WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. bob.blunderton

    bob.blunderton
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    OH NO! The game updated!
    NOESSSSS!!!!!11!!!1!!!oneone1one

    Please let me know what is broken and take pictures of it if possible. I will have more chance to fix things sooner and there will be less likely a delay in release.
    If it is very very broken, I might end up updating the public version sooner or otherwise making an interim release to fix bugs.
    Roane County has some 'NO NORMAL' (bump mapping) issues as evidently the old non-dds (texture format) normals quit on this update.

    *crumples schedule up and throws it across the room* ... yeah that.
    So tonight I will download the update in the 'free bandwidth overnight' hours of the morning, and get to see the aftermath for myself.

    If I don't seem enthused, I'm not. It's great the game devs work on this game most assuredly, but my schedule didn't need this especially not this week.
    So keep me posted if anything goes belly up or a map won't load.
     
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  2. Jer

    Jer
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    I wsih I could help you! But BeamNG broke when it was updated! I will be sure to help you when I fix it!
     
  3. geobeck

    geobeck
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    THANKS!

    Even before your reply, I've been working on a sandbox re-save of the GridMap in V2, and it's been completely stable. I must have missed a few folder name entries in some of the .JSONs in my previous attempts with V2; this time I opened every JSON in the level with Notepad++ and did a search/replace on the level name. It seems that Save As is very, very incompletely implemented.

    Having said that, your explanation will be invaluable in understanding the evolution of the level structure, especially if I mix and match resources and levels old and new.* Just knowing the relationship between the .CS and .JSON files will be a big help. Knowing where to find all of the terrain entries will probably fix most of the problems I was having. Meanwhile I've been playing around with painting roads on some of the asphalt terrain markings in Roane County, going back and forth between editors to see what works and what breaks. It looks like the terrain resolution in that level is limiting some of my mesh matching. When heightmap import is more stable I'll have to play around with different resolutions and different .PNG sizes. I'm still figuring out the best way to avoid terracing by adding noise in Gimp.

    Oh, and as former Minecraft fanatic, on first glance I thought I saw a lava river in that first pic. :D

    * Note: Any time I mix and match resources willy-nilly, it's for my own sandboxes. If I ever plan on releasing anything, I'll get authorization from the original creators, of course.
     
  4. bob.blunderton

    bob.blunderton
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    Releasing a map with content of other's mods is not forbidden, in-fact, it's mentioned by the EULA by uploading things. I just had to add a bit to my map as a protection clause for myself about the commercial content in the /commercial subfolder inside my map (there to protect my hide as much as anyone else's, never-mind the server here, if it's re-uploaded somehow). Still working on getting all clear permissions for all of it. Most content authors could care less so long as they're being paid for it - but again that's not everyone.
    The terrain for Roane County is only a 4k square terrain, just like Los Injurus and Nevada Interstate is (and many other maps with imported terrains). The difference is in the SQUARE SIZE under terrain properties. It's about 1.5 in Nevada, 2.6 in Los Injurus, and 5.2 in Roane County (also, Desert Highway by IHeartMods is 5.0 square size, and American Road by Primo is nearly that big too). The high square size is great for gently rolling terrain, geologically old terrain, or for making a loooooooong highway with gentle curves. To get precise ground alterations and maximum flexibility, you need a square size of no-more-than 1.5. There's no exceptions of this. The max recommended is really around 2.0~2.5. Going any larger and you lose the ability to make terrain that really 'pops' and roads with realistic contours and wear. So really, do try to stay as close to 1.0 ~ 1.5 range as possible IF you can. You can always extend the mesh by adding a second terrain (it won't have collision), setting it up really nice and getting it 100% how you want it, and exporting it to your 3d modeling program of choice, then re-importing it back with a collision mesh or with visible collision only. I could do that around the airport I have since it's off the map edge a bit (thank goodness this isn't SNES Simcity, though putting it in the corner of the map is such a throw-back). I just haven't gotten around to it.
    The only terrain that can have collision is the first terrain in your map. You are free to make others, but they will not interact with the car and are only scenery unless you turn them into a mesh in a 3d modeling program (many will do it, how well is up to you and whoever coded the software).
    So there's plenty of ways to get around limits, but one thing you shouldn't do is stretch the terrain too far. The reason the terrain in Roane county is stretched so far is that it was only supposed to be 15 miles of highway or so (whatever Route 40 turned out to be, forget!) and a few interchanges of marginal quality - enough to race up and back on or turn around at an interchange. It was never ever supposed to be anything more than that. I was goaded into finishing it up to it's current mostly-finished state (even if it's rather low quality, mesh road curbing etc). There's a few roads I never finished plotting out, but they weren't integral to map flow so they got pushed back to the back burner when I figured out how to model. If you'd like to add roads in when/where possible, you can always private message me with a copy of the terrain and main mission files (main folder will do) if you've made substantial positive changes and added anything to the map. I do not mind user contributions. If you've only shaped the terrain some and added a road here or there, the only changes I need is what's saved to the /levels/Southernhighway/ folder as that's Roane County. It's concept was 'Southern Highway'. I wanted to build a highway, just not sure where, so it wasn't named TN_USA or anything.
    However I will have to fix the texture errors, likely next week. I am going to implement a work-around with breaking the no texture / no normal messages from imprinting themselves into things if possible, as I want to preserve Roane County just the way it sits graphically. One day, maybe years from now, I will completely overhaul it. It's not going to happen this year though.

