WIP Beta released Indianapolis

Discussion in 'Terrains, Levels, Maps' started by crashmaster, Dec 29, 2015.

  1. crashmaster

    crashmaster
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    Hi, this is a map that im currently working on.
    Its a conversion from grid autosport.
    As of now ive got the meshes and collisions working in-game.

    I also forgot to mention that im new to creating maps.

    Also, how to improve loading time? Its taking me 5 min (no joke) to load this map, without cache and all.

    Screenshots.
    screenshot_00380.png
    screenshot_00381.png
    screenshot_00382.png
    screenshot_00383.png
    screenshot_00384.png
    screenshot_00372.png
    screenshot_00370.png
    screenshot_00371.png
    screenshot_00333.png
    screenshot_00334.png
    screenshot_00335.png
    Any help is appreciated a lot.

    Credits (as of now)
    Me: conversion+a lot of modifications.
    Codemasters: Original creators of the map and textures for Grid Autosport.
    burilkovdeni: Meshculling comment. (thanks a lot)

    I will probably convert other stuff, i like doing stuff for BeamNG. More maps will probably be made, and more cars as well. If you want to suggest a map that you would be interested in having in BeamNG, you can pm me. If its possible i will consider it.

    --- Post updated ---

    So, its almost done. Last night and this morning i completely remade the collisions and i fixed a lot of collisions issues, but probably made a few, i havent tested it that much, i would like to know if some would like to beta test it. Im not going to give it out to everyone, if i wanted to do that i would release it, but it isnt ready yet
    I get 60 fps when i spawn and at worse i have about 24 ish fps. i will make a fps friendly version with stuff removed later this week.
    I timed how long it takes for it to load.
    Without cache, on an ssd, it takes about 2 min 32 sec to load.
    Unzipped, the map is 398Mb for now.
    Whats left to be done is:
    I still have to make the collisions for the vehicles, the stadiums and the trees.
    Im not 100% sure if i will manage to release this today, as for now, its a maybe. ive been working on it all weekend and its actually looking complete. If i manage to release this today, it might be released late, like past 1 am. and then ill have to wait for the repo to accept it. which could take a day or two.
    After it will be released, i will be working on an more fps friendly version. to be quite honest, it could be done the same day, depending on what i have to do to improve it. I will most likely just remove the trees, vehicles and other extra stuff that isnt really needed.
    Few pics:



    Some of the textures does look weird, there isnt much i can do about it, its how they appear. im not sure how i could fix that without re-texturing everything. which i wont do because i suck at texturing things.
    For future updates, i would like to implement the ai, and scenarios. but as of now, i didnt touch any of that yet, and i would like it if someone could help me with it. just pm me if you want to help.
    If we are lucky, the scenarios might be made before the actual release.

    Now that this map is almost complete, i would like to have a few suggestions. what map would you want next? because im probably going to do more. i love creating content for BeamNG.
    You can suggest me maps from the grid/dirt series. and if they are from other games, i will look into it, if it is possible, i will consider it.

    For the other stuff that i am currently making, (WIP)
    My dodge charger is still in wip, i didnt work on any of the other vehicles lately, but none of them are cancelled.
    The map from carmageddon isnt cancelled either, for now its on hold, since the textures cant be accessed at the moment.

    So, if everything goes to plan, this map could be released by tomorrow, ish.
     

    Attached Files:

    #1 crashmaster, Dec 29, 2015
    Last edited: Jan 31, 2016
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  2. burilkovdeni

    burilkovdeni
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    Have you checked meshculling?
     
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  3. Driv3r1142

    Driv3r1142
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    Static objects give a ton of lag in game. I am assuming this is what you are using to load it?

    Try loading it as vegetation IF POSSIBLE. I know that the dev's have tried something similar to this with static objects.
     
  4. clayton8or

    clayton8or
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    Fps issue is probably caused by codemasters putting 347856234875623870 tris in their models and having everything being modeled.
     
