Outdated Ghost Roads

Discussion in 'Terrains, Levels, Maps' started by Ghost187, Feb 28, 2014.

  1. Ghost187

    Ghost187
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    Ghost Roads

    a_preview.jpg b_preview.jpg

    description:

    -post apocalyptic/abandoned desert setting
    -racetrack with tunnel, drift curves, and broken bridge jump
    -wrecks & broken structures
    -a multilevel carstorage
    -small crawl tracks
    -a small dirttrack
    -other stuff to explore
    ;)


    WARNING:
    VERY FPS INTENSIVE
    MID - HIGH END SPECS RECOMMENDED


    my first map for BeamNG
    :D
    have fun, i hope you have a good time with it...

    :)Ghost.


    Credits:

    original 3d models:
    3dregenerator - WreckedTruck & Ambulance
    JDMClark - lightpoles & sign supports
    jasonowen - Plane
    j0pak95 - Guardrails

    testing & tipps:
    Nkosikarbul,Treibal1200


    ...and of course, le me Ghost187



    view_day.jpg view_night.jpg
    park_day.jpg Park_night.jpg
    b.bridge_day.jpg b.bridge_night.jpg
    ship_day.jpg ship_night.jpg
    plane_day.jpg plane_night.jpg
    dirttrack_day.jpg dirttrack_night.jpg

    btw: aprroach the bridgejump COUNTERCLOCKWISE for best results
    ;)
    -
    if for some reason cough*fps*cough you liked the beta version better pm me and you shall have it.









     

    Attached Files:

    #1 Ghost187, Feb 28, 2014
    Last edited: May 6, 2015
    • Like Like x 1
  2. NkosiKarbul

    NkosiKarbul
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    Woot woot! I waited for this!
    Nice to see someone else doing the same kind of thing, check my Beamania track if you like, linked in my signature.
    Can't wait to test it, specialy the jumps. :)

    In first i was a little shocked, because i thought someone else just released a modular mesh road pack in front of me.^^
    Which program do you use to model your static objects again?
     
  3. Autofan

    Autofan
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    Looks great :D definitely looking forward to this
     
  4. Ghost187

    Ghost187
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    thanks, your beamania track kinda inspired me ;)

    you will laugh... the program im using is "BeamNG", i havent modelled anything.
    im clueless when it comes to blender and sketchup wont work the way i want,
    everything ive used (exept JMDClarks lightpoles) was Static from BeamNG like curbes and such...
    fun fact: the lights are just glowing speedbumps + point lights
    the last pic actually shows that i used 1441 static objects sofar...
     
    #4 Ghost187, Feb 28, 2014
    Last edited: Feb 28, 2014
  5. atxoxx

    atxoxx
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    You think it will be laggy for a medium computer ? or FPS friendly ? :p
     
  6. TechnicolorDalek

    TechnicolorDalek
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    Looks fantastic. I wanna play it NOW.
     
  7. Ghost187

    Ghost187
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    did some decal decoration...

    tunnel new.jpg bridge new.jpg

    what do you think ?
     
  8. randomshortguy

    randomshortguy
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    Yes, YES!!!

    I like the decals. Makes it look more natural and aged.

    However, I think the roads and the dunes need more debris, like the super stereotypical wrecked cars, assorted debris, rebar and concrete chunks. I know its WIP but just my 2 cents.

    Keep it up! :cool:
     
  9. Ghost187

    Ghost187
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    wrecked cars already there - http://www.beamng.com/threads/6884-could-i-get-away-with-this
     
  10. Ghost187

    Ghost187
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    how do i set up day/night circles?

    edit: nevermind... made separate versions due to other complications.
     
    #10 Ghost187, Mar 8, 2014
    Last edited: Mar 13, 2014
  11. randomshortguy

    randomshortguy
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    Ahh, I see you wrecked car thing. I like it....

    Anyway, about the day/night cycle? Just add a TOD object with scattersky and it should work. Make sure to check off 'play' and it will dynamically cycle.

    Just review some of the default maps, they all have them.
     
  12. Ghost187

    Ghost187
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    stuff is coming together, test beta around the corner.

    edit: released
     
    #12 Ghost187, Mar 9, 2014
    Last edited: Mar 13, 2014
  13. Ghost187

    Ghost187
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    removed: see first post.
     
    #13 Ghost187, Mar 13, 2014
    Last edited: Apr 20, 2014
  14. Jujune

    Jujune
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    Love your map :)
    You did a very good job here, good map for awesome photoshoots.

    You say i should give you the FPS i get.
    I got this with max. graphics and i didnt froze the physics. Not a Killer for me, just in some areas.
    BeamNG 2014-03-13 16-55-38-79.jpg BeamNG 2014-03-13 16-59-29-83.jpg BeamNG 2014-03-13 16-56-01-72.jpg BeamNG 2014-03-13 16-54-36-77.jpg
    BeamNG 2014-03-13 17-00-05-30.jpg BeamNG 2014-03-13 16-56-00-42.jpg BeamNG 2014-03-13 16-56-40-88.jpg

    *also not in slow-motion mode
     
  15. Ghost187

    Ghost187
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    thanks mate,
    yeah, its areas where most of the staticĀ“s in the picture... no wonder, with 1750+ static objects in one frame.
    ill see if i can get a "FPS" version together...
    i cant shake the feeling that it ran much smoother without the "used-look" decals...
    hmmm... maybe the fact that some "hidden" objects are "renderdisabled" plays its part too... ill see what i can do.
     
  16. Jujune

    Jujune
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    Thats not a problem for me and some others. I can run the map smooth enough and its a really nice map ;)

    Gesendet von meinem GT-I9105P mit Tapatalk
     
  17. MaRcIu

    MaRcIu
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    Hi, I don't know why but my road textures does not show in game. the car drives in it but its invisible.

    ok I figured it out. mesh quality can't be lowest. must be at least low. Thanks for this map!
     
  18. Shadowdragon94

    Shadowdragon94
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    for some reason when i try to open the zip it says that it is invalid :(
     
  19. Jujune

    Jujune
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    redownload the file. had the same problem before.
     
  20. KarlRyker

    KarlRyker
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    You say you need 8 gbs and a 2 gb gpu, but you can see my specs below VVV.

    I get 30 fps on low settings, better than most other maps, so in my opinion it is not fps intensive.
     
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