WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Did waypoints like I was supposed to, as it's always been, none of them worked, after spending well over an hour placing them perfectly.
    This is what it is, I'll have to figure out another way to get AI on there since waypoints do NOT function for whatever reason in this game.
    It says 'it can't find them' or 'p1 not found' even though the names in the JSON match the names in the map data. Oh well!
    This won't hold up release for now, can't afford to have it delayed AGAIN. I have 0% clue why it doesn't work other than 'early access' ... ugh
    So I will be uploading tonight, I will deal with the stupidity that is waypoints after release.

    They're all there, they're all scripted in, the game just refuses to see them... dunno. Will ask the developers why later on. So curving bridges, the flyover ramps, the top level of the flyover, and the double-decker won't have AI until some point after the release.

    EDIT: got them working, stupid things, you can't name them anything other than WP_ ...

    fixed some missing/improper highway AI near the city, too.

    Starting upload now... should be done in 8~12 hours. If I am not awake when it finishes, I will post in the morning or around noon tomorrow.
     
    #661 bob.blunderton, May 26, 2019
    Last edited: May 27, 2019
    • Like Like x 3
    • Informative Informative x 1
  2. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Patreon subscriber release is going out in minutes. Do check your emails or the Patreon page for the post within 10 minutes.
    The AI is working, too, as mentioned above in the edit. Stupid early access...
    Thank-you for your support of the Los Injurus project.

    EDIT: and it's live.
     
    #662 bob.blunderton, May 27, 2019
    Last edited: May 27, 2019
    • Like Like x 1
  3. chris nowak

    chris nowak
    Expand Collapse

    Joined:
    Mar 16, 2016
    Messages:
    35
    awesome map looking forward to trying it when its released publicly
     
    • Like Like x 1
    • Agree Agree x 1
  4. silvermanblu

    silvermanblu
    Expand Collapse

    Joined:
    Mar 1, 2013
    Messages:
    645
    I only had one instance of a vehicle traveling in the wrong direction on the newest beta. Also found an underground unused tunnel. It appears to be different than the train/road tunnels. Are you planning some kind of subterranean sewer system?
     
    • Like Like x 1
  5. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Post a picture if a vehicle is going the wrong way often in some place(s) so I can check it out (sometimes it can happen on the waypoint areas, they're not directional, as I've not used the 'directional' feature yet and had a hard enough time with the things).
    If there's an underground tunnel, that's different from the rest, it could be left-over stuff or it could be something that's work-in-progress. Sometimes things are stored below the map.
    It's possible I may have tunnels in spots that aren't expected, for purposes other than road or rail, in the future.
    If the tunnel isn't far from the stack interchange (the new four-way flyover interchange), then it's likely an old curved tunnel that is left-over from previous beta and was not entirely deleted when I re-did the road there (there's also some extra straight highway chunks like the highway that runs atop the mountain-side nearby, stashed under a 5-lane road for now, just ignore them until later).
    I hope some of that helped!
     
  6. umustbeloggedintododat

    umustbeloggedintododat
    Expand Collapse

    Joined:
    Feb 16, 2019
    Messages:
    1,381
    Looks Awesome!!!!!!!!!!!!!!!!!!
     
    • Like Like x 1
  7. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    So with the last release having gone over quite well, I will be picking up where I left off by the end of the weekend.
    Just have to fix my nephew's Nissan Versa that he back-ended someone with so it can drive, do my lawn, and the rest of the time for the week I can spend mapping.
    The car - yeah - it needs a body shop, but since the damage is only IN FRONT of the front wheels and the frame is otherwise good, I am just going to tie the front of it to an oak tree and "throw it in R for Race" and let the vehicle do the fancy work for me (I can bang it straight the rest of the way). Most of the time spent will just be taking parts off and putting them back on.
    I will be putting the work into the industrial area, the airport, and the commercial strip that I recent put a pair of exits in for (the edge of town past the police department). I should have some progress posted by early next week to show for my efforts (on the map, not the car).

