Can I try to answer in more detail, thinking more broadly? I have 16 non-PBR ground materials that go well together. When I started working on the map, there was no PBR. Later on, I didn't have any really good PBR experiences with "Barbent's Gambling Zone" (from the creator's side rather than the viewer's). So I kept it that way for this map. However, I do have PBR roads and other PBR Assets to choose from. Preparing the ground materials, especially their normal maps, is an essential point. Everything else is really like painting a picture, like an artist. I see a scene in front of my eyes and then drive around the area in different cars and move around the area with the camera to have a precise idea of all 3 dimensions in my head. I put a tree. With the sculpting tools, I first roughly deform the terrain and then continue working as close to natural erosion as possible. I try to think like water or wind and what effect that would have on a soil material. The advantage of not using terra-forming software but forming everything by hand is clearly that I can create roads and terrain together and not one dictates the other. I have fundamentally changed almost all of the texture assets from the vanilla stocks, which also contributes to a unique flair. This demo scene was made within 2 minutes With LIDAR scanning or auto-terra-forming or the idea of copying reality, the problem automatically arises that the proportions in the 1-10km range cannot be correct because the map is always too small. An edge length of 8km seems tiny in relation to reality and the idea of driving a fast car on it. So I do a combination of real length and height compression but still stretched road layout, which of course works better with a method that controls everything than if some things are predetermined in advance. The reasons why a road does not lead directly to the destination and thus is simply more interesting are of course due to the terrain. If I want the road to curve up there, simply because it is fun to drive on it, then I create the reasons, e.g. a mountain or a ravine. In this way, even the most crazy road layout is absolutely plausible. I am a sculptor, artist, musician, graphic designer and programmer, which makes it a little easier to look at everything as one while I am perhaps struggling with bitmaps in detail . I may do a terrain by hand sculpting tutorial, but it just doesn't make much sense to follow a fixed step-by-step plan. The sculpting tools in the World Editor are a mixture of unnecessary tools, faulty tools and misunderstood tools . You should just try playing around with them. A lot of things will be different than you expect. Finest(!)-tuning the values for size, softness and pressure are absolutely crucial for the result. It also matters whether you paint away from yourself or towards yourself. Even the FPS influences the sculpting result of a stroke. And at the very end you should also observe yourself. Because being fixed often leads to disappointment and BeamNG is very good at disappointing you when you want something exactly like that and expect it to work exactly like that . --- Post updated --- In my mind the groundcover (grass) has roots. That means, sand is holded back and not blown away from the wind. So I sculpt little hills. That's crazy but I have decided not to let rush influence the result.
Appreciate you taking the time to explain further! Learned much from your solution, and again I'm impressed by how you spend time carefully polishing your map. Maybe I should try to immerse myself into the environment just like you, while creating a map... Thanks again! Still waiting eagerly for the release, and best wishes for your further creation!
I am still amazed that you do all of the terrain by hand... especially on such a scale.. I certainly don´t have the patience for that
If you feel, that it only should be done if it was payed, you are welcome to donate. A lot. (if it's out). But you are absolutely right: It only can be done with the help of money because I do not feed on air.
I am very happy to have received a message from car_killer and would like to share the information with you :
Why do you already want to publish this map in the repo if it's in pre-alpha WIP state? You could just publish it here beforehand...
That is indeed great news, looking forward to see and feel what you accomplished with you map, I realy love the big maps, espeicialy for role playing purpose, or to drive along, without going over the same roads over and over. For roleplaying I made already some cars that suit the map I think. Suitable for pulling heavy loads on tarmac or offroad.
Picture taken on Barbent's Gambling Zone How about this one? Look how it glows i think it will be blast for the night offroading:-D (btw: if anybody is interested about those lights, i made mod earlier, so You can find it in my mods and it´s calle RGB lights for D-series or something like that)
Noice pictures from "Barbent's Gambling Zone"! I wonder what it has to do with "Barbent's Homerange" ? Do you mean to say that will be your car for Homerange? Well, the best is to have a fleet .
Woohoo! I'm super excited about this. Thank you for walking us through all the technical details of how you've been creating this map over time. I enjoy learning all the tips and tricks you're using.
I hate waiting so the progress of the map goes straight on. What means that parts of this video show areas which are not identically with the now upcoming release any more. Excerpt from the travel guide: The summit of Mt. Druckeberga tempts visitors with breathtaking views and excellent food and first-class wines in the mountain restaurant. The drive down the valley on the well-developed serpentine road is also one of the great highlights that make a visit to "Barbent's Homerange" unforgettable.
A team of scientists managed to transfer the torque of an ageing Gavril diesel more or less directly into the energy for a the long throw of a modern MPV. And almost scored a goal in the process. However, they were unable to repeat the experiment. Jeremy, Richard and James declined to comment on the nature of the experiment.
I hope you've put some thought into making at least one very steep, treeless cliff pitch that you can throw a car all the way down and have it reach the bottom without much risk of getting stuck, but not completely vertical so as to make the car spin around wildly. Apart from Leap of Death, no Beam map has quite rivalled the sheer hilarity of chucking cars off of Gunung Merah in Just Cause 2.
I think there is nothing worse in BeamNG than cars getting stuck in treetops. Of course I'll keep the paths of destruction clear of trees so that this doesn't happen.