Can you replicate that and post a Support ID here so that we can check? https://wiki.beamng.com/BeamNG_FAQ#..._a_.27Support_Request.27._How_do_I_do_that.3F If possible, a copy of the map so we can test would help (Can send in a Private Message)
I believe I have no need for it now, but I would like to know, only the map now is replaced in template, but the info.json for my map (named as template) isn't replacing the original info.json for template. It worked in 0.10. Should I do a support ticket for that?
I suggest splitting the map into different sections. Like i know somewhere towards the middle of the map (near the airfield) there's a very long tunnel. Possible that could be 1 cutoff point between different maps. This way, it'll be easier to section off what part of the map has glitches/missing textures, and it will also help with optimization. Possibly you could make an additional map that combines everything into the entire map. So those with beefy computers can run it without having to change maps. Might I remind you people that this, is a SUGGESTION. Don't start getting all defensive on how it's a lot of work. I know it is, and I can't wait to see how this mod turns out. Burnout paradise was one of my first video games every and I've played the game to death. --- Post updated --- How many fps do you typically get on an official map? Just as a benchmark as to how difficult this map will be to run
My support ID is 25690 --- Post updated --- I definitely understand. bob.blunderton gave me some awesome tips on finalizing the map, so hopefully the map can run near an official map. I get about 50fps on West Coast and 60 on East.
Yeah I'll be here, we'll help you man, that's why I said to back the game up!!! ALWAYS, when working on a mod for a certain version, keep back up data. Especially youtubers who do crash-comp stuff. The dev's are using my invisible road trick A trick I've used since at-least So-Cal and Nevada Interstate 18 months + ago. Glad they used it, we get a better AI system out of it. We've got one way roads now too! WOOOHOOO!!!!
Awesome! When I try and edit a material in the shape editor the game crashes, I've contacted Nadeox about it, how is it for you though? --- Post updated --- Thanks so much!
Shapes in collada (files ending with .DAE) format, can easily be edited in notepad++ If you want to for example replace BRICK_RED_WEATHERED with the material BIRD_SANDWICH, simply bulk-replace the one with the other inside the DAE. They're all referenced in there (both in the material index and face index). DAE's may have a ton of textures referenced but only use a few of them, especially when doing them in bulk. So when you go to replace something you will see sometimes '7 things replaced' or as much as '22 entries replaced' etc. Make sure the name you're replacing it with is the texture's MAPTO = entry. So if BIRD_SANDWICH texture is MAPTO = CHICKEN then you'd replace BRICK_RED_WEATHERED with CHICKEN not BIRD_SANDWICH. Usually mapto = is defined in materials.cs, right under the texture's in-game name in the editor (usually right under "new material (in_game_name)" line). I made all the ECA models into different texture-calls by editing text. I can't model to save my hide. You may have a crash in the editor due to it replacing paths improperly make sure to check your .cs files for oddball paths, but it's likely an editor bug that will be fixed in the coming days. For now notepad++ is your friend, and anything with -material after it is your target for replacement. Use bulk-replace though it works best. Copy model and name it what you want in Windows folder view. Edit with notepad++ and find the texture entry you want to change. Pull up the find feature with CTRL+F, tab over to replace and make sure if you have more than one file open you're on the right one. Replace your old texture you want to replace with a new one of similar size (I say this because, it's going to tile at the same rate so if your old texture is the length of 10 bricks, and your new texture is 20 bricks long, the bricks will end up half-size as it's still repeating the texture at the same rate, that's mostly how all DAE's work). Save file, you can now load it with the game. If you make a mistake, don't delete a DAE and try to tab back to the game, it will crash if it can't find the file it is using. Most changes (but not within a model) will be reflected live if the game is minimized, you'll see the change on return. Don't edit things like textures used in your map with the game full screen/not minimized, and the map loaded, or it could run the cpu load in circles. Just minimize it, many changes will reflect after you save your texture and un-minimize the game. You can then ADD BRUSH/MODEL with the forest editor to insert your objects as needed.
That's cool! I'll try and use that for now, but yes, it is an editor bug. I hope it gets fixed soon, because it really helped my workflow!
Paradise taxi in progress.. Also made sure it doesn't conflict with any original cars! Just started this two days ago since I had this week off. Although stuck on with diffuseMap[0] making my transparent areas chrome along with some other things. This one is actually getting somewhere! Spazaz! Everything renamed!
That's awesome dude! When that's finished, can I bundle that with my mod? I'll also make you a developer in Discord
I know!! But this is my 1st favourite car from burnout: And 2nd: And i still playing Burnout Paradise
Anyone make vehicles here? I can supply you models, textures, and wheels for any vehicle in the game Plus, get bundled with my mod