This is my first attempt at getting Blackwood from Live For Speed into BeamNG. The grass is deadly. The kerbs are deadly. Some of the pavement transitions are deadly. This is very much a proof of concept. I was able to expoort the map from a mod converted to Assetto Corsa and then export it into Open Collada .DAE to then be opened up in the level editor in BeamNG as one huge object. This will make a nice project for the coming months. If anybody wants the raw .DAE file to give this a shot as well, let me know. Uploaded a new fixed zip.
I think this might work now. This is the first time I'm actively trying to compile a level into a zip. Let me know if it works.
model hierarchy needs to be like this, the game is not broken, it just needs some info and a correctly classed model Base00 -- Start01 (in here you place the following) --Colmesh_1 (this is the collision mesh, the shape itself here is called Colmesh_1Shape) --track_a500 (this is the visible model, the track and surrounding stuff, in it's fullest detail, called track_a500Shape) --track_a250 (this is optional, a lower triangle-count, less-textured version, from further away if your map is not all one piece) --track_a100 (this is the lowest simplest detail shape from far away this will be what is used) --Detail_500 (this is an empty marker to say the first detail level at full detail comes in at 500 pixels of screen fill) --Detail_250 (this is for your lower detail empty marker that starts at 250 pixels of fill when it's further away) --Detail_100 (this is the lowest detail empty marker that will appear when a shape is only 100~250 pixels of fill) You can have more or less detail levels, or none at all and just have the main shape along with collision. You don't need different collision meshes. You can open up existing game shapes from my map or game shapes from the main game, which vary a bit but either way works. I just do whatever works. You may use things from my map/maps that are not in a commercial_asset folder, freely, and only need to give credit from where you sourced the work. Avoid narrow 2~3cm wide triangles (Especially long skinny surfaces, break them up, triangulate manually when needed!), and avoid double-sided collision meshes, and flipped normals/faces as all of the above will cause vehicles to be damaged or become stuck upon contact. Things like curb faces, ends or tops of fences or guide rail, narrow poles, house eves (edges of the roof), etc, will all be narrow enough generally to eat vehicles upon collision, so use care here when creating a collision mesh. Keep it simple and devoid of spike type or long skinny objects if possible and widen fences (away from the play area) if needed. Curbing can be done by extending the curb face down through the driving surface, to make it about 1 foot tall (but only 6~8 inches showing above the roadway). Look at some of the bridges or roads in my map to show how it's done, though admittedly many are far from perfect. Newer models are done best. Please only use .dds format textures, linear DX11 format is best, but DX1 format can be used for solid object textures. Keep specular and normal textures in DX 11 Linear format to avoid potential odd yellow or blue tinted reflections (one of them does it, I think the specular does that if you use DX3 or DX5 BC2 format, but not in DX11 Linear format). Use Paint dot Net or GIMP to save your textures properly. The recent version of Paint dot net can do all these formats. Use of PNG, JPG, GIF etc is not supported, and may or may not even show up. Only things shown in HUD will work as PNG JPG and may not work with DDS for whatever reason. --- Post updated because Hughes Net internet is hot garbage baking in the sun ---
The main issue is I was trying to fix everything in 3DSimED and import it as one big mesh. With the last update, all of my textures are now broken.
LFS <3 I haven't downloaded it yet, but I really want to see this track in beamng, pls don't abandon it!!
LFS was my main car sim from 2002-2015 or so until Beam overtook its place in my heart. Along with many, I'd love to revisit Blackwood! Please keep it up!
@STICH666 i think it is a folder copy-paste issue. if you look to the zip archive, you will see most of your files are in levels/blackwood/blackwood instead of levels/blackwood . if you move your files to one upper level the map works.
@Kolas That worked, nice. Just aesthetic issues to clean up but the track runs and feels great to drive.
Here this will fix the issue, or at least it should ~ might have to clear cache ~ --- Post updated --- I hope this alleviates the headaches @STICH666