    I tried Minecraft in 2014. I wanted to see what the fuss was all about having heard of it for years but never tried it. So I bought a copy for some 24$ at a Game Stop and took it home and tried it. The concept is neat, I just played in free-roam mode or whatever and built a giant subway. I didn't have a subway train just a tiny cart. However, even with self-propelling tracks, It took longer to go from end to end on the subway than it did to smoke a cigarette. I think if I remember correctly, it took about 10~20 minutes. So with windows into lava streams, water pockets underground, oil welling up, etc, there was anything but 'plain jane' to the thing. A very interesting concept of a game...
    But now what do I do with it? What do I need it for? Who's going to come and use it?
    That broke me from that game at that instant. The partial underground city I made was pretty neat, but with only me it was a lonely existence.

    So I tried modding on a Just Cause 2 MP server for a while and made some cool race tracks out over the water / edge of the island where the 'clan base' was. It was pretty neat. If you tried a problem-solvers server on JC 2 MP in late 2014 early 2015 and played an awesome race track with a completely stupid random clan name there, that was one that I made.

    Then I found BeamNG Modding in late 2015 early 2016. I found how easy editor 1.0 was to use, and I have been here since.
    For other map editor 1.0 or general mapping questions, I do not mind them being asked here. I am always open to helping others and have over 5 years of experience in the BeamNG Drive map editor and some 3 years of modeling (almost 3). No one will get in-trouble or grounded from the interwebs for de-railing the thread here with mapping questions. I have a wealth of knowledge that will do no one any good if I die early, so I am always eager to share what I know.


    Long story short, I will try to stick to my release date with the next Los Injurus supporter beta, however, with the game update, strange things can happen so don't kill me if I miss it by a few days.
    Once Los Injurus gets an update, I will update other maps of mine that have bugs such as: bad or missing textures, missing objects, and other wacky unintentional things happen.
    Due to the addition of a 'walking' perspective / mode now, I can assure you there will be a PLANE TRAIN just like Hartsfield-Jackson International Airport has in Atlanta Georgia. I was waiting on this hoping it would be added and have left ample room for it 'under' the airport tarmac. So while this might not be in for a while, it will be there and it will be functional one day. This will be for the large civilian airport just to clarify. Other interior sections will be added over time as I had planned to previously, but will expedite these.
    This was a feature I highly sought out and begged for, so thank the developers if you see them around.
    Functionality for the forklift mod is still in development and I do not have a firm date when I will have that ready.


    That is all for right now!
     
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  5. geobeck

    geobeck
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    That's good to know. I see it kind of like Weird Al Yankovic's music. Parody falls under fair use, so technically he doesn't have to ask an artist's permission to record one. But he always does. In fact, White and Nerdy only made it onto the album Straight Outta Linwood because Atlantic Records revoked the 'permission' James Blunt had already given him to record You're Pitiful. It was a case of serendipitous misfortune, because White and Nerdy became Al's first top-ten single on his first top-ten album (after 25 years of recording).

    So even if I don't have to get approval to reuse resources developed within BeamNG.drive, I've like to make sure no one gets a surprise when their favorite bridge (for example) ends up on Semisopochnoi Island.

