It seems that the guy @Eskim who ported this map from Assetto Corsa doesn't do it anymore, I'm just wondering if you have an industrial area?
I think this project is abandoned for the time being. Post your Multiplayer edit publically on this forum thread, when it's released.
hello don't get your hopes up though --- Post updated --- after looking at this map (i had never downloaded it before) -the objects were made into one dae- they are not separated when you import the mesh so mesh culling is non existent. -ai is very nicely done -no normal maps are linked to objects, use NFS-TexEd to add them specular is the same use tool above and export as dds or bmp, png is messed up in that program. (talking from experience) Buildings' are non reflective. They can be converted to PBR and cubemaps can be done to make them reflect like in the original game. - panorama meshes do not disappear at long distances.. remove the panorama meshes unless using beamng's load/unload object system cool stuff though i'll try to get some kind of camden bc some kind user dmed me and i got motivation to work on it update 2 : map position is fucked up :cry: so Camden won't fit unless i do magic (aka moving the object around) Also a deal with materials is that they are separated by mesh (that isn't bad) but common materials are duplicated Fixed the position issue just rotated 180 degrees and then some adjustments to positioning but the old mesh is still laggy. --- Post updated --- Added XB objects for Gray Point and Camden
Another update and i swear if this doesn't appear as a separate reply I loaded everything except for XV prefix and uncategorized objects. Im using my ebisu wip port as a testbed cuz the mostwanted map crashes my game for some reason. You can see polycount upper right- map runs a lot better than the other port. FPS are low cuz my pc isn't good lol but you get the difference just by the polycount! I'm playing in low settings for the video because otherwise im running like 9 FPS lol and also the reason why FPS are fluctuating so much is because the game is culling the parts of the mesh that are behind me. If i load half of the mesh because i have half of the map in front of me, the game doesn't know that there might be a big ass object hiding the geometry the game loaded behind it. The best way to fix it as i said in carbon map thread is making little chunks and use panorama cards already created in the map to hide them until chunk is loaded --- Post updated --- Performance was improved after lowering visibleDistance to 1000. You don't notice any cutoffs in the map because the map isn't rendered that far in MW so they don't bother. If it was UC it would be another story as UC does use a lot more LOD terrain meshes but this is not uc so i won't get carried away. Here take a look also i changed texture settings just because then "uH the tEXture iS bLurrY!1!1!" The other thing i wanted to say is that adding waterblocks instead of a waterplane is the solution for lakes and stuff you'll also notice wrong collision on some XW objects like fences because apparently in MW smokeables don't have their own prefix apparently so i'd need to get object name and then group them as smokeables... well you'll also see some walkway object not colliding i don't know if it is the cdae because i removed it yesterday after testing stuff
Awesome stuff man! I havent been paying too much attention to this thread lately, mostly due to mental health but also to do with learning about vehicle modding for BeamNG. Feel free to post any files here or send them directly to me and i can update the main post with your changes.
hi the little port I'm doing has performance issues on dx11 because it has too many drawcalls (around 4000-8000 for 1000 visibleDistance, and upwards of 10000 to 28000 if running 2000 visibleDistance) so idk how to fix it lol that is the biggest issue here. Vulkan runs butter smooth
here is the issue... look at the amount of drawcalls (this is DX11) (vulkan runs way better but still) vulkan
@eniwei, will the terrain textures have procedural stochastic texturing? Seeing as the rock textures have a "repeaty" pattern, I'm asking this.
i'm not touching any textures or model at the time. i have been just grouping stuff and putting said stuff into the game
So now i come here again i've started testing some stuff again... dividing each "region" of the map into little chunks will probably be the way to add these other districts without huge performance loss but drawcalls are still high... Using beamng's lod system to just make sections of the region and then just unload it like mw does is the only way but it still takes time because it's making a mesh after mesh after mesh.. Do not worry about the low quality billboards because the Panorama meshes from the original game are made for these long distance object stuffs. THe only thing again is that it isn't as straightforward as I'd want because i have to create a lot of meshes for this to work anyways it unloads completely and reduces drawcalls so I'm happy that it atleast is better than the stuff i was doing before If there is any way to make this without using a lot of different meshes it would be pretty cool to just specify the distance i want let's say a sign to disappear in the object name and it just disappears individually without making all other signs disappear
Here's a video of it... a lot of these have (a) buildings (b) trees or treecards (c) random stuff idk on front of these so most of the time except for the one i went through it wouldn't be noticeable that you're loading another section I run the game normally at like 40fps so yeah i just put the counter because the other version gave me only around 25 at best. It can be better with more meshes but i'm tired of exporting and these are only 12 different chunks i can't imagine buildings etc lol
Since this isn't getting much attention - I have been watching this for a few months and I'm really excited to see the progress you have made in finishing and enhancing this map @eniwei. Thanks for the time and effort, and the status updates! =)