It's outdated. The bushes and joshua trees were borrowed from Utah, which has since been updated. As a result, the old art assets have since been lost. Now, I suppose it's time I, as you say, "pi22 off." Damn, ninja'd on my own turf.
Hey, just curious. Do you wish that a staff member would add the destructible bridge in this map to the game?
Not particularly. The bridge is certainly cool, but it was purpose-built for this level, and would be an ill fit in any other one (spatially, that is: the design of a generic rusted truss could probably fit a few maps). Plus, it's a little janky. Tire nodes can get caught on the underside of the road surface, the supposedly perfectly stiff concrete road sections can fold under stress, and the truss sections themselves can enter one another.
Maybe? The wheels getting stuck on the underside of the road surface is a consequence of the road sections not being closed shapes. Closing the shapes of the road surface with coltris wouldn't be hard, but then there'd be a risk of car tire nodes getting caught on the joints between sections even while the bridge is intact. Building a subtle bevel on the face would solve that, but that would greatly increase the complexity of each section. The road sections folding could be solved by simply making the sections stiffer (and probably heavier), but the way they're constructed now (currently, there are three nodes longitudinally across the top, and only two across the bottom), there's always a chance of some odd behavior. If I were to start this one over again, I'd either make two or three longitudinal nodes the standard, not a combination of those, and I would make it much stiffer. The trusses would be the easiest one to solve, but I'd prefer to make individual girders bend, bow, and buckle. The extra detail density would not only solve the original problem, but would also make the destruction much more captivating. I was brought on after the devs liked some of the mods that I'd produced, but priorities shifted and my best skills turned out to not be high in demand. I can't go into specifics, but suffice it to say that we parted on good terms.
if you know how world editor works (F11), you can remove the current plants/ foliage and replace with ones that aren't as broken or actually have textures. If you look on the map there is these tree's that have textures and do look pretty good.
Not sure how I missed this. I actually started some fixes on this map just yesterday, including fixing the vegetation (which was pretty simple, actually). I do not recommend trying to fix it yourself, though, as Garfield Height's most recent update has evidenced that once a custom version of a level is saved, it will overwrite every version of that level, even newer ones. If you do choose to save custom versions of the level, please delete every custom file manually once the new version comes out.
Occam's Razer updated Sadler Gorge with a new update entry: Various Fixes, New Scenarios Read the rest of this update entry...
Yep but the bridge will start to break. It's not a bad thing, if you want to cross the bridge with a truck, the 15T trailer is there for you. But if you want to slightly destroy the bridge, the 25T trailer is also here.
The bridge was specifically designed to be strong enough to remain functional, while also being weak enough to break under normal gameplay (due to driving and crashing: no aircraft, no explosives, no nodegrabber, no gravity changes). It won't break outright unless you put something extremely heavy on it. Also, quick disclaimer: IF YOU HAD A PREVIOUS VERSION OF THIS LEVEL, AND SAVED ANY CHANGES YOU MADE TO SAID LEVEL, YOU WILL HAVE A FOLDER NAMED 'sadlerGorge' UNDER 'Documents>BeamNG.drive>levels'. DELETE THIS FOLDER, AND CLEAR CACHE, OR THE VEGETATION AND SCENARIO FIXES WILL NOT WORK.
hi, i was wondering if you could explain how lightmapping the level is done? i've been using blender as a level making tool too, but i'm not sure where to begin with trying a lightmap or if you know any tutorials i should look at please let me know
I don't know of any tutorials offhand, and it's been a long while since I made this one. But iirc, the process is to build the level, ideally with as few individual models as possible. It's just normal static meshes and such, with fully assigned materials, uvs, and collision. Then comes the hard stuff: you'll need to re-unwrap the model that comprises your level on a second UV channel. This time, you need all the uvs to be unique. Use the 'bake' functionality at the bottom of the render tab, and change the bake mode to something that will give you good, layered shadows and shading (I think there's a 'lighting' option, or something). Ideally, you should also use Cycles render, as the original internal Blender renderer doesn't give very good results without a lot of setup. Once you get the resulting image, you'll need to do some masking in Photoshop or the like so that the parts of the lightmap that are in direct sunlight are transparent, and those parts in shadow are party opaque. You will then add this lightmap into each of the materials your model uses in BeamNG as an Overlay Map. Again, this is all off the top of my head and I can't say for sure that I'm remembering all the steps correctly. Sadly, I'm away from my working computer ATM, so take these steps with a grain of salt. Also, I used an older version of Blender, so the process may have changed. Lastly, I'm not sure how well these steps would work on a terrain object or with an editor-placed forest.
gotcha, thank you so much for the response! i found a few tutorials for lightmapping in blender for other game engines but i wasn't sure how i would go about pulling that in to beamng, so your info is very helpful!!
Occam's Razer what is the default light settings? i created it with day and night but want to revert it back. (made the edit permanent)