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  5. crashmaster

    crashmaster
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    Yeah, the objects are pretty detailed.

    How do you do that?
     
  6. Driv3r1142

    Driv3r1142
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    Umm I assume you would attempt to load it the same way you would , lets say, a tree.
    Look at JRI. When I copied the art folder to use in my level I had Industrial props in the vegetation section.
     
  7. crashmaster

    crashmaster
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    The map has its own vegetation. It has trees and bushes already modeled and stuff.
    Im not really sure how to load it as vegetation. From what i could notice, it seemed to be lagging after the walls collisions were added.
    I havent really touched the vegetation yet.
     
  8. crashmaster

    crashmaster
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    YOU ARE A GOD!!!!!!!
    I enabled it for the bigger meshes and now i get 40 ish fps.
    THANK YOU A LOT.
     
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  9. crashmaster

    crashmaster
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    Texture progress.
    screenshot_00337.png screenshot_00338.png
    Not a lot done, but its a mess. Its hard to find what goes where. but as of now im very happy with the result.
     
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  10. crashmaster

    crashmaster
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    Starting to look good.
    screenshot_00340.png
    There are 20 different materials just for a bit of road. Its a huge mess and the names does not match half the textures. Its very hard to have the right textures at the right place.

    If some of you could post pictures of the map from grid autosport it would really help. I cant manage to get a good angle. Its very hard to make it right without knowing the textures.
     
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  11. crashmaster

    crashmaster
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    Great news, textures are going to be completed way faster now. I finally found how to see them in blender properly. Before it took me about 1 hour to make the textures work for 1 object.
    I made all the stands in less then 30 min.
    screenshot_00357.png screenshot_00358.png
    Also, could someone help me with this. Im getting errors and i dont know why.
    screenshot_00356.png
    The textures should work, they are in the right folder and they arent appearing. any ideas?
     
    • Like Like x 7
  12. bobby_boulgat

    bobby_boulgat
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    may be in the material file ? i ve seen in the mines that the names of some textures bugged. when there is an accent in her name (par exemple; texture-côté-droit give texture-c_t_-droit) But well, there iare no accent in english .......
    or maybe it don't find the way to find the textures. is it the good way or good name ?
     
    #12 bobby_boulgat, Jan 9, 2016
    Last edited: Jan 9, 2016
  13. crashmaster

    crashmaster
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    A bit of bad news. I had to format my laptop, and im currently still looking for issues. i also broke my damn screen by accident. so i cant really work on anything for a while. im looking into ordering a screen sometime this weekend. but im also worried that i have a possible hardware failure. possibly ssd. im still not 100% sure.
    Anyways, long story short, i cant really work on maps or vehicles that i was working on. Im hoping to be able to continue in maybe 2 weeks if im lucky.
     
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  14. jdavenport503

    jdavenport503
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    I am totally looking forward to this!
     
  15. crashmaster

    crashmaster
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    Heres a little update. Ive been waiting on a replacement screen because i had an accident and broke my laptop screen, but i was still able to work a bit. plus progress from the previous weeks.
    screenshot_00370.png screenshot_00371.png
    If i can get my screen soon, i would be very happy, if everything goes well, i should have it by this weekend. maybe sooner. idk.
    Now i though of doing something else before releasing this map. i might remove a lot of stuff on this map to make a more fps friendly version of this map, because its not fps friendly at all.
    I usually get 60 ish fps on other maps, and on this one, i saw under 20 a few times. its usually around 30.
    I would like to know what you guys think i should do, should i completely remove the trees, i make it optional? Because this is not going to be as fun if nobody can play on this map.
    I would like to keep the buildings. should i just scratch the fps friendly and just remove as much as i can without it being too empty?
    There are cars, trees, flags that i could probably remove without it looking weird.
    Tell me what you guys think i should do.
     
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  16. mumboking

    mumboking
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    Leave everything in for those who want to push their system and make a separate version with some of those things you mentioned removed. :)
     
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  17. Sagarci

    Sagarci
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    Man That map Is FPS heavy. 17FPS. wow. So Much Detail must have went into that.
     