    *I thought I'd add, in an effort to be transparent here. I reserve a few 'nothing days' after a beta release with not a whole lot to be done (both in real life - as much as possible - and in the map). This allows for fixes to a botched release, bugs, other general unwanted stuff, internet failing (it likes to do that - often), deadline misses (oops), etc. If these days aren't playing catch-up or fixing boo-boo's and so-forth, I get a few days to play other games, and do other things and such. This is for both sanity and so that I can gather new ideas, do research on buildings and infrastructure. The other half of that is so that I don't get burned out of editing. Me getting burned out is *NOT* going to happen, I have been making BeamNG maps for 3.5 years now and am just hitting my stride.
    Speaking of which, this project is officially 1 year old since I started plopping down bits of highway by the spawn point and starting this massive project. It's become so much more than I imagined it - and turned out better above my own expectations (which were conservatively LOW to be realistic - I am a realist). I want to thank everyone for their support for this project, for this map and it's 'project base' that is the MRK kit (Modular Road Kit). The MRK will make all future city maps BETTER. I am sure someone can crank out a city quite quickly without having to develop all the bits and pieces first - all 800+ of them.
    This summer I will be releasing the MRK kit, for the greater good of the BeamNG community. I will be releasing it in a blank starter map, so that folks can get started building their own city. I will only be releasing the contents of the infrastructure (roads, rails, tunnels, subways, stations, highways, bridges, road barriers, patches and pieces), but not the buildings at that time (that'll come later with the map), as the map itself isn't quite as ready yet as I'd like it to be for general public consumption. I will release things in sets, like '5 lane road set' and 'large two lane road set' and '6 lane highway set', complete with straight stretches, curves, raised straight sections, raised curved sections (only some sets like the highway have 'raised' sections), bridges, curved bridges, and all types of 'slope up' or 'slope down' pieces to go with each type (that's what you use to start or end a hill). Whether people want to build a city or a 'road roller-coaster' with it, is up to them. I won't dictate the usage, I will just be releasing the roads and the textures with them. I've got some buttoning up to do on some of the models, but most all of them are in proper working order, if needing a bit of UV or draw-call optimization work here or there. Any updates would be virtually / completely seamless down the road.
    *Raised is just like a bridge but is solid-filled underneath of it, with a nice decorative retaining wall that tiles decently. Highways generally always have these in at-least straight sections, sometimes lots more options. Highways have 'surface', 'raised' and 'bridge' classes, in addition to variations like for ramps, so if you don't need a bridge (higher in draw calls due to the fancy type-80 railing, and beams), you don't have to hit the FPS like a bridge would do (they batch now, so it's a bit better on FPS then when I started, admittedly).

    Kits in the map thus far that are finished (except UV optimization on some bits, and optimization on a few things yet)...
    4 lane highway raised and bridge, with a few sets of interchange pieces for ramps, one piece goes right to a 6-lane raised highway and is underused, but good for back-to-back interchanges.
    There's a surface level four-lane highway but it's older and has a wide dirt median. I have to make a 'converter' piece to go between them yet. There's also on/off ramp pieces, and straight 6-lane pieces for use with ramps, and 4-to-6-lane pieces. These pieces are fully optimized and not 100% smooth by design, and have reflectors. These pieces are best used when spanning LONG distances. Includes banked turns, twists for beginning and ends of turns (you don't have to angle them generally), there's some short filler pieces and short twists for lining it up perfect (or close!), and bridges for the two and three lane per-side configuration, bridges are in PAIRS just like all highways are spawned - both sides at once.
    6 lane highway raised and bridge, and surface pieces matching, too (different from above). This set is complete and the bridge / raised pieces are heavily optimized. The surface ones aren't much of a hit to draw-calls at all to begin with (none of the 'surface' highway pieces are).
    8 lane highway and bridge pieces. Not sure if there's 'raised' / solid sections - honestly I forget. There's manual filler pieces, though, for when needed. Includes surface highway as seen in the map.
    For surface-level highways, there's a non-colliding 'mask' that can be applied where you want a ramp to enter or leave the highway, it just sets over-top the existing piece, such as where an 8-lane and 6-lane highway meet, you can have a ramp come off /onto the 8-lane section and meet it with a decal road like I've done many times (the decal road is the on/off ramp itself here).
    *highways also generally have 'twist' pieces in at-least two variations per direction, to begin or end banking for turns, as turns with highways are generally pre-banked. Can be a little tough to get them positioned just right sometimes but you'll get the hang of it if you're patient.
    On/Off ramp bridge pieces that I used to make the various fly-overs or other raised (bridge!) on/off ramps in the map, one and two lanes (with a wide right shoulder), slopes, banked turns, twists, fillers, and 1-to-2 and 2-to-1 lane conversions so you can do so mid-ramp. I made that huge fly-over interchange out of these and the 6-lane bridge pieces. Includes own matching solid pillar (it's the same as the rail pillar, which is the same shape just older-looking textures, can mix-and-match). Also has start/end pieces but they're not the best looking at the moment (UV issues, haven't 100% ironed out the ramps yet with those).
    Includes a set of 3-column pillars and a spanned girder that I use for double-decker sections or bridges that span roads running at shallow angles.
    Basically, you can build almost anything with this road set combined with the decal road textures that match.
    A full set of cheap (and an expensive key-stone block long filler) abutments are there to fill in the open space underneath any highway, as-needed, the LOD's need a bit of work but that shouldn't be too hard to fix up. Abutments for those that don't know, are what holds up each end of the bridge (and any raised highway between bridges in urban environments).
    *ALL* highways and surface roads in the entire set have cross-slope that tapers down towards the side for water runoff, and is why when you hit intersections at speed especially on wider roads, you catch some air. Manhole covers and catch-basins (drains at the side) are lowered below the road surface, too. All highway cross-slopes match, and all surface-road cross-slopes match the same-size roads, so you can make a big patch-work of roads if you wanted, and it wouldn't be too terribly unsettling to the vehicle (unlike the eye).