    Perfect. That's what I was getting at when I was talking about resolution; I just wasn't sure what the ideal numbers were. And it explains why my Roane County modifications are really blocky, while my GridMap and Utah sculpting is a lot finer. I've been using a value of 1.0 for my limited-success heightmaps, so I guess I'm on the right track, with a little room to stretch it if I want.

    At this point, my modifications probably won't end up as much beyond my own sandbox, but if I get on a roll (and substantially improve my modding skills) I'll keep that in mind.

    Minecraft became really playable around 2016. I remember trying an early version and not getting into it at all. But newer versions have become multiplayer meccas, especially since Microsoft bought Mojang and took over the "Bedrock" development. My son plays it on his X-Box constantly, mining and building with his online friends while fighting off hostile mobs. I always played the Java edition (mainly because I was on Linux for several years before replacing my aging laptop), but there are options for cooperative online worlds in that edition too.

    But after a while it became kind of monotonous for me, and BeamNG is a much bigger challenge.

    I really appreciate that. BeamNG documentation seems to lag well behind because the devs are pouring their resources into active development. Not that I can complain too much because it's an amazing open-universe game with neverending opportunities to make something of it. But it's great to have experienced modders who eagerly share their hard-earned knowledge.

    Damn, I think your eloquence is contagious. I'd better finish this up before I fill the page. Now let's see if this multiple quote format works properly...
     
  6. Bauer33333

    Bauer33333
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    Well, seems like I'm an idiot. I just realised the update button in the mods manager.
    There is so much new stuff now, apartments, trees, new roads everywhere and I finally found the airport tunnel you've been talking about. Seems like my search for the places from the preview picture on the repositry is over now, too. So many new locations to discover like the sprawl mart area or the apartments on the hill, I know what I will do on the holidays for sure.
    Like everything changed, even the colour of the hills, I wonder how many months I was behind.
    Stupid me will have a lot of fun the next days.

    btw, you didn't change the colour of the cliff assets on all LODs, the look pretty misplaced if far away now, but otherwise it looks great
     
  7. bob.blunderton

    bob.blunderton
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    Yeah I haven't quite settled on the cliff materials for now, they're sort-of temporary until I get around to making more custom exposed rock faces. I haven't really had time to address the issue yet, but thank-you for reminding me. My short-term / immediate-term memory is so bad I sometimes forget if I washed my hair while I'm STILL in the shower. It's due to the back pain / nerve pain meds I'm on. My body is physically shot, so I have to live with it's short-comings and the meds too. I will surely get to those one day. The LOD's I think use a separate texture or use a baked texture, not sure (have to look it up, there's more than one texture for sure though, and I think it needs to be lightened a bit IIRC). The roads near the default spawn have the same issue, the LOD's don't reflect the lightened grass texture on the planting strip (grass between sidewalk and road).
    A lot of the LOD's need work. Kind of stinks, but when I get to it, I will be really happy with the result (and the roads need to be re-merged with the ones I lost in the DEC 2019 drive crash yet, which thankfully I backed up), and hopefully everyone else will be happy too.
    Don't feel 'stupid me' about not finding everything. It's a huge map, you're not supposed to explore the whole entire thing in one go. It's like GTA V, you don't find everything the first time you fire it up (and it's about the same size roughly, with GTA V's island being a tad 'longer' length-wise, but this having slightly more land due to it's largely square-ish shape making more land in the corners). Don't feel bad, not at all. I know it's just in jest, but still, this is a HUGE map, a project that has and will likely take me YEARS to polish up and finish. But the bright side is I LOVE doing it, I enjoy making a map within the limitations of this game engine and PC hardware. At-least for the most part I have the hardware to accomplish this goal (though admittedly my 8gb 2070 Super is a little shy on VRAM; but I digress, it's a pretty good card and does otherwise serve it's purpose, can't see fit to throw my nose in the air at it and replace it yet until it commits video card suicide).
    Glad you enjoy the map. It is quite fun when you just want to drive, and when it's populated throughout, it should be that much better yet.
    I make this map because I enjoy it, making games is fulfilling - so much more than playing them.
    Just ask yourself - Who wouldn't want to make their own GTA-clone style map???