  18. mtchll3

    mtchll3
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    instead of removing the flags etc. you could add an imposer to them, also, see if the game has any lods that you may be able to use as i guess it would have to
     
  19. crashmaster

    crashmaster
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    Sooooo, a lot has happened. I got my replacement screen. and now its almost completed. ish. there is still a lot to be done.
    screenshot_00372.png
    Some of the textures does not look like they should. and its weird because that is how it is. i have double checked and there is nothing i can do about it. maybe its 3dsimed that isint loading it properly or something, but its probably the way codemaster did it.
    I can confirm that it isint my fault. they are the same in 3dsimed
    3Dsimed
    Screenshot (112).png
    BeamNG
    screenshot_00375.png
    There are a few objects that i cant seem to make the textures work with. and as of now, i think ill remove them.
    These little computers thingy does not want to work, and i have tried multiple times with no success. i think i will remove them instead.
    screenshot_00373.png
    Other then that, i still have a bit of texturing left to do. and i still have to add a few collisions. i also want to re-work some of the existing collisions before releasing this.
    --- Post updated ---
    Textures are DONE!!!
    There are a few objects that does not want to accept the textures and they are bugging me a lot.
    Im getting pretty exited because its getting close to a release. but there are still a few things left to be done. Im not satisfied with the collisions and i want to redo all of the walls collisions.so that might hold it back a few days.
    screenshot_00380.png
    screenshot_00381.png
    screenshot_00382.png
    screenshot_00383.png
    screenshot_00384.png
    --- Post updated ---
    So, its almost done. Last night and this morning i completely remade the collisions and i fixed a lot of collisions issues, but probably made a few, i havent tested it that much, i would like to know if some would like to beta test it. Im not going to give it out to everyone, if i wanted to do that i would release it, but it isnt ready yet
    I get 60 fps when i spawn and at worse i have about 24 ish fps. i will make a fps friendly version with stuff removed later this week.
    I timed how long it takes for it to load.
    Without cache, on an ssd, it takes about 2 min 32 sec to load.
    Unzipped, the map is 398Mb for now.
    Whats left to be done is:
    I still have to make the collisions for the vehicles, the stadiums and the trees.
    Im not 100% sure if i will manage to release this today, as for now, its a maybe. ive been working on it all weekend and its actually looking complete. If i manage to release this today, it might be released late, like past 1 am. and then ill have to wait for the repo to accept it. which could take a day or two.
    After it will be released, i will be working on an more fps friendly version. to be quite honest, it could be done the same day, depending on what i have to do to improve it. I will most likely just remove the trees, vehicles and other extra stuff that isnt really needed.
    Few pics:
    screenshot_00386.png
    screenshot_00387.png
    screenshot_00388.png
    Some of the textures does look weird, there isnt much i can do about it, its how they appear. im not sure how i could fix that without re-texturing everything. which i wont do because i suck at texturing things.
    For future updates, i would like to implement the ai, and scenarios. but as of now, i didnt touch any of that yet, and i would like it if someone could help me with it. just pm me if you want to help.
    If we are lucky, the scenarios might be made before the actual release.

    Now that this map is almost complete, i would like to have a few suggestions. what map would you want next? because im probably going to do more. i love creating content for BeamNG.
    You can suggest me maps from the grid/dirt series. and if they are from other games, i will look into it, if it is possible, i will consider it.

    For the other stuff that i am currently making, (WIP)
    My dodge charger is still in wip, i didnt work on any of the other vehicles lately, but none of them are cancelled.
    The map from carmageddon isnt cancelled either, for now its on hold, since the textures cant be accessed at the moment.

    So, if everything goes to plan, this map could be released by tomorrow, ish.
     
    • Like Like x 9
  20. The Shotty

    The Shotty
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    I would love to beta test this map! I loved the Indianapolis Raceway since I first drove on it in a videogame!
     
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