    Surface roads* (all that's not highway and not trains)...
    6-lane avenue with median. 7-lane/ 8-lane avenues are planned but not made yet - They'll be for left turns before intersections / at interchanges under highway bridges etc. Includes optimized bridge - ends aren't 100% perfect matching yet but they're driveable. Includes fillers, non-banked turns, etc. No parking!

    2-lane side street. The smallest of the road sets, for residential low-density developments. It's roughly a little over 3 vehicles wide, if people park on both sides, it will present challenges when oncoming cars show-up, though they're wide enough to have parking to one side with two lanes of traffic. These are NOT marked/striped. Includes fillers, non-banked turns and two arched bridges (one sloped one straight/level).

    5-lane 'collector' road set. This has a lot of work done (I have a slight update for them, I didn't re-add it to the map yet as it needs just a tad of work done to it yet) to it and is very complete. Includes a regular bridge with a raised concrete median in the center turn lane, and an arched bridge that's level, and one arched bridge that's sloped. Includes non-banked turns, slopes, left turn overlays (no collision on overlays for left-turn lanes, they just sit right immediately above the piece, best to place these before doing rotation or sloping). Does not allow parking on the sides!

    5-lane 'non-delineated' road set - same as above - just with no striping. Also includes piece-meal intersections, so you can have staggered intersections or intersections that don't have the same size road on either side. Includes a filler section for when intersections don't line up, or odds & ends uses that come up.

    4-lane delineated (also 2-lane delineated same width) - this is the same size as the collector sets, but has four lanes and room for all lanes + parking on both sides. The 2-lane version is the same just with only one lane in each direction. I will be making dedicated one-way pieces out of this set shortly (this or next month). Includes non-banked turns and slopes and even filler pieces. Same asphalt texture as the small 2-lane side street above.

    ALL surface roads have curbing, and generally come with placeable cross walks, stop-bars (the white stripe you stop at, at a light), and turn arrow overlays (like the ones used near the spawn point). ALL surface roads have driveway aprons / curb cuts so you can access lots on either side of the road - obviously - the highways don't have / need those. There's also manual delineation should you wish to use a mesh to do that, there's pieces for that.
    Tunnels are available (end piece and straight middle section) to size to your road application of any of the 4, 5, or 6-lane (or highway) road sizes. Just set a matching size for the end and middle, and place, line up, and move/rotate your road & tunnel into place at once. Tunnel mouth is interchangeable with subway tunnel piece. Default size of 1 is good for any 4 or 5-lane road.

    Parking-lot pieces, surely if you've seen the map, or it's mall, you've seen some of these, not perfect yet (some parking lines are missing on the darkest set), there's an older asphalt and a newer one. The older one is much larger pieces or airports or malls only, the darker one is good for strip-malls or apartment complexes. Comes with it's own delineation arrows and parking stalls so you can make a completely custom parking lot. There's also curbs (square / rectangle sidewalk pieces) and curbs with stairs in them too. Several sets of stairs narrow to wide, steep or not steep exist, all that collide like 'slopes' or like GTA does stairs, so they can be driven right up (or down). It's a driving sim not a walking sim, heh.

    Highways only interchange with 6-lane divided avenues at the moment, but you can easily make terrain-built decal roads for ramps (recommended anyway!) and use any intersection from any set to interface them. More interchanges will be created later. There's also a four-directional interchange piece used by the school, but the UV's need worked on a bit more as it looks oddly stretched.

