0.93 Released! Changelog: AI paths in Portland Fixed #6 by @DAYTONAAAAA Fixed #7 by @DAYTONAAAAA Fixed model and texture glitches Improved LODs in Portland Adjusted LOD distances in Portland Lights in tunnels now glow If this is still relevant, I think waypoints are the way to go. No terrain or roads necessary, just waypoints and a map.json file in the levels root folder. The junctions are quite limited, but that might also apply to the classic path creating method, I don't know. I wrote a python script to generate the map.json code blocks, respecting a node1, node2, node3 etc. node naming pattern, so I don't have to write them myself.
The seaside bug is fixed and Portland is as alive as ever. Though, I have to admit: I didn't think that implementing AI would be that complicated. I honestly thought that implementing AI is just tinkering around with the map editor, but it seems to be more than just that. Impressive as always, swift!
Anyone know if there have been any GTA cars ported to BeamNG (released on this site)? I can't seem to find a car as basic as the Admiral. (The Pessima doesn't count)
There are a few Here are some that have been updated recently to modern BeamNG standards. https://www.beamng.com/threads/updated-asea.63772/ (Asea Sedan) https://www.beamng.com/threads/updated-vapid-sadler.63225/ (Vapid pickup truck) https://www.beamng.com/threads/updated-feroci.63777/ (Feroci Sedan)
As far as I understand, BeamNG is looking to make a new UI and/or system for scenario creation in BeamNG. Though, I don't follow it that much. Is it purely a feature to improve ease for scenario creation or are there other modding features they're looking to add?
A week ago, I contacted the developers and told them that there's an issue with the top down camera working properly. Since then, they fixed it. It now works just as it did in GTA 3! Now we have official traffic, a top down camera, and a literal port of the entire map. We are incredibly close to porting GTA 3 to this game (with the exclusion of peds and an M Rating). This is stupidly exciting me :>
Yeah it's pretty crazy. This project was so much fun to work on. Btw I'm looking into porting the NFSU2 map, but there's a lot less modding and documentation around that game, so it might not be possible. Thanks, glad you like it! Let's enjoy it before it gets taken down by Take-two.
all the people who is yelling about the bugs of the map i dont care hahah Its fucking cool but i was wondering maybe you could make gta vice city san andreas and gta iv to that would be awesome
i’m currently trying to get San Andreas into Beam, but i keep getting roadblocked by engine limitations and editor/game crashes. and to add, using a half a decade old Blender tool since the DragonFF tool currently only supports importing GTA III IPLs...
My method should be applicable to VC and SA. But it is tedious. I split the map into ~25 map segments where each one has 3 LOD models. SA specifically is a huge map. But again, I think it's doable, just time consuming. In the worst case you'd just have to make 3 separate maps (Los Santos, San Fiero and Las Venturas), to keep the memory consumption down. The memory limitation will always be there as long as there's no way for us to stream textures. I personally think it's ridiculous how much memory even maps like Italy take and that the devs don't consider it a problem. But I never experienced crashes of any kind while porting. Yeah I recently added GTA 3 IPL import support to DragonFF. I plan to add VC and SA support and then make the tutorial. You could however make it yourself. It's not that difficult if you know Python, it's literally just about telling the addon where to find the IPL files. I'm just always struggling to find some free time to work on it.
Would it be better to have things that appear many times (e.g: traffic lights, street lights, wrecked cars, trees) as their own objects placed in the map instead of being lumped in the same mesh as the buildings and terrain? That way they can each have their own LODs instead of one that only affects everything at once.
Yes definitely! As well as all the other props, all buildings, and basically all of the static models. The problem is that I don't know how to import many static objects into BeamNG. Can you write import scripts in BeamNG? Even then you'd have to read the prop positions, maybe from a special dae file with imported positions from the GTA's IPL positioning file, telling the import script where to put each lamp, bench ect. Then populate these positions with the actual models and their LODs. If you had any info on this, please let me know. But I don't know how we would go about doing it, without literally doing it by hand. I think we're lucky that the old GTA maps are so low poly that separating them into several chunks per island is enough of an optimisation for their performance to be comparable to the official maps.
I'm sure it would be possible to make something that converts the IPL into BeamNG's items.level.json format. There's also the forest files. I don't know too much about these apart from some maps use them even for buildings and such.
Oh yeah that'd be easy actually. I didn't think of it that way. I might do it one day, for fun. I think the map already has very acceptable performance...
Thank you for adding traffic! Even if it was not so important for you! Now the map is even more fun! Nostalgia and joy of playing, what more could you want? Thank you!
Yeah, it was a bit of an unexpected workload that came with this project. But it's been fun nonetheless. I'm about to release the rest of the traffic paths (the entire map) today or tomorrow. Hold on tight.