Hi, I decided to recreate my original Assetto Corsa track in BeamNG. It is not drivable yet! Islands thread on RaceDepartment, link Islands thread on Assetto Corsa forum, link (login needed) Old map link and new map link I need to figure out few things which are different in modding(AC/BeamNG). So keep finger crossed. As soon as I have drivable roads I will release alpha version. What is done: first version of original terrain, added beach To do list: everything Goal: port AC map(in it's current state) to BeamNG continue work to finish what was planned make some things better which was not possible in AC engine (day/night, object instancing, 3D trees, better materials, ...maybe scenarios) Progress:
Few terrain screens. I find out, that we cannot have more than one terrain object , so I decided to put both islands on 8k terrain. There was plenty of free space on the sides, so I created another islands. I am not sure about the shape of the longest island...probably it will need some changes...original idea was make it look like zakynthos (Greece) and put there an airport runway and 2 bridges. Several small islands on other side of the map will be connected with small roads few meters abow the sea level. So we will see what will bring further progress
This is original mesh (hand sculpted) I used to generate heightmap. Then it was eroded in world machine. Left part of the map was created combining two procedurally generated patterns.
Well from what I've seen on Race Compartment, it seems pretty awesome of a map. If you actually manage to get an 8k terrain to successfully import into Beamng.drive I believe you will be the first person to do so. A 4k terrain imports into Beamng.drive just fine however, it will only be half the detail per/meter as an 8k would. We do not have tiled terrain support *YET* but we WILL in the future, as per the road-map of development and the developers that I've spoken to personally have expressed intent into putting it in. I managed to make Roane County on *ONE* quite largely stretched 4k x 4k terrain. But it's a real terrain. It's just not very detailed of a terrain, or pretty. It is what it is until we get tiled terrain support. If you have lots of objects, or take the time to place LOTS of grass objects, you can hide ugly-stretched terrain pretty well though.
@bob.blunderton I was thinking about 4k(2m/pix), it would be less GPU demanding, also less MB on disk, but I can not live with 2m big jagged grass edges near roads. I was also thinking if it is not possible to use ground cover object on hidden terrain object(several terrain objects with tilled original heighmap, but with 0.25m/pix)...but that will be stupid crazy idea probably I really like screen error property in editor, also forest and ground cover objects are awesome...these things were missing in assetto corsa
There's settings for blending the grass texture on the terrain harshly or not-so-much, and also 3d grass models that you can place individually along your road (like I did in sections of Roane County). Roane County has like a 5.x meter square space. It's nuts. It's about a 21~22km wide terrain and it's only 4k. Nobody said it could be done, and they told me not to do it. I went ahead and did it anyways, and where it's completed, it looks awesome - but where it's not, well, it looks about as detailed as... Carmageddon 1/Mid-Town Madness. You could always turn those terrains into DAE's if you have the proper tools. It's not always easy, and you'd have to get roads laid on them, and figure out AI scripting with waypoints, but IT COULD be done. You can have up to 4096 items in a map. You could literally make a map for miles and mile, BUT, getting more than 10 miles from 0,0,0 in any map, REALLY makes the car shake (due to floating point math used for physics, it's approximate/rounded, the rounding gets worse as you go out, meaning more shake, though it's only visual). Items laid down in the FOREST brush DO NOT count towards the 4096 (it's just 1 item for the whole entire forest) item limit. Only drawback is forest items if they are to collide must have their own collision called a 'colmesh' in the object itself. Forest items that come with the game maps always do (unless it's grass you could just drive through without harm). The only limit to items in the forest brush, is the amount of FPS hit you take, and the RAM footprint it takes (careful! this is why 'American Road' and my own 'Roane County' map take 5~6gb on load - over half is forest brush collision model data!). So either, work on your project with tiled terrains, at full detail, or make it with less detail at 2m/pixel and a 4k terrain, and release it sooner (though, to be honest, waiting for the tiled terrain, would be better). Voice your opinion. Put it on feature requests forum. The more the people asking for it, the sooner we will get it. I know I've asked for tiled terrain. It'd be super-useful and put this game on a whole new level of open-world. If you need any of my road textures from Roane County, So-Cal Interstate or Nevada Interstate - feel free, don't take them from Asetto Corsa or the mods won't like that. I should have ANYTHING and EVERYTHING you'd ever need in Roane County. --Good luck!
I tested item limit in forest object and it was around 10k instances of one object. https://www.beamng.com/threads/mountain-highway.46374/page-3#post-739894 on screen 16k instances, two identical teapots (8k +8k instances)