African Trails

Discussion in 'Terrains, Levels, Maps' started by ltntai, May 13, 2022.

  1. GEKA

    GEKA
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    Excuse me, could you fix the rails?
    In some areas, they almost drown in the sand.
    Also, on a large railway bridge, trains "bounce" a little, which, in addition to not very smooth joining of the rails, is often the reason for derailing them. (Sorry, i use a yandex translater)
     
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  2. ltntai

    ltntai
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    It's supposed to be a dangerous ride :). I tried to make it challenging without being insufferable. The large bridge used to be much worse. I've aligned the H-beams a couple of times and I think this is the best I can do (without a complete rebuild).
    TEM2 is the easiest to drive there, then the DMM. With the WLD it's pure luck.

    A good practice is to press insert before the bridges to create a spawn point. Of course it's a lot of work with a longer train. I haven't tested the tracks with more than a loco with two RRI carts for that reason.

    Edit: A simple solution was to edit the track model. I made it optional to choose "NEW_RAILS" for the bridge in the editor.
    screenshot_2022-05-30_13-44-38.jpg screenshot_2022-05-30_13-44-44.jpg screenshot_2022-05-30_13-06-02.jpg
    Also moved that pole which was too close for the WLD.
     
    #22 ltntai, May 29, 2022
    Last edited: May 30, 2022
  3. GEKA

    GEKA
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    Sorry, I forgot to add: in some places, the poles wipe the side of the car/train because they are too close to it, also closer to the small bridge there is a gorge through which the train passes, so he also wipes himself on the rocks and, as they can be called there, hills.
    --- Post updated ---
     
  4. BNG-FUN

    BNG-FUN
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    Fantastic work here!
    I love that the train tracks are bumpy/rough yet still drivable - very fitting.

    Since you said you're open to feedback - one would be to have a small abandoned airstrip - kind of like the one seen in Jungle Rock Island. I feel like this would be a good map to fly around on due to it's large scale. I know there's plenty of flat areas to take off/land on but I think it would be fitting to have something like this.

    Just a thought and I look forward to seeing the progress!!
     
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  5. ltntai

    ltntai
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    :) What, another airstrip but smaller and more abandoned?

    edit.
    Ok, I forgot to mention it in the OP. But there is a spawn point for it. The strip includes half mile markers and prepped surfaces on both ends, plus a maintenance area. For occasional air shipments you call a guy who sets up the landing lights.
    screenshot_2022-06-03_20-16-58.jpg
     
    #25 ltntai, Jun 3, 2022
    Last edited: Jun 3, 2022
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  6. ltntai

    ltntai
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    Slightly drifted away from my plans while experimenting with ocean shore water currents.
    The idea was to use rivers near the sea surface to work like rip currents and such, but encountered problems with unnatural sinking of floating props and vehicles at the river edges, ends, and overlaps. I also hoped that the current would be visible with different wave and ripple settings than the ocean. Well it was not, and there were only more issues like flickering under water lighting at the river/ocean borders.

    For now there is one long and boring sea route concept to try, starting at the Beach spawnpoint. Water flows at 3 m/s, 12 metres wide. Under this current is a narrower mesh road to guide you. It's visible from above the surface if you have normal color vision (at least on my screen, you can cheat by moving the orbit camera under water).

    Tested mainly with DaddelZeit's Waterboard boat. https://www.beamng.com/resources/daddelzolutions™-waterboard-pro-base.19279/
    If you veer too much off the course, the "down current" will take you to the depths. A true seafarer can make it to the finish at the Harbour.
    screenshot_2022-06-12_13-51-03.jpg screenshot_2022-06-12_14-02-13.jpg screenshot_2022-06-10_00-15-42.jpg
    You can use the world editor to set the difficulty (flow speed and width of Ocean_Current, or width of Ocean_Mesh).
    -----
    On land I continued building farm roads and walls, small fixes. Both railroad bridges have option for safer NEW_RAILS (hide the OLD_RAILS).

    Thanks all for your feedback and comments so far.
    -updated download link in the 1st post-
     
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  7. Lewhik

    Lewhik
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    Ooh. What's that big Cargo Boat? A Prop?
     
