Released Experimental full sized San Francisco using OSM data

Discussion in 'Terrains, Levels, Maps' started by james_uk, Apr 22, 2021.

  1. james_uk

    james_uk
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    What you see here is a full scale map of the San Francisco bay region made using Open Street Map data. Every building and road you see represents an actual building/road in San Francisco. This was enhanced further using buildings from FSX/Sketchup so the landmarks/distinctive buildings are better represented.

    San Francisco International Airport has been included and fully accommodates larger planes so this should future proof the map for larger passenger jets when/if they ever get released.


    Video:

    The map below represent the area that's covered:


    Download link: https://drive.google.com/file/d/1aJpePFX526j3dbeybKmb9nTU0Dc2kTL7/view?usp=sharing

    Due to the size of it (just under 1GB) I can't upload it to the forum so had to use my Google Drive instead.

    Known Issues: (Please read)
    1) It goes without saying but this is a huge map. Expect to find the occasional road which looks somewhat broken. This is mainly due to not having the ability to have the plugin identify what's an overpass/bridge ect along with the roads having trouble with certain terrain angles. Might be possible to fix with higher res terrain but the Blender-OSM plugin to my knowledge is limited to 30M right now.
    2) Slopes can be jagged. Although I went out of my way to fix these in the Driver maps, doing it to this one just isn't feasible due to the sheer size of it.
    3) Some roads sink into the terrain. I had to use boolean cuts in blender to properly have the roads set into the terrain. For reasons unknown, this would occasionally not work. (apparently a known issue with Blender)
    4) Due to the road setup, all roads are wide. I prioritized the width of the road in the main city area so it looked the correct width (for the most part). As a result, houses in some neighborhoods appear in the sides of the road slightly.
    5) In terms of performance, I get around 30-40fps on my GTX Titan X. Depending on your setup, your mileage may vary.
    6) First time load could take a whilst due to the large amounts of geometry.
    7) You may find holes in certain sections of terrain. Again I believe caused by Blenders Boolean modifier misbehaving on me.
    8) Graphics wise, don't expect extra details like lamp-posts/traffic lights ect. I don't feasibly have the time/resources to go over the entire map to add such details. No exaggeration, the map really is that big. :p
    9) No trees. Although I was in a position to technically add these, I decided against it incase it hit the performance too hard.
    10) The runway/taxiways in San Francisco International airport are slightly above the terrain. Had to elevate these due to elevation issues with the area (need to find a streamlined way of flattening geometry to the same height going forward.
    11) Kurbs sometimes appear right across the road. For stability reasons when I was getting Scene Cities road plugin to generate the roads, I had to split the road network up into pieces. A side effect of this is that it causes kurbs to appear right across the road. You can drive across most of these at speed though without issue.

    Credits: Aces Studio for FSX models/San Francisco International Airport.
    Gyorgy R., 3D Warehouse Staff for Google Sketchup 3D Warehouse models.
    --- Post updated ---
    With the release of this, would there be any interest in having more experimental OSM based maps like this of other cities? Bare in mind that they're always going to be experimental and a bit wonky due to current limitations with how some plugins handle the OSM data. I'm hoping future cities may take the roads easier as SF's hills were pretty difficult to work with at times.
     
    #1 james_uk, Apr 22, 2021
    Last edited: Apr 22, 2021
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  2. a plane guy

    a plane guy
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    bloody hell nice job
    --- Post updated ---
    Btw why is there floating houses in mid air on a street? And there’s a giant river bellow
     
  3. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    You didn't read the thing that says "PLEASE READ"...
     
  4. a plane guy

    a plane guy
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    Oh sorry I’m still half asleep lol
     
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  5. obamanium

    obamanium
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    Dude this is awesome, I have dreamed this for a while. Do New York next
     
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  6. Dorgado

    Dorgado
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    That's really nice dude, thanks for making this!
     
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  7. silvermanblu

    silvermanblu
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    So this is interesting as an experiment. But the implementation is still a little rough. But the fact this is possible is very cool. Paves the way for improvements down the road. If modders port in even more detailed cities to FS 2020 it should be possible to move those into beamng. Good show James.
     
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  8. james_uk

    james_uk
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    Thanks. I have the belief that full 1:1 scale cities using real road networks/building placements along with having airports for planes are well within reach of BeamNG. The only thing that's needed is better software/plugin implementations to interpret OSM based data. If you look at something like X-Plane:
    The FPS issue in the city was where I pushed the object density right up for the sake of demonstration which X-Planes beta (at the time) VR implementation didn't like.

    X-Planes road network is apparently directly sourced from OSM. Yet X-Planes scenery engine accurately identifies what a highway is, what a country road is and so-on with significantly less glitchyness (for the most part). On top of all this, it accurately places down buildings/houses in accurate places with street level levels of detail. (FS2020 notably struggles with street level of detail in the photogrammetry areas.) Granted there's a lot of graphical visual sacrifices and still some quirks in the road but for the most part, it's more than accurate enough for rough driving simulator use. I was hoping to rip scenery directly from X-Plane but unfortunately don't have the means to do so. :/ I was able to do it with FSX (which I did for San Francisco International) but it's core scenery is far too old and blurry looking at ground level to be viable for BeamNG.

    X-Planes implementation of street level detail at city/region scales is ideally how I wanted to envision it. It offers just enough detail whilst not killing the FPS in the process.
     
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  9. Sithhy™

    Sithhy™
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    First boot took me 5 minutes on an SSD, so it's not too bad for a map this size. I also seem to get 25-35fps on this map with a 1060 & R5 2600 on medium-ish settings
     
  10. rtthvi66

    rtthvi66
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    DO GOOD'OL NEW YORK :D:D:D:D:D:D
    --- Post updated ---
    hi its me the guy who wants new york
    --- Post updated ---
    but in beamn- DOOOOOO IIIIIIIITTTTTTTT PLEEEEEEEEEEEEEEEZZZZZZZZZZZZZZZ
     
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  11. a plane guy

    a plane guy
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    calm down dude
     
    #11 a plane guy, Apr 30, 2021
    Last edited: Nov 30, 2023
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  12. rtthvi66

    rtthvi66
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    hey your being mean
     
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  13. a plane guy

    a plane guy
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    How am I exactly being mean? You are acting like a 5 year old
     
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  14. Noobinator_83

    Noobinator_83
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    That or he's a troll. We should probably just ignore him.
     
  15. thebeamnguy

    thebeamnguy
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    No he's not. You're only saying "WOW THIS IS SO GOOD NOW MAKE THIS FOR ME" because you came to this thread with no intention of downloading it but to ask the creator of this to create whatever YOU want. That falls under the Ideas and Suggestions forum. I know you're new, so I'm gonna let you off. Please read these:
    https://www.beamng.com/game/support/policies/forum-rules/
    https://www.beamng.com/game/support/policies/forum-rules/#community-guidelines
     
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  16. SKB

    SKB
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    wow......

    i really wisa\h my pc was better so i could run these.. looks reaallly good...
     
  17. theCITROENMAN

    theCITROENMAN
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    Hey,

    I just wanted to ask how do you extract .osm data to Beamng.Drive? I have 2 map.osm files that I got from openstreetmap.org. How do get those files into the game?
     
  18. Mola

    Mola
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  19. james_uk

    james_uk
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    The clipping thing was something I had to add. Reason being is that in the air, the z-clip would cause the runways/roads to flicker like crazy. I do believe it's adjustable in the World Editor. If it's set to the default setting, roads/runways will flicker in the air.
     
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  20. Mola

    Mola
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    Oh, okay. That's weird.
     
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