WIP Beta released Yellav Valley .8

A large map with a variety of roads

  1. mumboking

    mumboking
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    Try mesh quality on Low instead of Lowest.

    EDIT: Confirmed myself. Works on Low. Doesn't work on Lowest.
     
  2. DirtGamer301

    DirtGamer301
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    The white lines go funky at some spots of the map:
    screenshot_00330.png screenshot_00331.png
     
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  3. mumboking

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  4. Daystar

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    This is an awesome place, that I have already spent a few hours on! great job!
     
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  5. Gonzo_

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    so cool map)) im drive only on it) Thank You
     
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  6. bob.blunderton

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    When I played the first version of this, It gave me inspiration to make my highway map because of the nice bridges in it. Thanks again.
     
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  7. marvindeathmetal

    marvindeathmetal
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    i'd just discovered this mam quite of times. the navigation is still incompleate. nice roads and tracks. but update the nav. unit to make it perfect
     
  8. KennyWah

    KennyWah
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    Please, please, revise your post, it hurts my brain.
     
  9. B727ClassicFlyer

    B727ClassicFlyer
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    What he's probably trying to say is that he discovered this mod quite some time ago, but the navigation UI is slightly off on the actual position of the decal roads and trying to get @Ouerbacker to fix the navigation problem.
     
  10. marvindeathmetal

    marvindeathmetal
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    i'd drive the whole roads. it seems like the radar/navigation will not show the whole track. the tracks are pretty nice, but the navigation/radar won't show some places where i drive the whole map. just look what i mean. i'd drive on the road, but the radar is blank. just a luck to me, my eyes working well. but AI maybe have some trouble with the map due to the radar and the shown roads on it.
     
  11. bob.blunderton

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    If the road shows up on radar, that's where the AI can drive it. If it doesn't show up, the AI generally can't drive it. Generally, roads on radar = AI drivable roads. This is a great map.
    --- Post updated ---
    They updated (in 0.6.x) something within the game engine as-per decal roads, btw. I think it just ever-so-slightly changes the way they position themselves. This map uses plain asphalt base textures, and overlay texture for the lines (a separete decal road). This is why they go off. That's something that's a simple .mis file fix without needing the whole map re-done.
     
  12. Firepower

    Firepower
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    So I noticed this update (0.9.X) broke the map, and now it's stuck at "Spawning Player". So I did some tests with the map unpacked, and I started removing stuff to see if they were causing the errors in the console. And I found a fix.

    So this is the important part.
    First, you need to copy the yellav folder from the zip file into ~Documents\BeamNG.drive\levels
    Move the yellav.zip to somewhere else, on your desktop for example, it is no longer needed after you copy the files. Or you can directly delete "yellav.mis", "yellav.mis.decals", and "yellav2.forest" and go to the end of this post.


    When the map loads and gets stuck to "Spawning Player", go into windowed mode, press F11, now you should see the map, and on the top right corner, there should be a folder named "MissionGroup", like this :

    Then, open that folder and rename the folder "tod" to something else (like "DayNight"), and press Ctrl + S to save the edited files.

    Now if you press F11 again, the loading screen should be gone and you can play on the map :D
    But we're not done here.

    Add to "info.json" (after "authors": "Ouerbacker" for example) :
    Code:
    "defaultSpawnPointName":"spawn_default",

    Then go to "main.level.json", use some find function to get to SpawnSphere and replace with this
    Code:
    {
          "class" : "SpawnSphere",
          "name" : "spawn_default",
          "position" : [ -507.7059936523438, -149.5130004882813, 254.1190032958984 ],
          "rotation" : [ 0, 0, 1, 148.0670013427734 ],
          "dataBlock" : "SpawnSphereMarker",
          "radius" : 1,
          "spawnClass" : "player",
          "sphereWeight" : "1"
        },

    EDIT : I found a fix for the lamp posts crashing the game when they light up a night.
    The Parabolic ShadowType breaks the game, so I changed it to DualParaboloidSinglePass.

