WIP Beta released Black Hills A desert world 1.2.3 1.0

A large desert map with bumpy roads

  1. Corvette82

    Corvette82
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    Re: Black Cliff A desert world

    This map is going to be amazing! Can't wait! (but don't rush, just don't give up)

    Sent from my Droid Incredible 2 using Tapatalk 2
     
  2. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    Here's some progress on the runway.

    It's roughly 1500 ft long. If this seems too short to you, just mention it.
    BeamNG 2014-05-31 14-54-50-83.jpg

    BeamNG 2014-05-31 14-56-27-64.jpg

    BeamNG 2014-05-31 14-56-53-40.jpg

    sunset
    The flare effect is probably a little too much.
    BeamNG 2014-05-31 15-05-55-23.jpg
    BeamNG 2014-05-31 15-07-28-59.jpg


    some things to note

    I considered making an entire little town a few days ago. After doing some experimenting, though, I concluded that designing and constructing such a town is out of my reach. Thus, I've changed my goals a little. My current goals involve constructing a run down motel, a few generic foundations, a shed or two, and some easy to place abandoned railroad tracks.
     
    #42 Ouerbacker, May 31, 2014
    Last edited: May 31, 2014
  3. KiloHotel

    KiloHotel
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    Re: Black Cliff A desert world

    That looks awesome man, can't wait.
     
  4. Slyda777

    Slyda777
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    Re: Black Cliff A desert world

    Been watching this from the first and been hoping that this awesome map gone a be released some day...
    Good to see that its still progressing,its getting better and better !
     
  5. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    Thanks

    ___________________________________

    some more objects

    BeamNG 2014-06-05 12-41-28-63.jpg
    BeamNG 2014-06-05 12-42-40-64.jpg BeamNG 2014-06-05 12-42-46-60.jpg
    BeamNG 2014-06-05 12-44-22-50.jpg BeamNG 2014-06-05 12-45-42-24.jpg
     
  6. BlackVenom

    BlackVenom
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    Re: Black Cliff A desert world

    Needless to say this map looks absolutely amazing! Might I ask what you're modeling your buildings in?
     
  7. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    I'm using sketchup. Really, I should learn how to model in a better 3d program, but, for my purposes, sketchup usually works. After I've released a beta, I'll probably run all of the models through blender to create better collision meshes.
     
  8. Ghost187

    Ghost187
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    Re: Black Cliff A desert world

    :Dcoincidence:confused:

    coincidences.jpg
     
  9. Spartacus

    Spartacus
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    Re: Black Cliff A desert world

    I love to see tumbleweeds in this awesome map. Thanks and keep up the good work. :)
     

    Attached Files:

    • 1304618376_tumbleweed-gif.gif
  10. dudes45

    dudes45
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    Re: Black Cliff A desert world

    This looks awesome! can't wait for you to finish it! :D Keep up the hard work dude!
     
  11. Blockman

    Blockman
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    Re: Black Cliff A desert world

    This map looks so cool! I can't wait for it


    Sent from my iPhone using Tapatalk
     
  12. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    thanks
    _____________________________________________

    but... everything's coincidental


    I'm messing around with this idea. Through experimenting, I found out that an animated flat plane with a transparent texture doesn't look very much like a tumbleweed. With this being the case, though, I now know how to animate things in blender. With this knowledge, I'm going to try making a tumbleweed from a simple sphere. If this looks decent, it'll show up in a picture.

    _________________________________

    new stuff

    I've now got a pretty good looking cube-map for the car reflection. pics

    BeamNG 2014-06-17 21-03-52-89.jpg no green bumpers!

    BeamNG 2014-06-17 21-05-53-34.jpg BeamNG 2014-06-17 21-06-36-78.jpg

    In relation to other things, all of the materialcs files have been organized.


    Also, here's an alpha- this isn't at all final / Because of this, I not changing this thread from wip.

    credits
    world machine, gimp, sketchup, blender, crazy bump, various government agencies, various users on wikipedia, cgtextures, torque3d, torque3d forums, lots of tutorials, and various indivuals.
    When I release a more final version, I'll clarify the "various."

    Please note that this version is a few days old. Thus, it lacks an updated cubemap.


    ________________________________________________________________________
    Remember"this map is not optimized or finished"

    If the textures don't look right, run the cleanup.bat file.

    Also, if you adjust the terrain textures or heighmap in any way, the game will generate a new basetex.dds. In case you happen to do this, copy and paste the basetex located in the downloaded zip over the generated one.

    http://www.mediafire.com/download/62rmy53hlm6b03q/blackhills%282%29.zip



     
    #52 Ouerbacker, Jun 18, 2014
    Last edited: Jun 18, 2014
  13. KiloHotel

    KiloHotel
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    Re: Black Cliff A desert world

    O god yes. Really appreciate the time and effort you are putting into this map man, don't have time to try it tonight but glad to see an early version. Keep up the good work!
     
  14. ultranew_b

    ultranew_b
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    Re: Black Cliff A desert world

    Beautiful level man, nice attention to detail !!

    :D
     
  15. JohnV

    JohnV
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    Re: Black Cliff A desert world

    Another World Machine buddy.:) Well done on the map, it looks awesome as always WM has been.;) Can't wait to cruise around it soon!

