Its not on the forum, you can download it here: http://chris-lucas.rf.gd It used to work on the tracks but for some reason it stopped working for me, if you get it to work, Please tell me.
Thijs Hof updated Deadzone [NEW 9km straight road!] with a new update entry: 0.11 Fix Read the rest of this update entry...
Nice map, can you tell me how you cut a hole in the terrain to allow for tunnels, like with your train tracks? Thanks
Thijs Hof updated Deadzone [Trains already on tracks] with a new update entry: Trains! Read the rest of this update entry...
I used the 9th (clear terrain) tool in the terrain editor, you can use the 10th (restore terrain) tool to restore it.
I think that there is tad many spotlights on this map, single core of CPU has to work really hard because of that. I did notice there was two of the trains on tracks, those did not have effect on FPS really.
Thanks for your feedback, great to hear the trains are appearing for you, I was concerned that they where not working for anyone. I will start working on a lighter version of the map for better performance.
It does run quite ok most of the part, I think it is those pointlights which are getting quite CPU intensive. Not sure of it could work with less lights or part of lights having shadows disabled. Biggest reason is how game is kinda not the best with light and shadow in general, so any added light tends to be big impact. Drawing distance was 4.5km if I remember correctly, that can also have impact if using lot of static objects or meshroads as game kinda renders most of everything even behind the camera, so drawing distance is something one can use to control performance. There is Occlusion volumes that can help with those though, also Zones and zone portals if you haven't figured them out yet, here is link: https://www.beamng.com/threads/zones-and-occlusion.41815/#post-917046 Sometimes those can help to boost performance without much of extra work. Don't worry about trees, those are hardly ever big impact, unless you have something like tens of different kinds. Number of textures is what is most common problem for performance in maps, it is bit more complicated than that really, but in general you can have as many trees (tens of thousands) as you want if they are only few different kinds, those are rendering very easily, but you can't have really 1000 of different kinds. That is because it all gets batched up and is rendered with cost of only 1 or two, so GPU will do the most, but each of different is taking time to prepare and that is done by CPU. This just means that it is easy to lower polycount and decrease visual quality without doing much of any good for performance, when number of textures and number of different kinds of objects can be what is reaching limits. However in case of your map, only thing I could figure out being cause of slowdowns were those spotlights, so I think you don't need to change much else if you don't want to, to get more performance. You can put lamp posts and houses etc. in also as forest items, that will usually help with performance as most of the lamp posts in view can be rendered as one go like trees. Static objects seem not to really get batched that way. Just some bits I have figured out, not sure how much of those you know, but thought it might worth to share what I have figured out, maybe it can save some of your time at some point
If you plan on any more updates, can you add this to the list? The texture on the roads shakes. The fix is just to add a number to the break angle of the roads, it'll allow it to stretch out more easily and not shake. Personally, I use negative numbers. In this case, I just used -963 and yes, I had the shed on a cop car.
Thanks! I did not know a lot about performance this definently helps. --- Post updated --- I didn't notice that, thanks for giving me a solution too, I will fix it with the next update.
Please update it to the current version of beamNG, I love this map but everytime I try and load it up the game crashes, I have tried removing all mods accept deadzone.zip and it still crashed.