    For the experienced people, or the ones who want to do it themselves : open main.level.json that should have been created when you saved the level, then use some find and replace function to replace "Parabolic" by "DualParaboloidSinglePass", and save the file. That's it !

    For the other people, just put the file linked below in ~Documents\BeamNG.drive\levels\yellav !
    Then delete "yellav.mis", "yellav.mis.decals", and "yellav2.forest".

    Replace the old file. This fixes the spawnpoint and the lamps. Don't hesitate to PM me or reply to this thread if you need help :)
     

    Attached Files:

    #52 Firepower, Apr 15, 2017
    Last edited: Apr 16, 2017
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  13. bob.blunderton

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    Delete TOD and recreate it, I think it's available under library somewhere, like levels or beamng folder. It's one of those.
    The editor in 0.7 made various classes in several different items (for me it was spawnspheres, it broke my damn map) that panic the spawn.lua especially if you don't have today's HOTFIX for Beamng.
    Use a console screenshot (ALT+O when on the loading screen after pressing ~ and waiting to see console).
    That says exactly what breaks what.
     
  14. Firepower

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    Nope, it's the folder, not TimeOf Day, that breaks the map, and that screenshot was taken after today's hotfix.
    Please look at the fix I posted above, it fixes the map and the crash at night.
     
    #54 Firepower, Apr 15, 2017
    Last edited: Apr 16, 2017
  15. Nadeox1

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    Something related to sounds? (Unless the actual error is much above in your log).
     
  16. Gonzo_

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    i hope this map will work for 0.9 after some time)
     
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  17. bob.blunderton

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    This classifies as a bump. The TOD folder is getting hooked by variables in the game engine looking for the TOD value. You can't name a folder TOD *NOW* in 0.9, but in older versions you could. If things (like sound script lua) look up the TOD value in the .mis as defined (or main.level whatever), it hooks the folder TOD, which doesn't have any values on it (NIL) and you get a "Tried to get a value for TOD, FOUND NIL" error on the script, hence a crash.

    Merely renaming the SIM-GROUP *TOD* (without the *) to something else like TIME_THINGEY will work dandy.
    It's nearly at the beginning of the main mission file. This is how I fixed Mammoth Valley, and why it works now (thank-you moderators for the help).
    I wish I had seen this before-hand, it sure would have made that fix faster!

    LUA does not like NIL errors. I have spent DAYS when I didn't know LUA as well, in the S.T.A.L.K.E.R. series of games which had LOTS of NIL errors sending it to desktop.

    Guess I should go ahead and fix this one too. It's pretty good and quite professionally made here.

    Fixed the map loading issue on game version 0.9.x.x
    Fixed the AI not knowing there was a road in some spots (missing roads on NAV unit).
    Fixed a small texture issue on one of the hairpin turns.
    DID NOT touch the parts where the lines are slightly off. I did my work outside of the editor, to prevent things from getting messed up by human-error, user error etc. It's still the same map though.



    Also fixes the lights (almost missed that!)...




    The attached file goes into the .zip file, inside levels/yellav, overwriting a similarly-sized file in the same spot.
    You should be good to go! Nothing else with my fix needs to be changed or deleted.
     

    Attached Files:

    #57 bob.blunderton, Jul 20, 2017
    Last edited: Jul 20, 2017
  18. Ouerbacker

    Ouerbacker
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  19. Projekt535

    Projekt535
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    Yellav no longer shows up in Levels with most recent update :(
     
  20. bob.blunderton

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    Wait, what most recent update? Am I missing something here? It works on my end, btw, on 0.9.0.5.4267 (regular consumer early access).

    It does not show up if you have the older version in there for some reason, use this version (confirmed, fixed).
    This has been verified working by one of the crash-compilation guys I am in contact with.
    This also fixed the paraboloid light crash when the light script fires up at night-fall.
     
    #60 bob.blunderton, Jul 28, 2017
    Last edited: Jul 28, 2017
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