    @geobeck Worry not about using assets. Do what you want with assets from maps unless people have stated they'd rather not have the assets available to make other maps with. The EULA of this website in the mods section specifically says 'other modders and BeamNG Co. may use these assets as needed when needed with or without notification' etc, though do read the EULA of uploading mods carefully to see the fine print.
    I specifically made modular city pieces so those folks who pine for some Sim City style building but want to race through it (and Streets of Sim City is too damn old), can build a city of their dreams IF they can surmount the learning curve that is making maps in this game. The developers want to streamline this process eventually, however, they only have so many fingers pushing buttons at one time, and can't get to everything yet. Future asset updates in my map (on objects you may use) will generally only require copying things over and changing any texture paths necessary for it to work with your map, without needing much / any repositioning etc, if all goes to plan. I will always let folks know in the dev blog here (this forum thread) if there's any asset updates that might break things, detailing what they are and what's needed to correct things if required. I try to make updates as painless as possible.
    In other news, speaking of assets; I am working with the developers trying to find LUA (game script) code to load game assets from the main base game without needing them duplicated in EVERY map. This would not only make distributing and designing maps easier, it would also make downloads a lot smaller, at a small cost of memory and disk usage when loading (and maybe a few extra seconds). Even though this map already takes 1:45 to load on a top-end PC on the first run (faster on 2nd run and there-after), a few extra seconds to save 1gb of this map's download size is definitely a worthy trade-off. Most games won't require you to duplicate assets in each map to distribute them in a working manner, this is one of the only games that does - due to the Torque3D engine design itself. If I can manage to pull this off, it'll mean big changes for maps and map making, but it'll also be a lot less painful if you wish to start making a map, as the game's assets will already be available by default.


    This BLABBING aside, I am looking to update my Los Injurus supporter beta within one week, I am doing the best I can with the update we just had. I will continue to use 0.20 to edit my map and have made backups, I will attempt to migrate to 0.22 when possible - IF possible, for editing. If not, it's not a big deal, maps made with 0.20 work on 0.22 just fine as there's little changes outside of some graphic formatting issues (which Roane County has some of, there will be an update sometime in April for that one, only to fix broken textures though).

    Okay, enough typing for now... Blame my 1980's & 1990's school teachers for making me do so many book reports back then.
     
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  8. bob.blunderton

    bob.blunderton
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    The Bob (tm) has been quite busy lately, but thankfully that's winding down a bit - just in time to get my highway revamp phase done* over the next few days & release this thing. Not much to show right now because it's no-where close to done yet. It's about 65% carved in and smoothed (it's actually pretty smooth already), the landscape is maybe 33% taken care of (banked/graded, culverts and drainage areas installed, stone textures painted on steep spots, and so-forth) along this section. I also have two interchanges to make, at-least one will be present in the next beta - the other I'm not sure if I'll add or not, will have to give it time to see how the map flows. The highway BADLY needs interchanges in this area though, so the 2nd one is quite possibly going to be added.
    I've got about half of the coastal road done, it'll also be the same one that goes under the interchange (the one that will replace the existing coastal 4-lane and old interchange, this interchange will definitely be kept as it's badly needed here & it is the only one for miles).
    *Done up to the cloverleaf that connects with the straight highway-over-the-mountain that also goes to the military (island) airstrip / future base. I've already re-done that section of highway all the way into the city including the opposite end which is the island base loop-back & sentry area (check in / toll booth thingies, Sentry is technically the term for 'guard duty' on-base). I'm doing the highway in phases as it takes quite a while to perfect it and get the AI close to / up to my standards. While this is realistic, I am doing it so that I can take care of other designs in the area such as water features and drainage, nearby developments (there's a road there for a REASON, right?), and so-forth. I am trying to keep things real yes, but also, it keeps things from being overwhelming, and helps me slice it into manageable chunks.

    Don't know if the screenshots took or not. My internet sucks too badly to upload anything much tonight, for reasons I have no clue. All's I can say is that at the end of next month when the 2 year contract is up, I am going to take the equipment out back and use it for target practice, and we're getting something else. Starlink won't be in our area until 2nd half of the year sadly, but when it is I'll possibly get that. Depends how they are on metering, sick of metering, no more of that data cap rubbish.
    Editor shot is earlier than the others and is less complete. Carving guides (orange stuff) may be partially visible in some shots. Even have a part where there's one of those old post-construction cross-overs they re-use during emergencies etc. The highway separates a bit as it goes through the steeper terrain here, but the hills on the highway are to-spec as-per the national DOT standards. Rest assured it will be much more interesting than the old road which is replaces, a LOT more interesting, and a whole-lot better looking / more immersive.
    More shots will come over the course of this week when I have more things done. I haven't had as much time as I wanted to have to do this with as busy as I was. Luckily I have a few days without a lot of interruption this week. Should have a release put together (barring anything crazy) by the time the weekend is going to roll around.
     