    Rail and subway - Full complement here, all kinds of bends and slopes for you to derail your train with. Subway tunnels are decidedly simple because they're not even visible 98% of the time. There's an underground station, and two variations of the ground-level (slightly sunken) station. Mouth-piece for tunnel can be interchanged with the road tunnel piece, it's very very similar deliberately. Stations and tunnels can be navigated by cars, but it may be detrimental to the vehicle if not done with care. Platform heights are *NOT* final, I will work on that more as more trains come out, so if there's new ones out, get on me about it.

    Full complement of Jersey-barrier to use for your road projects, as there's always some obstacle to avoid. All barriers use *ONE* draw call, including, bends and sloped pieces. Fillers to come. They're about 30 meters a piece (or at-least 2/3rds that long), and fit 100% with the 3m and end-pieces from West Coast USA map - texture and all. The end-piece is also used for the ends of bridge railings, so you don't have the bridge snacking on your car more than it already does.

    There's also a one-off type of bridge, with the wide shoulder to the center, but still two lanes per side, used by the mall. Has only a straight piece, and an end, and uses the highway abutments. The 'collector' bridges also use the highway abutments, the same ones shared with the 4 and 6-lane highway bridges.
    There's probably more to it, but it'll come to me at a later time. The entire set is over 800 pieces. When I say 6-lane highway, that's total lanes on the entire road width, both directions combined, that's not lanes-per-side unless mentioned that way. Widest highway is 8 total lanes, 4 lanes per side. You don't need too much more than that, unless you have large convergence / divergence at interchanges, and then as I did with THE STACK that I just made, you can just add the width you need with decal roads on either side of the highway for the short distance you need it, on an as-needed basis. It's just a matter of carving the ground appropriately to the highway level.

    All highways are concrete, while all surface roads are a choice of two different asphalt textures (not too terribly different, this may change later). Concrete is older on the highways with a wide median, the highways with merely a thin strip of Jersey Barrier separating them have generally newer-looking (and smoother driving) concrete surface.
    Concrete SURFACE roads, and worn surface roads (uneven, broken pavement / sidewalks) are planned but not completed *YET*. ETA late this summer. Your Detroit will have to wait just a bit longer.

    Flood control canals, including HUGE, Large, and small (local) sizes, the textures aren't great but I'll be working on that later-on. These are modeled after the Los Angeles ones, including size-change pieces, bends, access pieces (barrier is lowered), will include more variations pieces later-on. Also includes a base for pillars that don't quite reach the ground and protect the pillars from floating debris during floods.

    So entirely, this set will start being released (sometime!) in JUNE, that's tomorrow (or might even be today - I have an hour yet for Central USA time here). So stay tuned to see what sets come out first!
    Contact me early by private message if you want to be an early-access guinea-pig while I iron out the bugs!

    *846 pieces total as-of-current total. There may be a deprecated piece or three in there somewhere.

    --Just thought I would send this out and keep everyone posted. Do expect pictures during the course of the week.
     
    #667 bob.blunderton, Jun 1, 2019
    Last edited: Jun 1, 2019
    • Like Like x 7
  8. chris nowak

    chris nowak
    Expand Collapse

    Joined:
    Mar 16, 2016
    Messages:
    35
    quick question when will this be released to the general public looking forward to trying it
     
  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,410
    When it's ready.
     
    • Agree Agree x 1
  10. SquarebodyChevy

    SquarebodyChevy
    Expand Collapse

    Joined:
    Oct 25, 2018
    Messages:
    179
    This map is looking great so far, keep up the good work!
     
  11. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Performance in latest version is really good, imo. Also it has really nice feeling of city already with those tall buildings and all.

    Dirt track is lot of fun too, Ironman's offroad comes to mind :)
     
  12. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Glad you love the dirt track, I quite enjoyed running the 10+ laps I ran to test it out well enough! You can even haul pianos around it but I only think you'll make it going clockwise, the one part of the hill is just a tad too steep, adjacent to the concrete highway (near where it switches from worn concrete to fresh black asphalt as it comes off the mountain to the partial cloverleaf at the bottom). It's bumpy, rutted, has mud all over it (especially in the inside of turns to prevent corner cutting a bit and for realism), but whether you have a Pessima or a 4x4 you'll likely make it if you don't slam one of the ruts too hard. Going pretty quick and only barely slowing down for the big rut in the low spot of the track by the lake surface, I was able to go around counter-clockwise in a Pessima (old one) about 2.5~3 laps before the vehicle finally gave out and only due to my carelessness.
    Glad you are enjoying the city and it's performing well, it runs fantastic in 0.15.x here, will root-out the cause of the lag on 0.16 (since it lags only for me) one day. Could be some left-over old-format textures or something like that just throwing a fit on the game and/or on my AMD video drivers. Will get it fixed one day.