    I want to import a terrain I made in WM too and since you followed similar steps to what I am about to do, I wanted to ask you some questions:
    1)I had issues with max height in the import tab. In WM I used the default (2625), but in Torque3D, the heightmap is way too scaled down with 2625m as max and correct x/y dimensions (2 meters per pixel in this case). I wonder why this happens? And I don't want to add a higher value to make it approimately, correct, because I want it to be precise.
    2)When I apply my own detail textures, they are shown as pure white on the the tab and black after the import, maybe because they are jpeg format?
    3)I have issues with my RGB texture maps. They are correct, no doubt about that, but whenever I apply textures on the corresponding channels (R, G, B), they are messed up. For example, I put grass on the red channel and rocks on the blue and they are placed opposite, after the import (Torque3D trolling, maybe?). Could you also help me here?
    4)How did you start creating the map? Did you use an existing one, like dry rock island, or completely new level?

    I would be really grateful if you could help me.:)
     
    #55 JohnV, Jun 18, 2014
    Last edited: Jun 18, 2014
  16. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    all bold text is quoted

    Another World Machine buddy.:) Well done on the map, it looks awesome as always WM has been.;) Can't wait to cruise around it soon!

    I want to import a terrain I made in WM too and since you followed similar steps to what I am about to do, I wanted to ask you some questions:


    1)I had issues with max height in the import tab. In WM I used the default (2625), but in Torque3D, the heightmap is way too scaled down with 2625m as max and correct x/y dimensions (2 meters per pixel in this case). I wonder why this happens? And I don't want to add a higher value to make it approimately, correct, because I want it to be precise.

    This is a problem with torque 3d. Over a particular height, something like 1700m, it will pull the terrain down to a lower value. Even if you set the terrain to 10000m, no increase should be seen. Of course, my game might just be glitchy. This was a problem that I ran into as well . My solution was to adjust the heighmap's contrast in gimp. Since you are more of a perfectionist than me, however, I'm not sure what you should do.

    2)When I apply my own detail textures, they are shown as pure white on the the tab and black after the import, maybe because they are jpeg format?

    For a terrain paint to show at all, it requires a diffuse. Also, if there is a detail texture, there must also be a macro. Otherwise, the texture doesn't work. The opposite is also true. Your texture probably lacks a macro.
    If this isn't the problem, just reply back, preferably with a picture that the shows the texture window box thing. This problems could be a few things, like a misplaced materialcs, incorrectly sized texture, or something bizarre.

    simple texture type overview

    diffuse color-can cover the entire map or just a small bit
    macro 100meter or more greyscale texture that breaks up tileing
    detail 2-8 meter greyscale texture/ can be very repetitive If this texture contains any color, it will add its color with that of the diffuse color. This can be used to add very small specks of brown dirt to a green diffuse.
    normal self explanatory

    Regarding the texture's format, I don't think jpeg should be a problem.

    3)I have issues with my RGB texture maps. They are correct, no doubt about that, but whenever I apply textures on the corresponding channels (R, G, B), they are messed up. For example, I put grass on the red channel and rocks on the blue and they are placed opposite, after the import (Torque3D trolling, maybe?). Could you also help me here?

    This is probably torque3d trolling you. Unfortunately, I can't really help you here. Since I'm not very acquainted with rgb textures, I just use a greyscale texture for each layer.

    4)How did you start creating the map? Did you use an existing one, like dry rock island, or completely new level?


    Originally, this map was small island. After clearing everything that I couldn't reuse, textures, terrain, and so forth, I had a nice, basic template. After I had this template, I put it in a new file, gave it a new name, and reassigned a lot of things.

    I would be really grateful if you could help me.:)

    If you need any more help, just ask.

    However, you can probably get more knowledgeable answers from Miura.
     
    #56 Ouerbacker, Jun 18, 2014
    Last edited: Jun 18, 2014
  17. JohnV

    JohnV
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    Re: Black Cliff A desert world

    Thanks a lot for taking your time to answer!

    Yes, Miura has helped me a lot in RoR too. :) And you are right, he knows really a lot!:D

    Time has come to become noob in terrain making again, lol.

    I just feel we should be in contact, because you use the same program as me, so any problems would probably be similar.
     
  18. Ghost187

    Ghost187
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    Re: Black Cliff A desert world

    im officially in love with this map, its so much fun to just accelerate in one direction and see where it goes:D

    my opinion:

    high speed a+
    offroad a+
    hillclimbing a+
    flying a
    being beautifull a+

    this cant get any better, but i guess ill be proven wrong ;)

    1cpvo0.jpg
     
  19. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    That's how I felt a few months ago.

    I agree

    Let's hope I can prove you wrong.

    _____________________
    Also, here's a new barn. ~800 polies

    BeamNG 2014-06-20 05-30-33-50.jpg BeamNG 2014-06-20 05-33-30-34.jpg

    messing with pointlights

    During the daylight, these lights create a relatively convincing ambient effect.

    BeamNG 2014-06-20 05-37-07-36.jpg

    Also, I should probably mention that none of these pictures use any of the post effects.

    _________________________________________________________________________
    edit

    The terrain textures have been adjusted to look sharper from the 3rd person view.
    BeamNG 2014-06-20 18-05-19-07.jpg

    Also, if anyone happens to have a textured low poly rust bucket sitting around and wouldn't mind it being used, hit me up with a pm. Otherwise, I guess I'm going to figure out how to make one.
     
    #59 Ouerbacker, Jun 20, 2014
    Last edited: Jun 21, 2014
  20. JohnV

    JohnV
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    Re: Black Cliff A desert world

    That looks really nice! I like the barn!:) You have got really great modelling skills.

    I forgot to ask you one more question about the vegetation. I can see you used your own. I used the game's default ones, but whenever I edit them to change their colours and save them again, the game crashes when trying to load them. So, I can't understand what's causing this. What format is your vegetation textures?
     
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