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  9. obamanium

    obamanium
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    Looks great, quick question though. I am trying to edit older beamng maps for personal enjoyment, and the new world editor has screwed me. How do I use the new world editor to load in assets from other maps?
     
  10. bob.blunderton

    bob.blunderton
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    Do you know what assets you want or need?
    There's a few things you have to do in-order to do this.
    Find what models you need. Then you need to find the directory they're in and add those textures (this is usually the case in-which a model makes use of textures located within the folder it's in, described in a materials.cs if it's an old map, or a main.materials.json if it's a current map).
    Add to your map the .dae model or models (dae is COLLADA file extension, the type of model used here, it's an open standard I believe Google created or published), and the textures it needs, and the required texture index main.materials.json file (older .cs files work, but support will be dropped eventually).
    You need to open the main.materials.json file up, and look at the paths, and use software such as notepad++ to correct the paths to be what is in your map - so instead of /levels/east_coast_USA/ it would say /levels/YOURMAP/ (always keep the / marks trailing and following, so you don't accidentally replace other things, creating hard-to-trace bugs in the process).
    If you do not correct the texture indices, it will try to use the old paths which were from the map you sourced the material from, and it will cause problems (though it may seem to work locally, it might not on someone else's computer).
    If you wish to use road objects from my map, almost everything is in the art/shapes/MRK folder, that's the Modular Road Kit (and what MRK stands for), and has even more things than just roads. Everything you need for city infrastructure except the subway stations themselves (which are in the art/shapes/buildings/Metrocity folder) is in the MRK folder. Don't copy everything over, just take what you need. The road textures used are in the roads or road folders (there's two folders, eventually this will be corrected). If you copy EVERYTHING over, it would be extremely wasteful, and create a map that which alone may be too large to be uploaded here. So just get what you need, kits are all named similarly. Explore the models using my map 1st if you need them, find what you need and write it down for later so you know what to grab.
    To find what textures are needed in my models, open up the DAE file in Notepad++ and look for the MATERIALS INDEX section. It gives you all the names of the textures needed, which will conveniently map to the MAPTO field for that specific texture's part of the texture index file main.materials.json (or materials.cs older format). These are all the textures the model will want (and sometimes a few extra if the duds weren't cleared before exporting the model to the game by the creator, though it's best to add them in anyways unless you're sure). I have added in a picture of a model open in the text editor showing the materials index of a model file. DAE models are created in plain text, and are not machine code, so you CAN read them and make sense of them. Game-shipped models made by BeamNG team are exported out of Blender which puts the materials index near the end of the file. It's no different aside of position, it just may take a moment more to find. Just don't open up a 500mb model file and expect the text editor to respond for a few minutes (10 minutes?) - opening large files take a while.
    Get these models and textures into your map and find them via the F1 object editor (adding an object) or by adding them to the forest brush as a new object. You'll need to browse for them possibly, but it shouldn't be too hard if you're familiar with where the map data is stored.

    Link (safe for work!) to the picture of the model material index - https://prnt.sc/1157djn

    You should be able to use your objects in the editor(s) once you do these steps. For more help, please post to the forum topic/section of map editor use and questions. I don't know much about the new editor other than it hates me, and in-fact am editing this from the OLD editor on game-version 0.20, as that's what works for me and I am used-to.

    Just got this carved in, including a culvert tunnel and a median barrier to reduce cross-over crashes. The second shot shows the island military airfield / base in the background for perspective. This means I'm almost finished (I have an interchange to do) with working my way over towards the base (and it's cloverleaf) with updating the highway on this entire side of the map. The map is officially not only larger in square mileage than GTA V, it's also longer too now because of the amount of space and length the civilian airport added to the map in the last version.
    You can see the old highway visible with chunks of dark pavement, this will eventually be removed completely and the terrain restored as best as I can do. Lots of homes will be here so it's not that big of a deal anyways. The culvert mid-way around the long corner can be driven through if needed, though I doubt many folks will find it on short order or need it often.

    All things considered it'll easily take a majority of the next few days to get this finished up for the next beta. I hope to have everything packaged up BEFORE the weekend so you folks can spend your weekend enjoying this. It's roughly a little over 3.5 miles of freeway that has been completely redone (and is likely just a little longer than what it replaced, due to a more snake-like path adding in some length). Thankfully, it should be much more interesting than the old one.
    Check back over the course of the week to see this area shape up into something that not only is more interesting, but hopefully looks a lot better too - as it's currently a big mess.

