Released Corkscrew Mountain

Discussion in 'Terrains, Levels, Maps' started by mike22, Mar 17, 2014.

  1. mike22

    mike22
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    It's a mountain. It's a corkscrew. It's Corkscrew Mountain - twists, turns, dips, and hills all wrapped up in a mountain that's over 4,000 feet high.

    Post your best track times here.

    Notes:

    For anyone just getting into BeamNG, the timer doesn't work anymore due to the pre-race update. It changed the way the LUA code works.

    There shouldn't be any technical issues with this release. I'm learning how to pack these correctly. The mountain is huge and the road mesh I made is very smooth, which is a recipe for some nice drifting. The latest available version replaces any previous version. Version 1.2 is probably final.

    The light version is for slower computers. The only difference from the original version is that grass, trees, and rocks have been completely removed. It should run well on low end computers. I haven't added the track timer to the light version yet.

    Thank Ltp0wer for the feedback that led to the visual improvements and thank
    NkosiKarbul for his ground cover help. I've learned a lot when it comes to terrain aesthetics while working on this.


    (imported from here)
    Version 1.21 Changes:
    Added my custom track timer


    Version 1.2 Changes:
    Optional light version for slower computers
    Fixed the areas where grass was clipping through the asphalt
    Added signs where I felt they would be helpful
    Decreased scale of parking lot
    Did what I could to smooth the last few turns
    ​Smoothed terrain where it meets the track skirts ( easy to get back on track now )


    Version 1.11 Changes:
    Added grass and rocks
    Adjusted tree layout to look more natural


    Version 1.1 Changes:
    Tweaked water for visual improvement
    Tweaked shadows for performance improvement
    Adjusted layout of trees ( they're along the edges of the track skirt now )
    Smoothed the area where the terrain meets the track skirt
    Adjusted grass texture


    Version 1.0 Changes:
    Fixed occasional collision glitch on outskirt of track mesh
    Added slight dips and hills
    Terrain aesthetics




    Features:
    My custom track timer
    100% original road mesh made in Blender
    100% original terrain sculpted from complete flatness

    How to Use:
    Drag and drop both directories from the archive into your BeamNG Drive folder.

    Known Issues:
    The last 3 turns at the bottom of the mountain have some very minor choppiness to them. I cannot do anything about it at this point. It stems from me experimenting with my parts I use to create tracks. For every 4 top faces of turns, there's only 1 bottom face. That's the cause. I figured I would try something different to keep the polygon count low as possible, but it ended up biting me. My future tracks will not have this problem.
     

    Attached Files:

    #1 mike22, Mar 17, 2014
    Last edited: Dec 16, 2014
    • Like Like x 1
  2. Bakasan

    Bakasan
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    Looks like oodles of fun, especially without any guardrails;)

    Modeling is great too, do you have any intention of placing any trees?
     
  3. mike22

    mike22
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    Thanks.. yes, I do intend on adding trees and some other things to the terrain.
     
  4. Jon

    Jon
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    Looks good so far, keep it up.
     
  5. NkosiKarbul

    NkosiKarbul
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    Nice road! May i ask how you did make it fit perfectly onto the terrain? I played around with self sculpted terrains exported over rendered heightmaps from my 3d program but upon importing i just get wrong heightscales, no matter what i set upon importing. :/ That leads into manual adjusting the terrain which never fits realy. Did not do any further tests yat, but still i need to solve this to finish my BeaMania track one day...
    any insight would be appreciated!
     
  6. mike22

    mike22
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    Thanks.. I sculpted the terrain around it in the default Torque editor. I changed the terrain square size to 8 to make it easier and faster, but I don't recommend that because it screws up the collision detection and creates sharp edges that can't be smoothed. That's why I'm remaking the terrain now, heh. The shortcut wasn't the best route here.
     
  7. Davidbc

    Davidbc
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    Are those mesh roads? Because they don't work with the game, cars don't have any kind of collision with them.
     
  8. Autofan

    Autofan
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    Looks Fantastic :D defiantly looking forward to this. Good idea to make the roads in a 3d modeling program and then form the terrain around them.
     
  9. mike22

    mike22
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    Yea, they're a mesh, but they aren't the mesh roads that come with the game.

