1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

Recording scrapes and grinds for impact audio system

Discussion in 'Microblogs' started by sebaudio, Sep 27, 2018.

  1. JZStudios

    JZStudios
    Expand Collapse

    Joined:
    Feb 23, 2016
    Messages:
    352
    The material system for the cars is already super basic as well. I can't really imagine it being much more/better than how Burnout did it in the days of old.
     
  2. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Smoke comes out when node type rubber slides on surface. | guess there might be some basic thermals involved too, but not too sure about that. WIP still I believe.

    But also they don't want to add another layer to textures as was pointed out, same with dirt I believe.

    I guess that in T3D/Beam additional layers are pretty expensive, you get easily over 700 drawcalls when you add car to scene and your limit is pretty much 4000 for good CPU. Luckily adding the copy of the same car is not that bad, but adding different kinds adds up.

    Not sure if rendering improvements will help with those.

    Anyway, I'm not sure if they have some other plans to achieve better visual connection to scraping sounds etc. We have to wait and see, but definitely it is something I would like to have.

    I mean even Viper racing from 90's had scrapes and some deformation, albeit using rigid body. One would hope hardware and software now 20 years later would be able to do same and then some, but sadly it is not that simple when everything tends to be physics and soft body based.
     
    • Agree Agree x 1
    • Informative Informative x 1
  3. KrukasKlep

    KrukasKlep
    Expand Collapse

    Joined:
    Aug 2, 2018
    Messages:
    669
    I only have one sentence to describe this


    Scronch, kronch n scratch
     

    Attached Files:

    • car-crash-videos-762x294-1431812891.jpg
    • Agree Agree x 2
  4. Zero

    Zero
    Expand Collapse

    Joined:
    Sep 2, 2012
    Messages:
    1,386

    Some cars in Rigs Of Rods had this feature :) (Look at the bonnet) I cannot recall if it was modders who made it somehow, or how it worked. Haven't played it for 6 years, so hard to tell but maybe someone else from the Rigs of Rods days could remember.


     
    #44 Zero, Oct 17, 2018
    Last edited: Oct 17, 2018
    • Agree Agree x 1
  5. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Rigs of rods is not previous, BeamNG and RoR are not related, some of the devs worked before on RoR, that is what I remember reading previously written by devs, correct me if I'm wrong.
     
    • Informative Informative x 1
  6. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    It's a pre-defined texture that simply blended according to where a beam was deformed.
    Means you'll always get the same texture, despite if you just tap a wall enough or literally disintegrated the car.
     
    • Agree Agree x 7
    • Informative Informative x 2
  7. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,710
    Yeah... so while RoR had the "feature", if you even really want to call it that, it was implemented in the most basic way. While something like that would work for dents in a car (actually cars with a dent bumpmap that used this feature looked REALLY good) it doesn't really make sense for literally everything else.

    Take scratches or scrapes for example...

     
  8. VeyronEB

    VeyronEB
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,537
    They definitely are related at the core, BeamNG physics engine is essentially a much improved version of that in RIgs of Rods.

    The system used in Rigs of Rods just used the deformation to switch to a different texture. This works exactly the same in BeamNG with deformgroups (its how windows and lights break) and can be applied in much the same way. Although as said its a pretty basic method.

    This is the result I was able to get (only effects normal maps in mine)

     
    • Like Like x 3
    • Agree Agree x 2
  9. Dean Wang

    Dean Wang
    Expand Collapse

    Joined:
    Sep 22, 2016
    Messages:
    2,177
    that is awesome ! devs should take notes :p
     
  10. TheMohawkNinja

    TheMohawkNinja
    Expand Collapse

    Joined:
    May 18, 2014
    Messages:
    207
    I'm not sure how the devs considered implementing the feature, but if you just want to do it by adding an image onto a surface, that should be one draw call. At least in high level languages like C++/CLI that's how it works.

    Granted, maybe under the hood, that one drawcall for a bitmap is actually way more, and that's where the 700 comes from. Idk, I'd really like to get a devs feedback on this, since they clearly had a legitimate reason for not doing it, so it'd be interesting to learn what that is. Admitedly, I don't know much about the graphics side of programming lol.
     
    • Agree Agree x 1
  11. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    There is sharing the idea and sharing the code, scratch built based on same ideas, is that improved or something unrelated? Anyway, that does not belong to here really.

    I think that devs will do it differently if they will do it, like scraping sounds are probably based on physics, if devs would to do scratches to paint, that would use some high tech vertex painting method which would be incredible hard to pull off.

    So it might be that they might lack resources to spend that much time on such detail. Like with more advanced bus routes they found it being taking too much time to adjust everything.

    I'm sure devs would like to implement such things, but sadly there are limits what they can do. I hope that scraping sounds will eventually make it into game though.
    --- Post updated ---
    I just know that when you have no cars and then you add a car, that I saw increasing drawcalls by around 700 with one Miramar orbit camera view. You have to remember that each separate UV island adds drawcall, seams double amount of vertices, so polycount can bump up and in worst UV map possible you get each polygon as a drawcall multiplied by normal, specular etc. maps. You have to do normals and reflectives etc. for those scratches too, I think it is something from there that causes drawcalls to go so high with a car.

    Then shadows need process all materials for transparency etc. Reflections then do just exponent on top of that all, so your one might end up few hundred, especially with poor optimization :D :D :D

    Devs did mention that it is because scratch would be always the same, that is at least one of the reasons why not, I'm not certain about performance aspect, maybe it has something do do with it, but maybe they have ways to make performance aspect better, so it might not be greatest reason.
     
  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