    FAST FACT: I have gotten word from the developers, that the fixed-angle rotation feature which used to be SHIFT key, is now the ALT key. You can use this when using the city modular road kit pieces to line things up more precisely. There is also a snap-to-grid option and values you can use to also speed up object placement, but you might have to dig for it (it is called 'snap options' in the old editor).

    I cannot help with editor 2.0 much, as I don't use it, just in-case it was missed above. I use the old editor because I am used-to it and to me it's much more intuitive, and there's no surprises for me (that I don't already know well of) that will mess up map development or otherwise cause a delay in release any more than normal would have.
    --That is all for right now.
     
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  11. geobeck

    geobeck
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    An idea: Rather than restoring the terrain, it would make sense just to remove the pavement and "seed" over the dirt areas. Or maybe replace the black pavement with old, distressed pavement. This would mimic situations where old highways stay in place and deteriorate over the years, with swaling only where it makes sense for drainage. And it would be less temporary work for you before redeveloping the area in the future.

    Speaking of temporary terrain features, I was driving across Roane County the other day (your map, not the real county), and I noticed some asphalt terrain in the distance. I flew over and noticed a pattern, so I cammed up, and up until I could see the attached image.

    I assume it's a modern version of the Nazca lines, cut into the field to guide visiting aliens to the best diner in town.
     

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    #1711 geobeck, Apr 6, 2021
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  12. Agent_Y

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    I noticed that too, I laughed so much
     
  13. bob.blunderton

    bob.blunderton
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    Haha, yeah it's a throwback to Looney Tunes, where there would always be some sign that said EAT AT JOES in the cartoons. Watched the heck out of those as a kid, they were my favorite. Not ashamed one bit to say I'm almost 40 and still love them (and Tom & Jerry too).
    There's already a section of abandoned roadway right above the huge civilian airport - it even has AI routes, too - including where a bridge was removed (causing them to all heap in a big pile in the lake dozens of meters below, can be interesting to watch until you run out of traffic). There will be more sections of abandoned roadways and so-forth. Don't think for a second I wasn't going to put any in there. The one by the airport will be re-worked a bit when I get the texture for it fixed right. Good idea none-the-less, and would make for some good immersion.



    Some screenshots of very, very, very unfinished section, the orange on the right is where the water will be, and the orange at the bottom of the shot goes to a just-out-of-shot intersection and is access for a shopping center.

    Second shot shows this area will look NOTHING like what it used to. It used to be a boring section of the map, and now it's not. There will even be a grocery store around here (bottom left of 2nd shot will likely be the spot), not to mention a bunch of other things.
    So yeah, sorry it's so unfinished but I figured I'd post what I had to show for my day's work (5~6 hours today). I can't really do too much more tonight and am quite tired / 70's & 80's love-songs & soft-rock are putting me to sleep.
    --That is all!
     
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  14. Jer

    Jer
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    This looks amazing! I am going to clear up some disk space and then download this!
    Might I suggest something to add?
     
  15. geobeck

    geobeck
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    Joined:
    May 1, 2014
    Messages:
    218
    I definitely wouldn't ask for an apology. I love seeing work in progress, including forms, guides, big question marks on the ground, etc. On this map, it seems like the journey is the thing, rather than the destination.

    And I hear ya about Looney Tunes. When I was young, I always looked forward to the Bugs Bunny Roadrunner Hour on Saturday evening. Kids these days don't know the patience we needed to wait a whole week for a show to come on again. Especially if you lived out in the boonies where you only had two channels.
     
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  16. bob.blunderton

    bob.blunderton
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    Apr 3, 2015
    Messages:
    3,289
    Feel free to suggest things! The only way it 100% won't get is either if you DON'T say what you want, and I'll never know, or if it's R-rated stuffs like nudity or violence. The map and it's consumer-facing contents (what you see during normal play) should generally be 'family friendly' to MAYBE PG-13. I don't want to get 5000~10,000 hours into this (what it likely is now) kicked off the BeamNG site because of ONE bad thing, that'd be pretty short-sighted of me.
    So yes, feel free to mention anything that's safe-for-work or at-least closer to that than NOT safe for work, and I likely can put it on the list of 'Honey-Do's' so it gets added.