    - - - Updated - - -

    Here's what the new terrain is looking like.. It's much better in my opinion. This is very early. I'm not even done shaping it yet, so I didn't get to texturing, etc..

    - - - Updated - - -

    I uploaded the beta version. Let me know what you think !
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_17_15_37_17_036.jpg
  10. zedx1981

    zedx1981
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    I like this but have a problem with the kerbs, seems to destroy wheels and suspension for me. Drift to the edge of the road and suspension gets trashed.
     
  11. NkosiKarbul

    NkosiKarbul
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    Ah i see, well, it turned out pretty nice so far i think. Good luck with it!
    But there is a problem with the curb/bevel on the side of the road as zedx describes it ("problem with the kerbs"), and i think can tell you what is causing this bevel to eat tires, in case you dont know already yourself anyway. :)
    Did not happen offten on me but i guess you would like to fix it.
    CollisionFaces.png
    I would bet that the vertical collision faces you see below the road, which are facing inside rather than outside, are the bad boys causing this issue.
    They should not be there at all as they are not needed, even if you think they stop below the surface, they are still able to cause problems. The tire of the car is very unlikely to stay 100% above a collision face at 100% of the simulation frames, as it is a question of performance how accurate you can make your physic enginge calculate stuff. More accuracy would be possible, but kill most computers and so game developers have to find an acceptable margin that does not cause any performance nor gameplay problems. As long you consider some rules, like removing those collision faces, this is no problem for the humans perception of realism in the simulation. Note that the ammount of the tire going throu the collision face is probably even to small to see it with the game camera due to the scale.

    Also, i should not be able to have a look inside the mesh like that.
    As the mesh has a bottom with collision triangles facing downwards, there should be at least 5 addition collision triangles acting as cap on the end of the road if you consider the topology on top has 4 and the bottom 2 connecting collision triangles.

    Edit: I already love the mesh road for drifting down the mountain! Also please consider everything i said is just an afaik opinion and im happy to be corrected if im wrong about something! :)
     
    #11 NkosiKarbul, Mar 18, 2014
    Last edited: Mar 18, 2014
  12. mike22

    mike22
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    Zedx and Nikosi, thank you for bringing all this to my attention. I'll correct it.

    Nikosi, your detailed feedback is valued, so it's all good.

    - - - Updated - - -

    I just uploaded a collision fix for the beta because I don't know when version 1.0 will be released.

    - - - Updated - - -

    I just uploaded version 1.0. All feedback is welcome.
     
    #12 mike22, Mar 19, 2014
    Last edited: Mar 18, 2014
  13. jboptical

    jboptical
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    epic map so much fun
    but i've had a lot of issues with it crashing
     
  14. mike22

    mike22
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    Thank you ! Are you sure it's the terrain causing the game to crash ?
     
  15. Possibly_Pos

    Possibly_Pos
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    For the final release can you make it so there is one with trees and one without trees? would be great if so
     
  16. mike22

    mike22
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    Yea, is it because it kills the framerate ? I was gonna add grass, but it was killing my framerate !
     
  17. Possibly_Pos

    Possibly_Pos
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    yes that is exactly why i love maps but some just have to manys trees for me to even load them up much less drive on them

    how do you take a picture ingame? :p got somethin that you may want to know about
     
    #17 Possibly_Pos, Mar 19, 2014
    Last edited: Mar 19, 2014
  18. mike22

    mike22
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    I overdid it with the trees. The next version will only have trees directly on the left and right of the track. Also, to boost the FPS a bit, I changed the shadow texSize from 1024 to the default 512.
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_19_11_08_56_527.jpg
    • BeamNG.drive.x86_2014_03_19_02_17_54_008.jpg
    #18 mike22, Mar 19, 2014
    Last edited: Mar 19, 2014
  19. Possibly_Pos

    Possibly_Pos
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    Lovein the map only one problem to show you (i don't know if you can fix it so don't worry about it if you can't)

    BeamNG 2014-03-19 15-27-35-10.png BeamNG 2014-03-19 15-27-45-23.png

    again love the map few fps drops when i get closer to the bottom but other then that and the sky its amazing to play on
     
  20. mike22

    mike22
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    What's the problem ? I plan on releasing at least one more version, so, I'll try to fix whatever it is for the next release.
     
    #20 mike22, Mar 19, 2014
    Last edited: Mar 19, 2014
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