  8. ltntai

    ltntai
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    #28 ltntai, Jun 12, 2022
    Last edited: Jun 12, 2022
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  9. ltntai

    ltntai
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    Shared a link to the current build in the 1st post, though it's more like my back-up copy in the cloud than an update. Groundcover grasses should be less fps hungry now, while they still rebelliously grow on steep terrain ridges (>11 deg), ignoring the editor maxSlope settings.
     
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  10. Lewhik

    Lewhik
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    Cool!

    Also, one quick question, what's actually the difference between Las Coli as de Vampire and Black hills? Other than the other one being really old?
     
  11. ltntai

    ltntai
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    Terrains and layouts are different, building assets are similar. Black Hills still works, so go and take a look. Unpack the map in mods manager and restart the game, so it shows up in the freeroam map selector.

    Edit
    Thanks to your quick question @Lewhik, there is now updated version of Black Hills available. No need to unpack this one:
    https://www.beamng.com/threads/black-hills-a-desert-world-1-2-3.7137/page-11#post-1471462
     
    #31 ltntai, Jun 26, 2022
    Last edited: Jun 27, 2022
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  12. ltntai

    ltntai
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    Small lighting update in the 1st post. Or if you missed the silent updates since June, then there are also some new and reworked stuff but not much.
    screenshot_2022-10-16_22-39-51.png
     
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  13. Kirby_49

    Kirby_49
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    Looks like a more extreme version of Safari rally. Can't wait to test it.
     
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  14. ltntai

    ltntai
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    Added soothing surf sounds to the shore line. Built another boat.
    screenshot_2022-12-05_03-06-23.png screenshot_2022-12-05_03-08-32.png
    Stole bikes from @runnertyler and started a motorcycle club.
     
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  15. JohnSalamii

    JohnSalamii
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    Great map, love the overall visuals of it. However i have noticed in the beach teleportation spot (idk what its called sorry) the sound of the ocean comes out from the left side of my headphones despite the ocean being on the right.
     
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  16. ltntai

    ltntai
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    I hear all the sound spheres in stereo. I'll take a closer look, already found some gaps that need fixing.
     
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  17. ltntai

    ltntai
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    Hopefully fixed all missing or duplicated materials, the supernova sun, and other bad juju caused by the 0.27 update. Custom sounds are off until the game hotfixes.
     
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  18. ltntai

    ltntai
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    Added fuel stations to the village and harbour. "Enable gas stations in freeroam" must be active in Options > Gameplay > General for them to work.
    Converted decal data format to .json. Wrote descriptions for spawn points. Imported rocks from Johnson Valley and started decorating the cave with them.
    screenshot_2022-12-19_23-09-31.png screenshot_2022-12-19_23-18-19.png screenshot_2022-12-19_23-18-28.png
     
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  19. ltntai

    ltntai
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    I managed to cut holes to the backdrop mountains and started a road tunnel project. The shorter SE tunnel and the longer tunnel starting near the railroad station are connected by teleports on each end using @emlodnaor's lua trigger code from https://www.beamng.com/threads/solved-keeping-momentum-when-teleporting.86781/#post-1472145.
    The lighting is experimental at the moment. Entering the tunnels turns off the sunsky for darker experience, but it may cause trippy double images when turning off your vehicle's headlights. Changing the camera with numpad 1 usually makes them go away. You can search and delete trigger_tunnel_sunsky1 and trigger_tunnel_sunsky2 from the SceneTree if you hate the feature. There are other bugs as well, like tires sinking in the mesh floors and decal roads not showing up properly. Chime in if you know a way to fix these issues.

    Mesh roofed tunnel portal extension just like on the Huguenot tunnel in ZA. What's it for? Maybe it muffles noise, helps ventilation or drivers adaptation to light. Here it just creates a nice shadow for the imaginary toll booth worker.
    screenshot_2023-01-22_17-06-05.png hugenote_tunnel.png
    Sunlight shining through tunnel walls without the sunsky trigger. This happens on all other maps and I don't like it. Increasing the shadow distance is another way to combat this, but it's costly and still not effective enough.
    screenshot_2023-01-22_17-09-21.png screenshot_2023-01-22_17-07-36.png
     
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  20. danielscott082996

    danielscott082996
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    Mind if I use some assets for Appalachia? Looks like a couple buildings would be perfect for the look of my map.

    Edit : Nevermind. Just noticed you said they were free to use in the quoted reply.
     
    #40 danielscott082996, Jan 22, 2023
    Last edited: Jan 22, 2023
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