WIP Ford Racing 2 BAY-A

Discussion in 'Terrains, Levels, Maps' started by D-Serious, Jun 28, 2025 at 5:51 PM.

  1. D-Serious

    D-Serious
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    For now I only have the track in blender.
    The layout lays on a 2048x plane:


    This would be my first mod, so I need some help with it and maybe this isn't the right thread, I'm sorry for that.

    This is the current topology (straight out of the game)




    The first thing I'd like to do is make is playable, then other things might come. Ideally make it pbr, multiple groundmodels (tarmac, concrete, grass) and place the missing models, with beamng ones, that populate the world in the original map.
     

    Attached Files:

    • layout.png
    • geometry.png
    • Cattura.png
    • hero.png
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  2. SynthethicMorgan?

    SynthethicMorgan?
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    will there be a romanian map that next? i want to see a huge map that goes from bucharest to ploiesti and calarasi, and pitesti too
     
  3. D-Serious

    D-Serious
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    No, at most other fr2 maps
     
  4. SynthethicMorgan?

    SynthethicMorgan?
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    oh okay
     
  5. passengerpigeon

    passengerpigeon
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    Why don't you make a Romanian map yourself instead of asking virtually everyone who posts about converting maps from other games to BeamNG? I have already explained to you how to do it.
     
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  6. SynthethicMorgan?

    SynthethicMorgan?
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    how about you shut the hell up and stop telling people to make mods for themselves, you got no point in this
     
  7. D-Serious

    D-Serious
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    Very little progress and a question (or 2).
    I am following map in 30 days tutorial, I have baked the terrain but in the wrong way, so I've spent time focusing on beamng when the problem is how to get a linear texture of height going from black to white. I could get the max height right, this was throwing me off, but the track was off by a few meters. Now I have to get a correct heightmap from blender.

    The question is: why the preview of the heightmap shows as red? And does it have to be stored as BW? in my case colors caused spikes, likely because some (or a lot) of information goes nowhere.

    Anyways, I spent hours on one simple step, next is materials. Those seem more complex.
     
  8. figs074

    figs074
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    >see rookie modder
    > "wen romania mod"
    ?
     
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  9. D-Serious

    D-Serious
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    Ok, I fixed the heightmap and here's how:
    Following this video:

    he exports in EXR, there is a way to have the ''same'' result with PNG:
    colormanagmentent.png output.png
    this way color space is still linear! It is very important to set the material precisely
    material.png
    so that the very top is black, as he says (remove greater than to render). It is even more important since elevation is not a few cm but, in this case 105 meters, and half meter off was imprecise when I imported the road mesh.
    And here's how to import any mesh, set in blender with origin at world origin and everything applied:
    import.png
    the world is 2048 so position is 1024, Z is to give a bit more space so that the terrain does not show through.
    I could also import the guardrails and with same setting they work nicely.

    Project is still very far from playable since materials are still a mistery, but I could drive on the NO TEXTURE road :)
     
  10. SynthethicMorgan?

    SynthethicMorgan?
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    looks sick
     
  11. MarcDoesRacing

    MarcDoesRacing
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    Are you speedrunning getting your messages deleted or something? This seems like an overly aggressive response.
     
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  12. D-Serious

    D-Serious
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    I got to a point where I want to add materials but the map is a weird shiny black or the no material one. Materials are there, I can feel asphalt and grass, but not see them. In the material preview I can. Also I don't know if or how should I texture the road mesh.
     
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