It's a mountain. It's a corkscrew. It's Corkscrew Mountain - twists, turns, dips, and hills all wrapped up in a mountain that's over 4,000 feet high. Post your best track times here. Notes: For anyone just getting into BeamNG, the timer doesn't work anymore due to the pre-race update. It changed the way the LUA code works. There shouldn't be any technical issues with this release. I'm learning how to pack these correctly. The mountain is huge and the road mesh I made is very smooth, which is a recipe for some nice drifting. The latest available version replaces any previous version. Version 1.2 is probably final. The light version is for slower computers. The only difference from the original version is that grass, trees, and rocks have been completely removed. It should run well on low end computers. I haven't added the track timer to the light version yet. Thank Ltp0wer for the feedback that led to the visual improvements and thank NkosiKarbul for his ground cover help. I've learned a lot when it comes to terrain aesthetics while working on this. (imported from here) Version 1.21 Changes: Added my custom track timer Version 1.2 Changes: Optional light version for slower computers Fixed the areas where grass was clipping through the asphalt Added signs where I felt they would be helpful Decreased scale of parking lot Did what I could to smooth the last few turns ​Smoothed terrain where it meets the track skirts ( easy to get back on track now ) Version 1.11 Changes: Added grass and rocks Adjusted tree layout to look more natural Version 1.1 Changes: Tweaked water for visual improvement Tweaked shadows for performance improvement Adjusted layout of trees ( they're along the edges of the track skirt now ) Smoothed the area where the terrain meets the track skirt Adjusted grass texture Version 1.0 Changes: Fixed occasional collision glitch on outskirt of track mesh Added slight dips and hills Terrain aesthetics Features: My custom track timer 100% original road mesh made in Blender 100% original terrain sculpted from complete flatness How to Use: Drag and drop both directories from the archive into your BeamNG Drive folder. Known Issues: The last 3 turns at the bottom of the mountain have some very minor choppiness to them. I cannot do anything about it at this point. It stems from me experimenting with my parts I use to create tracks. For every 4 top faces of turns, there's only 1 bottom face. That's the cause. I figured I would try something different to keep the polygon count low as possible, but it ended up biting me. My future tracks will not have this problem.
Looks like oodles of fun, especially without any guardrails Modeling is great too, do you have any intention of placing any trees?
Nice road! May i ask how you did make it fit perfectly onto the terrain? I played around with self sculpted terrains exported over rendered heightmaps from my 3d program but upon importing i just get wrong heightscales, no matter what i set upon importing. :/ That leads into manual adjusting the terrain which never fits realy. Did not do any further tests yat, but still i need to solve this to finish my BeaMania track one day... any insight would be appreciated!
Thanks.. I sculpted the terrain around it in the default Torque editor. I changed the terrain square size to 8 to make it easier and faster, but I don't recommend that because it screws up the collision detection and creates sharp edges that can't be smoothed. That's why I'm remaking the terrain now, heh. The shortcut wasn't the best route here.
Are those mesh roads? Because they don't work with the game, cars don't have any kind of collision with them.
Looks Fantastic defiantly looking forward to this. Good idea to make the roads in a 3d modeling program and then form the terrain around them.
Yea, they're a mesh, but they aren't the mesh roads that come with the game. - - - Updated - - - Here's what the new terrain is looking like.. It's much better in my opinion. This is very early. I'm not even done shaping it yet, so I didn't get to texturing, etc.. - - - Updated - - - I uploaded the beta version. Let me know what you think !
I like this but have a problem with the kerbs, seems to destroy wheels and suspension for me. Drift to the edge of the road and suspension gets trashed.
Ah i see, well, it turned out pretty nice so far i think. Good luck with it! But there is a problem with the curb/bevel on the side of the road as zedx describes it ("problem with the kerbs"), and i think can tell you what is causing this bevel to eat tires, in case you dont know already yourself anyway. Did not happen offten on me but i guess you would like to fix it. I would bet that the vertical collision faces you see below the road, which are facing inside rather than outside, are the bad boys causing this issue. They should not be there at all as they are not needed, even if you think they stop below the surface, they are still able to cause problems. The tire of the car is very unlikely to stay 100% above a collision face at 100% of the simulation frames, as it is a question of performance how accurate you can make your physic enginge calculate stuff. More accuracy would be possible, but kill most computers and so game developers have to find an acceptable margin that does not cause any performance nor gameplay problems. As long you consider some rules, like removing those collision faces, this is no problem for the humans perception of realism in the simulation. Note that the ammount of the tire going throu the collision face is probably even to small to see it with the game camera due to the scale. Also, i should not be able to have a look inside the mesh like that. As the mesh has a bottom with collision triangles facing downwards, there should be at least 5 addition collision triangles acting as cap on the end of the road if you consider the topology on top has 4 and the bottom 2 connecting collision triangles. Edit: I already love the mesh road for drifting down the mountain! Also please consider everything i said is just an afaik opinion and im happy to be corrected if im wrong about something!
Zedx and Nikosi, thank you for bringing all this to my attention. I'll correct it. Nikosi, your detailed feedback is valued, so it's all good. - - - Updated - - - I just uploaded a collision fix for the beta because I don't know when version 1.0 will be released. - - - Updated - - - I just uploaded version 1.0. All feedback is welcome.
For the final release can you make it so there is one with trees and one without trees? would be great if so
yes that is exactly why i love maps but some just have to manys trees for me to even load them up much less drive on them how do you take a picture ingame? got somethin that you may want to know about
I overdid it with the trees. The next version will only have trees directly on the left and right of the track. Also, to boost the FPS a bit, I changed the shadow texSize from 1024 to the default 512.
Lovein the map only one problem to show you (i don't know if you can fix it so don't worry about it if you can't) again love the map few fps drops when i get closer to the bottom but other then that and the sky its amazing to play on
What's the problem ? I plan on releasing at least one more version, so, I'll try to fix whatever it is for the next release.