You're welcome to try, but if you start running into issues with objects not loading in properly or the game crashes more often then it's probably the object limit.
Probably. Or make maps with 1 detailed borough/state and the rest would be LOD. REMEMBER, ALDERNEY IS NOT A BOROUGH, IT'S A STATE!
you're talking about LOD, not the crappy SLOD, right? (i haven't played GT IV enough to know that they're all states)
Not all of them. There are only 2 states, liberty state (NY) and alderney state (NJ). Everything is liberty state except alderney island, which is alderney state. Also, every named region in Alderney is a city (For Example, Acter and Leftwood are cities), but every named region in Liberty is a neighborhood in liberty. (Hove beach and fortside for example)
You will have to bring the buildings and roadways in using the forest brush, or make the roadways all one model, or blocks of them as one model, or make terrain and do decal roads on them to mimic these roads. The forest brush can be used to do most anything the regular f1 item mode can do regarding models, so long as they have built-in-collision meshes, you'll be fine. If you need to stretch them in X-Y-Z it's all or nothing with the forest brush, vs object mode where it can be individually stretched. Object mode has a 4096 object limit. Forest brush has NO limit, only host-ram limit. You really only NEED object slots for a few things here: Player and camera starts Race objects/track objects for missions, AI vehicles are an object too Waypoints (you need these if not using decal roads) The terrain itself, the clouds, the water/and/or/ground plane, sun/sky etc Groundcover to cover your terrain is an object (one, per surface) Light points and smoke effects Decal roads! These can get expensive when building a city! expensive= much item use. Mesh roads (don't you dare use these as roads, it's frowned upon if you're not 10 years old anymore, ya'know?), they sure make good barriers though! DO NOT EVEN BOTHER TO MAKE ANY CITY OUT OF PURE OBJECTS ONLY. DO NOT BOTHER, unless it's only a few blocks, by a few blocks. Seriously. Talk to your long-lost-friend the forest brush, for some life-saving advice so you don't waste LOTS AND LOTS of time. You may reference my Tennessee (Roane County) map, for what a well-developed decent size town might be like, made out of mostly all forest brush objects (except the terrain, sidewalks, decal roads, water plane, surrounding skybox objects, bridge decks, player starts, sun/sky etc). All the houses, all the buildings (except maybe a half dozen) are all forest brush stuff, and of-course all the trees and plant life are too. That's a 144 sq/mile map, with over 163 miles of road and path, so surely, you can easily do this city, with forest brush objects. --- Post updated --- So when BOB downloads the map, what does he do? Makes a bee-line for the low-LOD land of ultimate GLITCH. ...and has the absolute best time of his life! I am in tears laughing. I even had used a 99 Pessima in navy which is like one of my IRL vehicles. --Cheers and many thanks for the fun time to the map author. WE REALLY NEED CITY MAPS. P.S. I wouldn't try to make the entire map @ once in this, I'd do island by island, though if you did the entire thing, it could be possible if you rely heavily on the forest brush. Much less chance of MockStar coming after you for sections versus a completed single-map-city, and giving you DMCA stuffs.
when the forest items passed from Torque3d shitty format to json. I converted a lot of object to this and i was able to add a lot more object missing (lamps, bench, bins ...). i want to add some features before releasing the last version of this mods. but this mods isn't on my priority list.
How is the game handling new forest objects that don't have built-in collision at this rate if you know? Does it give them automatic collision or does it just render them non-collideable? Before, if you used objects without collision in the forest brush, you could use them you'd just drive through them (they're objects that when placed in the object mode need 'visible collision' set). This obviously being a question from one mapper to another.
For the GTA4 map i redone all collision by hand, they are embedded in with the LOD stuff. I could have choose the lazy way and take visual collision but it was really laggy when i tried only with the runway. I didn't had problems with the collision as Torque3D/Beamng take embedded collision if it's present in your DAE file.
this link is broken sir Finally a map to play with Dinka Blista Compact https://www.beamng.com/threads/9237