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

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

  1. workclock1©

    workclock1©
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    I found this file just today, the file dated when i right-clicked and hit properties was sometime in 2016 lol

    blender2018-07-0318-30-44-35.png

    won't turn it into a mod, a historic artifact i guess
     
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  2. bob.blunderton

    bob.blunderton
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    The limit is in the max amount of surfaces (visible bends/divisions) that can be in the road. Lower value, less divisions = more length.
    This also applies to MESH roads, though it's not a limit I really hit unless I'm carving things into the map.
    Both mesh and decal roads will be able to be driven on, you just won't see anything render past like 1024 'micro-sections' of road (exact number unknown, but I'd reckon it's 1000 or higher, it's not easy to hit unless you have large maps or a very snaky road). I hit this quite often in So-Cal, Roane County, and Nevada.

    Speaking of roads, a new concept is in the works: divided multi-lane avenues! Sim City 4 Rush Hour much? Yes I played the stink out of that game. NAM mod for the win. See picture at end of post.

    Also, I've taken time to fix any models that weren't working right (or spawned upside down, Damage Control 101).
    I've also made lots of sloping highway pieces and tested them out, a few abutments, some fresher pillar textures, with much much more on the way.
    The Modular road/rail/subway kit now has precisely 220 pieces (I think there's one dupe or broken one in there, didn't count that in the 220 though!). Another 50+ are planned. There should be close to 300 pieces in the end, allowing you to build almost anything in your city, and I haven't even done any angled pieces aside of the rail crossings yet. Did not count the subway station in that total either.

    Everything is moving along nicely aside of the dark spot issue with normals on some models, which is something to do with the model, I have a support ticket in on Autodesk for that, now for the waiting game.

    That's it for now, though. More pictures in the next few days.
    Fellow 'Muricans, please enjoy your holiday!
     

    Attached Files:

    • Avenue_fourway_wip.png
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  3. Blijo

    Blijo
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    playing around :)
    screenshot_00253.png
    Proof of concept:
    Tatra style suspension(minus the offset wheels but that's easy) with the right powertrain
     
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  4. Sithhy™

    Sithhy™
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    Tatra 813? Noice
     
  5. fufsgfen

    fufsgfen
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    Do you want splitter box for that or do you have plans to build it further?

    I have that splitter setup, which might save little time on creating one.

    My swing axle likes to be unstable, most likely something to do with reaction nodes and I haven't had a lot of interest to fight with that windmill lately.
     
  6. DankMemeBunny

    DankMemeBunny
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    Gonna make my Dublin bus skin into a small pack. (3 skins, 80s, 00s, Late 10s)
    What you see is barely done, only 1 side and the front is close to done.
    screenshot_01305.png

    Update: I am done! There will be 2 more skins left as I am gonna do the 90s aswell.
    screenshot_01306.png screenshot_01307.png
     
    #17946 DankMemeBunny, Jul 4, 2018
    Last edited: Jul 4, 2018
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  7. Iro

    Iro
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    a
    upload_2018-7-4_13-43-42.png
     
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  8. bob.blunderton

    bob.blunderton
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    Lots of objects. Lots of LOD's... not really any noticeable drop in FPS from high-poly-count roadworks.
    Yay! Before we get to the pictures, YES the stone median is like a RAMP, it's intentional.

    Above, a few shots of one of the in-progress interchanges, a divided avenue with 3 lanes per side, the intersections will be much nicer when it's done. The bridge impediments are also done, as are new colums. The shot below is just a staging area for roadway chunks. This is as far as it can be seen without falling off to lower levels of detail (the lone bridge piece facing perpendicular is actually already on it's next lower detail level, simplifying the beams, and losing other not-seen-when-build faces).

    Those slight curves in the highway (above) make it much less boring. Grade changes also help add to the realism (below).

    The last shot, ignore the tall keystone block walls (they're actually interchange pieces, I was testing them out to see that they didn't snack on my Pessima) to either far side of the shot. They're temporary. This highway is staying, though. You can see the old entrance/exit ramps (grey pavement) where the new modeled ones will be built in the very near future.

    LOD falloff is how 3d games remain feature-filled, well-decorated and still very high FPS. LOD triangle fall off (triangle = half of a surface) goes something like this 400>260>120>60>24 from highest (close up within a half-city-block of the player) to lowest (furthest out, a mile away). So your video board won't have to process even 5~10% of the full detail when things are several blocks away. Only things within a half-block of the player can and will be full detail (on the highest settings, on lower settings the fall-off could be even quicker, but it should never be too ugly as they're all hand-done).
    The modular highway, road, rail, and subway kit is up to 225 pieces or so (give or take one) now.

    Now, who wants some RAT BURGERS!?


    Only GENUINE RAT will do. Thanks to whoever made the awesome Roane County commercial truck skins a while back - love these!
     
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  9. fufsgfen

    fufsgfen
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    LOD and making everything bit unperfect on purpose is certainly road to win!

    Often in games especially roads are too perfect, too straigt, too smooth, it takes extra work to make them less perfect, but that is where real immersion comes from.

    Driving 80 miles per hour car in reality will rock up and down whole time, because imperfections of road, something that is missing from so many maps. Going faster than 100mph is often not challenging because of turns, even it can be, but jolts from unevenness of road is what is making it hard to keep going at such speeds. Of course there are roads which are smoother and where you can keep up higher speeds, but most roads that are two lanes or so tend to be quite rough at higher speeds, at least on my experience.

    All those tiny bends at railings, road path etc. are what makes roads look real.

    Very happy to see this progress and evolution!
     
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  10. bob.blunderton

    bob.blunderton
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    TY, thanks, this should blow Roane County out of the water quite readily. Not to mention most other maps, too. If you need any models for your map let me know. I don't mind throwing a few your way, you've helped a lot in the past (and recently). Don't worry, the roads won't be TOO smooth. Blow through an intersection on a smaller road, where a larger road crosses, and you'll fly when you hit the cross slope of the perpendicular roadway.

    Keep in touch!


    Added a file for showing how the LOD's work. Figured if anyone wasn't sure 100%.
    Surely it'll not be built there but this is just for demonstration.
    EDIT: CLICK ME DERP! *points down*
     

    Attached Files:

    • Bridge_LODs.png
    • Highestdetail.png
    #17950 bob.blunderton, Jul 5, 2018
    Last edited: Jul 5, 2018
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  11. RetrO_TyT

    RetrO_TyT
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  12. MrAngry

    MrAngry
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    Why are the front turn signals so massive? They look pretty awful.
     
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  13. alex hart

    alex hart
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    Thanks for the feedback, I'm trying to find a solution to that problem, I think there are a few options, I know they look bad at the moment
     

    Attached Files:

    • screenshot_00086.png
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  14. maty

    maty
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    Big thanks for @Car_Killer for fix lot of textures on my Semetin map,Czech Republic. :)
    screenshot_01852.jpg
     
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  15. 2swede4u

    2swede4u
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    That looks really good! I almost prefer that over the fast back!
     
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  16. The Shotty

    The Shotty
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    upload_2018-7-5_17-45-53.png
     
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  17. TWilliams458

    TWilliams458
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  18. Dean Wang

    Dean Wang
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  19. TWilliams458

    TWilliams458
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    XB Falcon Mad Max.
     
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  20. corvette81

    corvette81
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    Its not a falcon its a barstow, literally everything is wrong for a falcon.


    (credit @The Shotty)
     
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