Small Update: Even if most of the map ist just rather empty plains and mountains, a 144km² map takes a loooong time to fill with things. There will probably be some underground stuff to explore
Awesome! Underground stuff is one of the coolest things you can add to a map mod. Can't wait to see this come out!
Yes I agree, and there is barely any map with underground stuff as far as I know.. unfortunately there is no torch for the player when you exit a vehicle it is 12x12km , though most of it is just barren grassland or mountains, but so is real central asia...
No worries, its not cancelled. I just work simultaneously on two maps, simply because I get bored by the repetitive processes on each one of them.. Here is some stuff for the time being..
I just fear that it´s going to take a long time to finish and release. It is very large and doing it alone takes forever.. Since when is Kasach Desert broken? I have it in my game and its working fine. Download it from the forum page and not from the repository, there should be an updated version available.
Kasach desert is working, --> go to the forum page, I posted a fix for the grass texture error on page 2 and on page 3 there should be a google drive link to a working version where everything is fixed.
Your work is fantastic, I look forward eagerly to exploring your maps. Thank you in advance for the hours of fun.
This is amazing! I'd much rather you take your time for your own satisfaction with the quality than rush through and release a partially completed map. Besides -- it's nice to have something to look forward to a ways down the road. (Yes, lame pun intended...)
Work still says WIP, so even without screens my hopes are up. Two questions tho: 1. How does it perform? I got a GTX 1650 and I hope not to lag too much 2. Are the roads supposed to be so wide? This almost looks like 4 lanes
Wow, we have to put some spare light bulbs in to the car, before we go drive in the dark ;>) Great work.
Hey, the project is on pause atm, all of my work goes into finishing the Skeleton Coast map first. So if you want to see some progress and updates then you should check it out. I think its also the overall better map since on Pamir Highway I still made some learners mistakes and some things I am not happy with now. I will turn my attention back to it after I finished Skeleton Coast. Pamir Highway can be made to a release-albe standart rather quickly. Performance wise its hard to tell atm because its just not finished. I have a GTX1060 and all my maps work perfectly fine on that. They just take long to load because there are so many objects in them.. Yes the road is supposed to be very wide. But also the Lada is very small
Wow, looks very promising. And I was thinking that Beamng lack some map like this for long road rips. I have two questions: 1. Is it possible to make non-square map in Beamng? Or like composed of different sized rectangles of terrain, so that it could be very long, but square plane of open world. 2. When you are saying that you have to sacrifice detail when making a such a big map, do you mean number of objects or the terrain resolution? Does terrain resolution depend on the size of the map?
Hey, good question I will try to explain.. 1. Yes(-ish). There can only be one rectangle of terrain (which is editable and has multiple ground materials) BUT: it is still possible to make non square maps nevertheless. This works by using an imported 3D object as terrain, which can be any shape, not just rectangular. A good example are the numerous assetto corsa ports that are around. I think none of them are rectangular. However there are some downsides to this technique. A 3D object cannot have such many and different ground materials as the BeamNG terrain, so its not possible to have for example grass (as a ground material) on it. Another option is to combine the rectangular BeamNg terrain with a 3D terrain object. I try to do this on the Skeleton Coast map, which has now a non square format (about 1:4). Of course the terrainextention has far less detail than the original square terrain for obvious performance reasons.. The terrain is there to be a background for the highway which goes outside of the original terrain block for about 60km. 2. Both yes. BeamNG allows a maximum of 4096x4096 graphics to be imported as heightmap and groundtexture. If you make a map that is larger than that (like Pamir Highway which is 12x12km) the terrain resolution gets worse naturally. Also the total amount of objects has to be limited. Needless to say the performance will suffer greatly if a 12x12km map has the same density of vegetation, rocks, overall objects as a 1x1km map. Therfore it will never be as detailed as a small map. Larger map size equals less detail density.