    Shopping plaza is mostly in, structurally anyways, it still needs a bit of work behind the stores, and a bit of decorating / wear / detailing. Not sure if the detailing will be done by the beta as of Friday night I am cutting off progress at the end of the evening and uploading this. That means about two more full nights and whatever I can put in tonight before the beta ships. Everything should be 'functionally completed' that's being worked on right now (you will be able to drive around unabated like normal, but features added may not be fully furnished/decorated yet).
    *added, before I posted this while waiting for the screenshot to upload, the back of the shopping center curbing and rubbish bins are all done - after the screenshot was taken of-course.

    Oh, and btw, both the Patreon-Supporter private beta, and the public-facing beta (official download version) can run in game versions 0.20, 0.21, and 0.22 without major problems or compatibility issues.
    I still use 0.20 because the only way I can crash it, is the nvidia driver bombing (which it does do, almost as much as my AMD Polaris card did to the AMD driver) or when I try to undo (CTRL+Z) deleting a decal road.
    Needless to say next GPU I get in a year or two (I am about on a 3~4 year cycle between cards and am 18 months into it), will be AMD or Nvidia, whoever gives me the most VRAM for my $. For what it's worth, the developers say 'try to get an Nvidia card, as those have historically less issues on this game' as that's what they use. Would be nice to run my own map at full detail without slow-down, but it's not worth the 1500$ to secure a 3090 as that'd be a humongous waste of cash that'd be better spent on a Threadripper CPU (no, I'm not getting one short of winning one in a contest) anyways. I will wait quite patiently for the tech market to normalize again by the end of the year / early next year before I buy much of anything (yes that long, it'll be late summer before any sort of normalcy begins it's return).
    I was thinking it was dumb timing in a way, that I got a 3950x for 100$ off MSRP last July (the one I saved a YEAR of my 'personal' - not Patreon - money for), and that I should have waited another 5~6 months for the 5950x. I'm not upset, as I couldn't find a 5950x if I wanted one right now anyway. Will just be thankful for what I have, in this retail tech-market nightmare.
    Just a reminder, don't go over a 12-core Ryzen right now (3900x/5900x) if you want the most traffic per $ spent; any more than that and it won't really make use of it due to DX11 limitations pegging one core with all the draw calls.
    Not sure if I mentioned, a Long Dong Silver's got added in, too. There will be more fast-food restaurants here at the junction, as that's quite common and a prime spot for food-service franchises. Eventually, formal dining (and diners) will be added into the map to parody places like Perkin's, Shoney's, Bob's Big Boy, Olive Garden, Bob Evens, Friendly's, and any other unfortunate restaurant chains that I can think of / remember.
    Requests for a parody of a certain business is fine, a picture of it or link to it via google earth (or coordinates! I like those even if they take a while to load and can lead to a more thorough design) is a great way to see the business get added to the map if it's not in already. Keep in mind many/most/all of the business's from Roane County will likely eventually show up in one form or another.
    Edit: added more pictures since they seem to upload now. Stupid technology...
     

    Attached Files:

    • yeap_still_on_0_20.png
    #1716 bob.blunderton, Apr 8, 2021
    Last edited: Apr 8, 2021
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  17. eggward

    eggward
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    Apr 28, 2020
    Messages:
    566
    if that's the case, may i suggest a billboard that says "jesus died for breakfast burritos and look what yall did"?
     
  18. Jer

    Jer
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    Joined:
    Nov 20, 2020
    Messages:
    1,282
    Hmm, I was maybe wondering for a small drift/race?
     
  19. Slugfest

    Slugfest
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    Joined:
    Jun 28, 2020
    Messages:
    1,122
    I didn't know my sins included eating breakfast burritos ;)
     
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  20. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Religion and the general subject of it would be a taboo thing for the map, so I can't put it in. It'd start too many arguments and would anger a bunch of folks, some of which who may or may not try to report the map.
    The closest thing to religion that I'll be putting in a 'unplanned parenthood' and a church next-door to it that says 'unplanned weddings'. It was scheduled for Roane County but development never got that far, so it'll be in here.
    Yes, there will be a small handful of race courses. There's already a dirt track, however there will be some asphalt ones, too. They will range from perfectly realistic / authentic, to slightly more "Stunts" style stuff like in 'Race Driving / Hard Driving' games. Los Injurus will have a little bit of everything, a little something for everyone.
     
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