Ok people, I have thoroughly looked through the forum and couldnt find anything simular to this idea. Its not much of an idea but basically would it be possible to allow sprites to be sqaushed/flattened This could be used for grass and bushes and could prevent it clipping through the vehicle. This is used in many games but i noticed it while recently playing WatchDogs. If you watch the video you can see as the vehicle goes over the grass and bushes they flatten and this stops it from clipping through the vehicle. Not only can it prevent clipping but i think that it looks pretty good. [webm=]http://www.beamng.com/attachment.php?attachmentid=40216&d=1409866214[/webm][/QUOTE]
Wouldn't this kill frame rates? Getting vegetation billboards to at least animate knockdowns would look seriously tacky as they are built now and making .dae static non collision bushes and shrubs animate properly would be FPS expensive, maybe even needing jbeam work. Would definitely be cool but I don't think a practical and realistic way could be done without killing frame rates.
Couldn't the grass and bushes have some sort of LOD setup, such as instead of changing the quality but changing the ability to flatten the grass. There could be some sort of radius around the vehicle that loads the grass to allow it to be flattened? if that was added it then wouldn't have to make the knockdowns for every piece of grass within the whole map at the same time.
This isn't a new idea. Me and others suggested this short after release of the first alpha (so November 2013 or so). We always got the answer from the developers, that it would be to hardware intense to have a collision between vegetation and the car Sadly, I know^^ But I don't give up hope, that they find another way to make vegetation not going through the ground of the vehicles.
That's exactly the type of scheme I was pondering when thinking about disabling vehicle collision sampling to help with frame rate issues, albeit much more complicated. I imagine something like this could have a negligible impact on FPS since the T3D groundcover scheme uses fairly simple lower res textures. Perhaps an LOD based tie in with the billboard parameters allowing them to "flatten" to the terrain co-ordinates 90 degrees. Would work great for a helicopter rotor wash but would have to be very precise for a vehicle tire/bumper interaction. Fun to think about!
I just read some user reviews for this game. Apparently it's laughably awful in every aspect. I can live with the grass not being flattened but I think trees and bushes would be a nice touch if they were a bit more, oh I don't know, deformable?
I remember looking through the Dev screens and seeing a nicely Jbeamed tree by someone (i'm really sorry i can't remember who you are) with a Webm demonstration, i will look for it now. EDIT!: Community-Screenshots (N/B Trees and guardrail by Jalkku). I spent ~30 mins searching for that ;-;
I suggested this in one of the level threads or something. It was actually my very first post. :,) Thats the only reason I remember it.
There are jbeamed? static traffic signs in the Gridmap level so the tree and guardrail Thing is possible. I can't imagine statics by themselves would have nearly the beam count of a vehicle but a whole forest would probably destroy the game altogether. I want beamed guard rail so bad I'm thinking of firing up a kickstarter to get it done..lol.