages:
    528
    screenshot_2020-01-12_19-42-05.png
    hmm what it could be...
     
    • Like Like x 21
  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