paint scrapes

Discussion in 'Ideas and Suggestions' started by lmiani98, Aug 11, 2014.

  1. lmiani98

    lmiani98
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    Would it be possible for paint scrapes and such to be added? I think that it would help the realism if I crashed and the paint scraped and flaked. It would be awesome. Also I think that plastic parts should shatter and break apart. You know in those crash test videos right? where the headlight shatters and the grille breaks up? example: https://www.youtube.com/watch?v=guUdsQMdh4I If that could be replicated to some extent in beamng the realism value would shoot up. Any thoughts? to devs, is this possible or being worked on now?
     
  2. SHOme1289

    SHOme1289
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    been suggested quite a bit actually, you are not the first to think this would be awesome...we all think this would be awesome...but something like that needs a lot of extra attention and work and coding, and as of right now its nearly impossible due to mesh splitting, etc etc etc...but I am sure that it may be possible in the future...distant future. this is not high up on the priority list.

    Something like GTA4 tho, with the scratched-chrome texture that appears in places that are hit, almost like a dynamic skin code or something (when a piece of the jbeam skeleton is touched but a hard object, then the game implements a pre-defined scratch texture or something, I might be talking out of my ass though)

    welcome to the forums, and inb4 the meanies: use the search bar next time. I don't really care, but there are a lot of repeat threads. Keep that in mind before people start hating you. Welcome, and have fun!
     
  3. pulley999

    pulley999
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    Well, there is the skidmark system. Maybe it would be possible to invert it for the cars? With the wheels now in separate files thanks to the upcoming multi-DAE, it shouldn't be too hard to make the system ignore them like it does dirt.
     
  4. Aboroath

    Aboroath
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    Same thought I had. A hard hit on a jersey barrier leaves tire marks on the barrier and can look quite realistic. Applying a decal scheme as complicated as paint scraping/flaking would probably invoke a major hit
    on framerates. Applying a generic low-res decal template wouldn't cut it. I love thinking about how it could be done though.:D
     
  5. WrongBrothers

    WrongBrothers
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    Just so you know, a basic version of plastic shattering has been implemented for a long time. If you smash the grille of the D15, for example, some of the mesh will disappear as if it has shattered.
     
  6. atv_123

    atv_123
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    Was just sitting here thinking about how it could be implemented, when I thought of this...

    What if there was something implemented like "node damage" where each node would record the amount of damage it has taken and would then relay that information to a layer on the mesh so that it could apply a particular amount of scrapes to that section.

    It would work by having every node on the vehicle be able to record the amount of distance it would have been exposed to kinetic friction, or in other words, record how far it has slid. This information could then be used to calculate the percent damage done to each of the nodes.

    This information could then be used to change the color on that particular area of the vehicle. In other words the more damage a node takes, the more the original paint color changes to a different layer that can either be built into the mesh or just added as a standard layer to the game. The interesting thing about this is that layer switching has been done before... even if it hasn't been done with "node damage" but with "beam damage" much the same way that the flexbody system works.



    Now this was in Rigs of Rods a long time ago, but the principle is basically the same. You can see how the mesh switches from the regular paint to the damaged paint wherever the damage to the vehicle takes place. Not many vehicles ever used this feature, but I am sure that Tdev remembers when the feature was implemented.
     
    #6 atv_123, Aug 12, 2014
    Last edited by a moderator: Oct 21, 2015
  7. n0ah1897

    n0ah1897
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    That seems like a valid option. I've never played rigs of rods so I don't know what this would do to framerate and what other issues might arise, but it certainly makes sense this way. Then again, I could just be completely wrong and this won't work at all.
     
  8. pulley999

    pulley999
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    It didn't have a huge impact on framerate but the reason many vehicles didn't use it is that the results tended to not look so great, although part of me thinks that that may have been the fault of Ogre3d.
     
  9. SHOme1289

    SHOme1289
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    yea, the wrinkly texture that appeared on the Hilux looked terrible, comparable to Driver 1 car damage textures...or even GTA3/SA/VC. But its a good idea to start with...It would need more "dynamic" textures tho, and that would suck up FPS I am sure, if it is even able to be implemented.
     
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