    Sorry for the lack of pictures this week folks - I've been busy carting my nephew to and from his work an hour away twice a day, tearing down his car (front end collision!), and all still trying to find an hour or two to model the airport in my day - hasn't helped it's been storming like mad the last 3 days, too.
    I've got the main airport terminal about half-done, then I have to work on the concourses, which there will be two of, connected by a hub building, with a dual-rail train that goes back and forth between the main terminal and the concourses (and under the highway in the process).
    Car rebuilding process...
    Got the upper radiator support almost straight (it might have to go 3/4th of an inch - about 1cm out yet), got the front 'crash bar' off (protects occupants against off-set crashes/resultant cabin intrusion), will bend that back tomorrow, the frame is 'decent', only the right side is a tiny bit out of wrack, and not affected behind the front wheels at all (that's good, I'd need a body shop for that!). Just have to pull the rad and fix the mounts for the crash bar, and get the upper/lower rad supports a little bit more perfect / in line, and I can start throwing it back together. Hope to have 'er on the road tomorrow evening. Why oh why Nissan must you run the CVT transmission lines through the radiator (it is split, and part of it is the tranny cooler)? Makes things more difficult especially with a sealed transmission!
    Considering the front passenger side of the car was pushed back 4~6 inches, it's a lot better-off than I thought. It truly only 'needs' a radiator, condenser, and maybe a passenger side headlight (the housing is a bit cracked at the bottom, let's see how far caulk and super-glue gets it 1st). Going to re-shape the end of the fender and the hood where it's bent, that can be saved. It sure won't be perfect, but it'll run and drive straight, and importantly, it'll be safe.
    The good news is I should have this wrapped up by the end of the weekend including time to take my car apart and see which one of my accessories is wearing out it's bearings, (have a feeling it's the AC compressor), as that's throwing a code a few times but may go a few hundred miles without the code coming back with the AC off. Have to take the belt off and manually check all the pulleys since I don't have a stethiscope to listen in.
    The fun never ends!

    EDIT: Did get a concept shot of one of the terminal entrances, this is basically one of the 'front doors' of the airport. Now *OF COURSE* it will be much, much more visually interesting / appealing than this, as it'll be one of those 'centerpiece' buildings like the abandoned mall, the police station added last beta, or some other focal-point buildings that will play a role in map missions / story & plot. This is just an early shot of it. The departure entrances will be on one level, the arrivals will be on another. So the entrances will be shared on an upper and lower level (for clarification, the lower level isn't made yet and is just solid concrete here in the shot). I will whole-heartedly be having to extend the map out a bit from where it ends just past 'the stack' interchange, to fit concourse, hangar structures, taxi-ways and such into the map. Should I have given the airport more room? Sure - but then where would I put the industry? I guess it just comes naturally to jam the airport into the corner of the map after playing (SNES) Sim City for so many years.
     

    Attached Files:

    • aeropuerto_concept.png
    #672 bob.blunderton, Jun 8, 2019
    Last edited: Jun 8, 2019
    • Like Like x 1
  13. 93Volvo240

    93Volvo240
    Expand Collapse

    Joined:
    Feb 26, 2019
    Messages:
    377
    This is really looking great! Just wondering when are you going to post a downloadable wip on beamng? I can't wait to try it!
     
  14. chris nowak

    chris nowak
    Expand Collapse

    Joined:
    Mar 16, 2016
    Messages:
    35
    same here
     
    • Agree Agree x 1
  15. CN877

    CN877
    Expand Collapse

    Joined:
    Jun 27, 2017
    Messages:
    1,465
    A downloadable WIP is available to all those who support him on Patreon.
     
  16. DutchyGamer

    DutchyGamer
    Expand Collapse

    Joined:
    Mar 18, 2015
    Messages:
    622
    sigh

    Once again, this will be released when it's ready.

    wHeN Is iT ReADy?!?

    When the author is finished with the map and happy with the results.
    Have patience and respect or stay away from the forums.
     
    • Agree Agree x 2
  17. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,410
    Bob - I just noticed that the sea level in So-Cal Interstate is goofed up; this is a steel barrel floating on top of the main water with an altimeter reading in feet:

    upload_2019-6-11_18-4-57.jpeg

    Are you planning to fix this for Los Injurus?
     
  18. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    That's been like that for as long as I can remember, I am not 100% SURE I can fix it, I might be able to one day. I'd have to move entire map sections at once... that's wrought with peril in the current BeamNG though, as-in CRASH to desktop peril. It is known, but not a serious issue. Maybe one day they can enable me to set altitude relative to something else other than absolute map terrain location.
    So, TLDR, it *COULD* technically be fixed (provided I don't crash during the whole process), but I'd have to surely move so many different things (decal roads, way-points, terrain, spawn points, are all moved from one mode, then forest objects - the 3d roads/bridges, houses, trees, buildings, basically any 3d model is a forest object are all moved from another mode, and then I have two line those two processes up vertically - all at one frame every minute or two while moving 1000's of objects in either mode)... it's very touchy doing things like that in the editor.
    I am sure that altitude value could be re-set with a line of code placed in the right spot somehow, with a proper script (I'd very much rather go that route).



    In other news, I am finally done with all the stuff I needed to do. I fixed my nephew's car up - spent roughly 10 hours straight without more than an ice cream cone to eat during that time in my garage, working on the vehicle. Thankfully, pulling the whole front end of a Nissan Versa apart isn't really that hard. Even if it's a Nissan, which haven't been whole-heartedly reliable as much as Toyota or Honda, it's still a very simple vehicle, and for that I was thankful. He was so happy to have it back, though (yes, and now I don't have to get up at 6:30am every morning to take him to work and then pick him up which was roughly 200 miles a day driving).
    My body is beat to heck and back, I can barely walk - but that's GOOD (for you folks)! Now I have an excuse to be stuck at the computer for a while and enjoy my time mapping and modeling. I don't have a whole lot of obligations from here on out for a while - I hope - so I should have lots of mapping time - hooray!

    I will be doing some airport work, making the buildings and such, then the parking-lots and so-forth. Then I will start adding some small commercial & large industrial buildings to that part of the map afterwords.
    I will surely be making this airport pretty fancy though!
     
    #678 bob.blunderton, Jun 12, 2019
    Last edited: Jun 13, 2019
  19. MadHEMI

    MadHEMI
    Expand Collapse

    Joined:
    Sep 7, 2015
    Messages:
    146
    Oh that's where some of my money has been going... I keep forgetting about Patreon... Just as well it's going to help a BeamNG.drive Legendary Map Creator.. So it's more than worth it!!!
     
    • Like Like x 1
  20. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Thanks bud - yes I've been quite busy in real life up to about yesterday sometime... so now I have the new few days stuck at the computer (aside of maybe riding around on the lawnmower for 2~3 hours and cleaning the garage up from the mess I made last weekend tearing the whole front down on the 2014 Versa, and putting it back together - not too long maybe a half hour to an hour to straighten that out most just cleaning tools - don't put them away dirty here!). Glad you support the project and look up to that.
    So I have been spending a few hours toying with the stacked airport entrances. Top doors are departing, with check-in just beyond the doors, lower doors are where arrivals get picked up / rental car kiosks and baggage pickup is just within. Maybe it'll get a partial interior (when the map is further along - not that you'd want to FIT a car inside an airport) one day.
    Clearance on the lower part is about roughly 9~10 feet high (about 3.25~3.5 meters). The road is tapered, clearance measured from the center of the road of-course. It will have ADA ramps (sloping curb face that's lowered for disabled folks), I'd be a hypocrite if I didn't put them in as I limp around to get about my house. Will have full striping for parking areas, and it will share some of the concrete textures with the Police Department building, as I can use them well here. There will be at-least 3 entrances (well, 3 pairs of entrances, dual-level), again top level is for departing flights, lower is arrivals. So traffic won't block one-another as while the times for flights (departing / arriving) are staggered generally, it's nice to have two different areas and there will be at-least a dozen terminals (for boarding / deplaning). *points* DEPLANE DEPLANE DEPLANE!!! (couldn't resist)
    Expect lots of detail in future shots. The building is very plane (see what I did there *gets fluffy stuff smacked out*) right now as I want to get all the entrances done first, then I can do fancy canopies, some fancy-work on the building, and all the rest of things. More to come!
     

    Attached Files:

    • airport_preview_stacked_entrances.png
    • Like Like x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice