Cancelled Forest Hills

Discussion in 'Terrains, Levels, Maps' started by Aboroath, Mar 31, 2015.

  1. pickle330

    pickle330
    Expand Collapse

    Joined:
    Oct 2, 2013
    Messages:
    183
    Your welcome! :) I'm really looking forward to seing these "vistas"... Otherwise, are there any dirt/offroad trails leading to the top of a peak with a good viewpoint?

    Also, a suggestion I don't think would be difficult to make: A pullout/viewpoint on the side of the road. That picture you put a few posts above (the one with the 200BX and concrete barriers) looks like a really good spot to put one if there's a good view from a cliff somewhere on that road... Also, if you can get a hold of or feel ambitious enough to make one, you could add a viewpoint sign before the pullout. (couldn't find a picture of one for some reason... doubt they use the same sign out of Canada)

    EDIT: (best picture I could find... so I doubt it would be easy to find a different picture to make the sign lol) Mount-Douglas-Park-Sign.jpg That's not what the sign actually looks like, but the icon I circled is what is on the sign I'm thinking of...
     
    #41 pickle330, May 21, 2015
    Last edited: May 21, 2015
  2. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,191
    The sign you are thinking of just says [scenic overlook] .
     
  3. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    This can be implemented fairly easily on that scale. My current challenge is learning how to get textures on to objects. The area you suggest for a lookout
    is indeed a perfect place for a lookout however it is right across the road from a huge cliff that has rockfall/avalanche tendencies:cool:.....oh the ideas.
    There are a ton of areas for all kinds of view points especially on the dirt roads however I'm leaning towards preserving the "accidental" and "natural"
    vistas and having two or three manmade pullouts.

    There is in fact a dirt road that leads to what will be a fire lookout but it currently doesn't have big elevation. The option of having a road that climbs
    perilously up to a mountain top is definitely a priority but will need careful attention so it doesn't look obnoxiously obvious. On that note I would need
    to make the snow has enough grip to make it possible yet be realistically slick.

    Thanks for the ideas!
     
  4. pickle330

    pickle330
    Expand Collapse

    Joined:
    Oct 2, 2013
    Messages:
    183
    Your welcome! :D I definitely think you should keep the number of viewpoint pullouts very small. (around 2, or only 1 even) As for the trail to a high viewpoint, I say try to make it blend in with the terrain, including adding rocks to crawl over, and if possible make most of the trail behind one of those hills/peaks or in in area where it wouldn't be visible easily from a road.

    Also, I took a picture of that sign from the Lake Louise map in Assetto Corsa: bagel viewing.PNG
    , the sign you are thinking of, is not the one I am thinking of. :)
    Doubt these signs are anywhere out of BC anyway. (they might be in the rest of Canada, not sure) They're also not too common on the road, signs with that picture/icon are usually in provincial/national parks here, like the one in my post above.

    Also, @ burilkovdeni , the sign you are thinking of, is not the one I am thinking of. :)
     
  5. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Going to have to look at that Asseto level, the Banff/Lake Louise area is friggin' incredible. Took a Google earth tour mile by mile through there once. There is a section in FH that could
    accommodate a sizeable pullout that overlooks one of the lakes and is fairly high up. Would be pretty cool for a sunset.:cool: Man, I hope I'm not putting visuals into peoples minds that
    can not be attained in Torque:p.
     
  6. pickle330

    pickle330
    Expand Collapse

    Joined:
    Oct 2, 2013
    Messages:
    183
    I've spent lots of time on google maps looking at pretty things in Banff as well. :) As for Lake Louise in AC, it's an awesome map. Otherwise, the lake view you mentioned seems nice! Hope that works out. :)
     
  7. crazycow099

    crazycow099
    Expand Collapse

    Joined:
    Sep 1, 2013
    Messages:
    13
    Really looking forward to playing this. You should be proud of yourself for the work you've done
     
  8. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Thanks. I'm definitely proud of this map and others that will hopefully follow. It's fun and enjoyable and awesome.:cool:
    On that note I'm taking a break for a bit to re-charge the batteries after realizing I need to re-do all the decal roads
    after a test with 8.5 road width from 10. It really does change the overall feel for the better and will take care of the
    nagging feeling I've been getting about the 10 width. The narrower road is definitely happening.

    I'm going to wingsuit back into Kyrat for a week and shove an RPG up Pagan Min's ass.:D
     
  9. g0tsl33p14

    g0tsl33p14
    Expand Collapse

    Joined:
    Feb 25, 2015
    Messages:
    236
    Graphic. Do you want to release a beta for us blood suckers?
     
  10. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    I'd love to but it wouldn't make much sense right now. When I get the roads squared away and the forest completed I intend on seeing how
    it fares and getting feedback, probably first half of June. The road re-do must happen and I'm convinced it would currently get complaints.
    I only have a few hours in the day to work on this and for the last few months it has consumed every minute of my free time.
     
  11. g0tsl33p14

    g0tsl33p14
    Expand Collapse

    Joined:
    Feb 25, 2015
    Messages:
    236
    No complaints here, I enjoy your style. In fact I must redo certain roads of my own where turning vs speed vs edge control vs tire pressure just cannot agree.
     
  12. skullcandy12

    skullcandy12
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    11
    Looking awesome. I live in Washington state as well and those screenies are looking magnificent. 100% reminds me of going over Steven's pass or when i went to Conconully for a couple of summers. i love the rollings hills combined with the fast smooth roads. Keep up the good work. :cool:
     
  13. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    So another learning lesson. My snow texture disappeared into thin air and was replaced by the next material in line (grass_dirt). This was
    pissing me off and after some investigation I found the cause, this is a heads up for other map makers as well:

    I changed the cache filepath to my D:\ drive to avoid overloading my SSD. Everything was peachy and out of the goodness of my heart I decided
    to do a file integrity check through Steam. Two files needed to be replaced and were. I opened up Forest Hills and bam, my snow was gone. I really
    thought I was a fucking Einstein figuring all this out but the obvious problem finally hit me.

    If you have changed your caching filepath and do a file update through Steam it will set the cache filepath back to the default C:\Documents location.

    Derp.

    EDIT:

    Changed the filepath back to the D:\ drive cache and the snow re-appeared, makes sense now.
     
    #53 Aboroath, May 25, 2015
    Last edited: May 25, 2015
  14. g0tsl33p14

    g0tsl33p14
    Expand Collapse

    Joined:
    Feb 25, 2015
    Messages:
    236
    Dude, that is not obvious at all. These are the things that make me rage at Steam. It is such a great idea, but when one thing goes wrong, it is all your own fault to find the solution.
     
  15. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Not sure if it's a Steam thing or just the way the devs have Steam instructed to update. I would imagine the software developers would have a say in how
    and what the updates are accomplished.

    I view all this as a learning experience and I just tell myself if I can get through the whole Torque3D/BeamNG realm to where I'm comfortable
    I can fucking do anything on earth.:p It's still the best $20 I've ever spent.....PERIOD.
     
  16. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Road re-sizing went well and I didn't actually have to lay all new road at all.:cool: Took about 6 hrs. I like the way it looks and feels, nagging
    feeling all gone now. For some reason the roads were at 14 not 10 like I thought I was doing. They are still wider than ECA (8.7), but this
    is a different land in a different climate with different safety considerations...right?


    Re-sized roads.
    screenshot_00013.jpg screenshot_00012.jpg
     
  17. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    Width seems perfect on screen ..:D Well you have no texture under the road?:eek:

    I talk about road texture for paint ,for add ground model.... :confused:
     
  18. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Thanks!

    There is no material under the road. I have found the basetex from WM performs just like asphalt/concrete. That has presented challenges
    on how to best get the road bed effect with dust without going too far under the road. No doubt there is a better way but I figure if I can
    get the skidmarks on the decal roads through the basetex, I will eliminate a step. I haven't figured out how to do a road mask in WM yet but if
    Torque defaults to skidmarks for materials not assigned a groundmodel slot why bother? As long as I can see where the decal road needs to
    go there really is no reason to apply an asphalt/concrete texture under the road. I have decal roads set to max fade distance so the underlying
    basetex texture will never be seen.

    No matter how I do the roads it is a lot of mouse work regardless I think. I either apply the dirt road bed first and then go back with asphalt/concrete
    or apply nothing and after the decal roads are in then do the roadside road bed gravel/dirt. I suppose putting in the asphalt/concrete over the road bed
    is less tedious and uses a larger brush. I need to think about this process more and make it more efficient.:cool:

    Hope this post makes sense!
     
  19. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    Lool XD ... Sometime I have little problems to understand you :p (it is the language barrier...)

    But ok..:cool:
     
  20. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Lol....I editorialize and rant way too much. Anyway, to answer your question, there is no texture under the road, just the WM basetex.

    - - - Updated - - -

    The Sprinter is so damn cute...gettin' all rally and stuff.

    screenshot_00015.jpg
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice