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
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    I might do this. I am not 100% sure I will require the signs as for right now I just may decide to remove the guide rails and bolt heads and that *SHOULD* knock the model weight down significantly. I can always add highway barriers that I already have in the map as-needed.

    Only 3 more months of my rubbish satellite service from HughesNet until I get something better.
    Starlink (which I'd love!) will be available here at the end of the year, so I might get that hit-or-miss DSL until then if-needed. We need some good broadband out here like yesterday as I'm sure those who follow along here are more than well aware.

    So I am doing the runway markings here, and I'm doing 18 south L and R and 36 north L and R for the two long runways (2 miles long each, roughly) for HUGE jetliners.
    The shorter (existing) 1.15 mile runways will be marked 1 north and 19 south - one number higher on each direction, and have an L and R designation.
    The shorter runways will have the numbers written into the terrain in the event the decal roads that make up the short runway's detailing don't appear from far enough out.
    The longer runways should be clearly visible from a few miles out, if all goes well enough (and if I don't mess anything up, though I have it fairly under control).
    I want these visible more than anything so incoming pilots don't smash into the airport concourses, the ocean, the highway / road system or the industrial sector itself. The runways are raised a good 20 feet (7 meters or so) off the common ground level (the height of a 2~2.5 story building), and the large stack interchange is even remotely close to the flight path
    (the stack = the fancy all-way flyover with four levels and a spawn point by the civilian airport).
    The reason I am taking so long besides real-life matters making a wreck of things is that this is a full mock-up of an airport much like Hartsfield-Jackson international airport in Atlanta Georgia, and there is obviously going to be MASSIVE amounts of parking here, too.
    There will be...
    future parking garages (3~4 level),
    possibly traffic lights on airport parking grounds, IF such traffic control is needed though I'd rather avoid this with better design and traffic flow, this is due to constant influx of traffic from the highway being unlike sporadic cycles of traffic from surface routes,
    there's already ticket / parking toll payment booths,
    a solid 3 lanes of traffic minimum around the route to access all parking,
    bumps jumps and pot-holes a plenty though much of the airport access road on the grounds itself is flat (it has some height change but turns mostly not banked) due to the 30mph or lower speed limit.
    there already are hundreds if not over 1000 spaces to park
    there already are at-least two round-abouts, these will get full/mostly full curbing around
    there already is a two-level terminal with 5 concourses and 145 gates
    there needs to be more detail added around the taxi-ways and plane-traveled areas around the concourses to make it not just a boring ever-repeating expanse of concrete...
    there already are a few engineered retention ponds and much consideration to drainage / runoff management such as sloped lots and many storm sewer inlets in decidedly low areas
    there already is almost complete curbing of the entire grounds of the airport except where the main road runs up against the mountain (it doesn't need it here though it may get it in the future)
    there is space set aside for the future addition of a plane train (the subway system large airports have to move masses of passengers between the terminal and the 5 concourses) though I will CLEARLY make note that I have NO IDEA if or when it will be implemented, it's an extra thing for near the end of the project to add more depth if I already have all the required models
    there will be full AI pathing, which over 80% is already in that is intended
    there will be an ambient sound area for this, and 'echo' sound areas near the terminal where it's needed to help the realism
    Not all of these things are implemented, not all things will be implemented in the next beta or the following one, and there is no promise that I can implement everything... however, I'm doing my best that I can do here to make this awesome and realistic
    I DO want to hear your ideas on what you'd like to see implemented so that I can make sure things are up to snuff so-to-speak and will fully satisfy the majority of users.

    What was I working on tonight? The airport runway numbering, as most of the edge/center markings for runways/taxi-ways and rubber deposit marks are already done and set up. I hope I don't get much z-fighting going on. I'll painstakingly modify the models after the beta if it's a major issue. I made my own font here using cleverly polygonal shaped standard runway paint, just in-case someone says 'hey that doesn't look like official font', due to not wanting to add even MORE graphics to the mix... it's already got to be slimmed down some due to the tunnel nearby lagging things out for some users (high graphics detail + 8gb cards = slowdown near the tunnel due to over-load of video memory).
    I will simplify the tunnel in the near future after the beta to fix the issue, but I'll keep the more complex (current) model with the high-definition textures pack for when I slim down the map (I will keep a separate version with ultra-HD everything for those with more money (for fancy video cards) than myself, who demand such high fidelity graphics everywhere and enjoy seeing the individual rocks that make up the asphalt and the broom finish of newer concrete :) ). Sadly I have another almost-two-years to keep this current video card as I don't fancy getting a new one more often than once in a three year time-frame, and while a bit lacking in VRAM (video memory) for content creation / game development, it's plenty fast enough for what I use it for (it's more than fast enough, I just as I said wish it had 12~16gb of memory on it).
    The high-fidelity version of the map will include textures 2x as large as the public-facing version, and sometimes higher fidelity models, as both these things take more video memory. The high fidelity version will only be available to Patreon users when I split the High Fidelity and Standard Fidelity (public) versions around sometime this summer.

    If anyone has a video card with more than 8gb of video memory, or buys one in the near future, let me know what card you got and how much memory it has so I can keep posted on how many of you have one of the following cards with more than 8gb of VRAM...
    Radeon: Vega 64 creator 16gb, Radeon VII 16gb, 6800/6800xt 16gb, 6900 (xt?) 16gb...
    Geforce: 1080Ti 11gb, 2080Ti, 3080 10gb, 3090 24gb, 3060 12gb, one of the titan models with 12gb, and future incoming 3xxx Ti models which are currently postponed.

    This will let me know how much demand there is for a version of this map that uses more than 8gb of VRAM. Currently for this project I must fit everything into 8gb of video memory on high detail graphics for as long as humanly possible, tested results with many vehicles in traffic so vehicle textures are included in this measurement.
    That is all!
    Thank-you sir. I appreciate this. This is my go-to when I run the game, even when I'm not editing things - though admittedly I did have quite the bit of fun for an hour or two earlier this week when I took a truck full of pianos to 'The Slant of Death' map.

    I'll have you know that while computer hardware may be in extreme shortage, wood chips won't be in a shortage if I have anything to say about it. Gardeners rejoice!


    I've also been helping CRASHBOOMPUNK who's recently upgraded from his 7980xe / 1080Ti to a 5950x Ryzen / RTX 3090 system. He says the difference in performance is AMAZING and is sorry he waited this long to make the jump. So if you've got a system like he did; don't sit on the fence waiting for too long IF you can your hands on the hardware.
    That 5950x is one amazing CPU. Even the 3950x I have here for testing traffic and content creation / game development rocks. This is why traffic functions as well as it does in Los Injurus. Lots of scenarios you wouldn't see with an intel quad core, can pop up with a lot more vehicles in play, showing me the pros and cons of certain set-ups of traffic routing and where improvements can or must be made.
    Another user who I helped pick out parts for, who mods for this game, is basically 'blown away' coming from a Skylake i5 6600k to a Ryzen 5800x. 'Worth every penny!, Why'd I wait this long?'
    I would currently not recommend more than an 8 or 12 core processor for the majority of folks playing this game, just for the record. DirectX 11 engine limits will hamper core-use past 10 or so cores, beyond which it does not stack well currently.
    You haven't lived until you've played BeamNG Drive on at-least a 3700x / 9900k with 16+ vehicles in play in traffic, it's AWESOME.
    So yeah if you love this game and think it's about the most awesome thing out there, you will have absolutely zero remorse on your next high-core-count processor purchase.
     

    Attached Files:

    • runway_sample_numbers_concept.png
    • runway_detailing_snippet.png
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  2. geobeck

    geobeck
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    Wow, thanks for another great post!

    With all of the detail coming to the airport, do you plan to have a lower concourse where the baggage trains would drive through?
     
  3. bob.blunderton

    bob.blunderton
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    Not sure what I will do with all the baggage stuff. I think it may be beyond the scope of this project / game engine. I have to be careful how many extra things I add, especially things that don't benefit the driving experience. However, never say never. We'll have to see once this is more complete, how much more I can add to the airport.


    An underground split in the drainage system leaves you with more choices now. This underground section is near the new townhouse area, and the Worst Buy spawn point.

    Obviously, there isn't much yet down here, but there will be many places underground around town which you will be able to drive through and explore, just like the inside of the mall lets you explore it. There should be rewards for exploration, and these types of things fit the bill.
     
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  4. bob.blunderton

    bob.blunderton
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    So for no reason other than 'I felt like building one', I spent most of a day's time building curbing and installing an AWFFLE HOUSE, which is the map's first appearance of a previously Roane County map only restaurant. I also finished off the drainage culvert, which now meets up to the other one at the underground spot I pictured in my previous post.

    I will have more pictures in a day or two of map progress, provided not too much stuff breaks around here in the mean-time.
    Also, a LOT of ice conditions have been happening. One of the state troopers who goes to our church called us, and said to stay home it's getting MORE dangerous as time passes out there / conditions are NOT improving, at around 9 am this morning before church. So my power might go out for a while (due to ice on branches VS power-lines, I'm out in the stix/ far from the city) here if it gets bad.
    Evidently they had LOTS of accidents and more than a few issues on the highway such as pile-ups. Maybe more people should learn to crash safely in the confines of BeamNG Drive, and not in real-life.
     
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  5. geobeck

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    I've heard that conditions are crazy down south. You're getting the kind of winter we get here in Alberta, with an infrastructure that's not made for it.

    Stay safe, stay warm, and worry about Los Injurus when you've taken care of yourself.

    Hmm... Is the cold snap inspiring you to add a ski hill? Could be fun in a Hopper with ice tires.
     
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  6. bob.blunderton

    bob.blunderton
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    To say I've not debated a snowy mountain-peak, would entirely be a falsehood. I would love to cram a snowy section in but ONLY if I could do it realistically. I might just find a way, but entirely do not hold breath here, as it won't be on the list soon even if I did.
    There is however, a map that I fixed originally done by Ouerbacker (which I fixed as a sort of informal 'thank-you' for him letting me turn 'Black Hills' into 'Nevada Interstate' back in 2016, when I started mapping / that was my first map etc).
    This map is a snowy map I speak of, named Mammoth Valley, and it should work yet. I believe I updated the repo with a newer version two years or so ago that SHOULD still work. Hope so! It should be on the repo here, and let me know if it does NOT work as I still have a version of the map on my backup drive AND have old versions of the game here yet (besides editing from 0.20 yet, I use them to test my mod across versions, and fix old maps which I do frequently for folks).
    Plenty of poor driving conditions, a few tunnels (one or two?), and while not huge, it should keep entertaining you for a bit especially with the AI traffic. The map has full modern traffic support.


    So Maya bugs aside (which is holding up release a bit until I get correspondence back from them), the game pulled a new bug on me... what's that you might ask?

    Nope not that orange thing (I use those as carving guides), not the loose sidewalk chunks as I test which pieces fit best where... nope, none of those. It's that some of my shorter sidewalk chunks are turning into road textures when using LOD's (when you're about a block away, the models get simpler, and when you go out 5~10 blocks depending on the model, it will no longer render). LOD's keep things fast but no clue why it's doing that. Will have to change the texture entries for the LOD to another material and that should fix things up as good as a distant model needs to be.
    So without the orange thing, the area I'm working on looks like this thus far:

    Again the orange thing was there to test what a road-grade would look like on that hill (and if it would be worth it to put a road there, as it's more difficult the steeper the hill - just like in real-life). So for folks wanting those steep roads from San Francisco (like Lombard Street), that concrete roadway next to the bugged sidewalks will be one of those. Don't worry, there will be PLENTY of roadways that you will be able fly up and down on, crashing about, as only BeamNG Drive does best. This will be one of MANY, that will be scattered about the city area of the map. There will always be an option of driving on the much more relaxed roads for the truckers among us, that if desired can be used as a meaningful bypass (if a bit longer sometimes). Regular main highways and similarly large/wide roads generally won't be any steeper than what is already in the map though, it's the side-streets that will get that special vertically-enhanced treatment.
    As soon as the Maya crew get back to me about this bug I'm hitting, I'll have a day to finish off various loose ends and ship a beta out to map supporters (of course, weather permitting too, it's been rather terrible this week and we've gotten almost a foot of snow in the last 5~7 days, which is unheard of here).
    That is all for right now! Stay safe/warm/stay off the snowy roadways of real-life if possible.
    Trust in me when I say that I am quite enjoying not only not having to go anywhere for the last few days, but even more-so that I cannot (or cannot be expected to) go anywhere even if I wanted to. Hooray - there's always a silver lining.
     
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  7. bob.blunderton

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    So I put the details (most of them!) on the shopping center / strip mall here. It's owned by the same folks who own the rest of them, so it will look pretty much like more of the same, just with more details for better immersion. Even the little details like the reverse-tapered 'alley' behind the building, typical in cities (there will be a lot of alleys & one-way streets in the down-town area by the 'middle finger' towers among tall / huge buildings). The 'reverse taper' puts water down the middle of the alley so curbing isn't always needed, in-stead of the road 'cant' (that's what the taper is technically called) encouraging the water to go to the sides.

    Always pushing the bar higher. Sure, this may create somewhat uneven detail in some sections of the map vs others - but I can always go back and fix things up as I see fit since the city is 100% modular.
    The airport is just about 'done' (technically it's going to be 'done' enough to release a supporter beta with and make use of with various aircraft / a misguided car etc), I won't have the seawall textured except where it faces the parking area (so it doesn't ruin youtube folk's crash compilations with blank or immersion-breaking texture issues). Other than that and it needing the runway and taxi-way signs, it'll be good enough to use.
    The GOOD news is that, considering we have a max draw-call budget (limit) of 4000 normally and 5000 absolute-max (most systems older than 2~3 years will fall below 60fps at 5000), all the detail I added along with the airport runways might have added 10~20 draw calls total. That's why it took so long - very long in fact - but I refuse to have to go back and re-do what I've already done with that model. This way I can add to it quicker and more reliably.

    TODO:
    *Fix LOD texture bad naming / wrong texture on new 'bent' curb short fillers.
    *Make stone mesh texture match terrain / decal texture saturation/brightness so it isn't obvious what's part of the curbing or the terrain. It looks TERRIBLE like that.
    *Add some more parking lot AI to the airport. This way you can have traffic crashes there.
    *Add very VERY basic AI to the airport runways and taxiways so you can't escape the police 100% or escape any other pursuer who is giving chase by driving onto the planes-only tarmac.
    *Import the airport runway / taxiway surface model into the game and make sure it's functional 100% and that all the new textures work. Thanks to Carlos Air for the base-textures used (combined) into the textures I used on the runway / taxiway areas. Without his help it would have taken many days longer to find and / or create new textures that I needed. Awesome.
    *Test, test, and re-test, and try not to waste all the time with re-texting the speed humps at the airport - because even though they're a LOT of fun and the AI goes crazy fast over them (and often messes up and creates a pile-up), other things need to be tested too.
    *Do heavy traffic (24+ vehicles or more) tests to ensure there's not spots that cause backlogs or intersections to stale-mate. Thank heaven for having a half-decent CPU, it earns it's keep well with this test.
    *Upload supporter beta. Patreon members, and also anyone who submitted models, textures, sounds, music etc will get in on this beta also as I need the user-base as large as possible to make sure things such as new textures KEEP working as-intended. If you submitted things that didn't get used (yet!) but are of decent or better quality and show good effort put in, will get a beta link. Expect this possibly in 2~3 days, weather permitting of-course.
     
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  8. engineer_gaming

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    how do i remove fog
     
  9. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    go into the environment menu and slide the fog slider to the left
     
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  10. bob.blunderton

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    Really awful render of the end of the runways - bare with me here! I REALLY cannot wait until I am done figuring out Houdini - which is a far better all-encompasing software suite and FREE for non-profit use (basically = modders, charities, "ed-u-ma-ca-shun", and anyone else making less than 6 figures a year). Even if I did pay for Houdini (to get more features if I need them), it's still not more than Maya costs. It evidently does a lot more and is a lot less finicky / limited. So I've been starting to learn it since new year's time (this has taken a little time from modeling / mapping but it's for a good cause - my sanity).
    Renders below (I've moved away the grass so it doesn't get confusing in some shots)
    Please ignore the Z-fighting (graphical glitching), is 1000x worse in Maya than it is in BeamNG.
    That's right, almost 50,000 poly surfaces, almost 100,000 triangles. That is why it took so long. I need one more day on this model to fine-tune things and hack out a (possibly rough) LOD on it (some of that is done already the way I grouped things, so it'll be a lot quicker going).
    This means sometime Wednesday or Wednesday night I can upload (which will likely carry over into Thursday sometime, but that's okay!).
    Just glad I finally got time to put some of the finishing touches on the runway ends. The detail on this only pales in comparison to the new tunnel sections - everything else isn't even close to this amount of detail. I am sure even the mall building is barely half this much - though don't quote me on this. I have absolutely, positively, and completely brought draw calls (the main limiter of FPS in BeamNG) down to the most minimal amount that is possible for the absolute best performance. This way having some of this extend past the map edge won't impact the FPS budget of the nearby industrial zone and it's port, the tunnel, or the residential / light commercial & tourist area on-top of the hill nearby. Otherwise, I would have had to cut detail in those areas and I didn't wish to do so. There is still plenty in the FPS budget left (all the airport buildings, sea-walls, and tarmac for runways/taxiways and staging or service) since the above-mentioned things use not even 10% of the entire FPS budget. The airport lots use much more of the FPS budget than the airport itself does - and it should - because this is a driving / crashing simulator, and the lot is mostly where you'll be when you're nearby.

    Oh, and with the hill I made yesterday, vertically passing traffic on it is an absolute must to try. However, that said, if a vehicle spawns into traffic facing up-hill, it may be difficult for heavier rear-wheel-drive vehicles to get going. It's a 40% grade or something like that, as Lombard Street should be IRL.
    Thankfully, and conversely, these runways are flat. This is a major international airport, so it should be. Although if you drive off the side of the tarmac you'll drop down a little bit, definitely not something you'd want to do going very fast. Those who fly smaller aircraft and want a challenge can try the runway atop the mountain above the city where there's a private airport (and it has been there for about a year or more).

    My apologies if some of the shots look like rubbish with the glitching and z-fighting, but as I said BeamNG Drive does it a whole lot less.
     

    Attached Files:

    • Airport_runway_end_final_no_ground.png
    • runway_taxiway_details.png
    • runway_taxiway_size.png
    • runway_taxiway_details2.png
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  11. bob.blunderton

    bob.blunderton
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    Fixed the LOD issues on the objects. Here it was missing some texture entry stuff and so was linking to the wrong in-game texture, causing road to appear where sidewalk was. This is fixed now although it took over an hour to track down and squash that bug.

    At-least now you can focus on the road details and nearby structures in-stead of glaring errors.
    One less thing to do before release.
     
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  12. bob.blunderton

    bob.blunderton
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    Airport LODs are done after a few hours of work.
    Not sure I have doing the collision mesh in me yet tonight. That collision mesh (hour or two?), scripting in some textures (30 mins max) and about a half-hour of AI routing on a parking-lot is about all I have to do before the beta gets uploaded (and of-course a little testing on each of those steps to ensure working product).
    So whenever that's done I'll upload it and project supporters will have beta copies.
    Sorry it's taken this long, for what it's worth it was almost 70F today and I was utterly and completely out of commission physically from working on the house. I over-did it again, my joints are NOT happy and my back (at the belt-line) is burning like mad (though, it is a pain day today, too). I am more upset about not being able to be outside and enjoy the warmest day we've had yet this year. That's okay though it'll be almost 60F tomorrow before the rain comes.
    So I included a top-down view showing the north-half of both the (left lowest, right is middle) details of the runway/taxiway/staging areas of the airport tarmac. These don't include the buildings as those are another model entirely. There's also a close-up of both full and lowest detail models to show the runway markings most crucial for pilots have been preserved. The lowest detail has the grass level lowered a little bit and the markings raised to prevent z-fighting from far away (same thing that happens always in the editor way worse than in-game).
     

    Attached Files:

    • LODs_not_always_easy.png
    • lods_runwaymarkings.png
    • lods_full_runwaymarkings.png
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  13. bob.blunderton

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    To-Do yet before supporter beta update/upload:
    Collision model is 2/3rd's done for the airport. I have to do the rounded inside-corners at all the junctions yet and make sure all face-normals (the outward facing side you collide against) point upward / outward so you don't get eaten or broken in some bad way.
    Finish / verify texture scripting.
    A little bit of (somewhat optional at this point) AI work in the airport parking lot where it was changed, otherwise they'll stray from lane on the main route and not use the new long-term economy lot much.
    Verify runways look good from the air / expected sight distance, and also those and the taxi-ways look good on the ground. I want to keep z-fighting to a minimum for immersion sake, and for the poor patient pilots who have waited oh-so-long for a nice long runway without a mountain at one or both ends.
    Runways will be 'glass smooth' on this coming beta, I might add small bits of imperfections later on in future betas or whenever I add the directional / zone signs for aircraft.
    Don't know if I'll add hangars or not at this point (they will be in eventually!)
    The outside 'sea wall' around the runway might look like garbage until I get to make a better one, or just plain might not exist at all, but it's not 100% needed to drive around as there's already plenty of walls you can drive up / on.
     
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  14. bob.blunderton

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    Collision mesh is complete, and I tried to be really thorough so that it doesn't eat you at random spots. Should be glass-smooth and perfect for airplanes or any other things you use on the tarmac.
    TO-DO:
    I have to script in the textures (a half-dozen or so of them). This doesn't usually take long.
    I have to make a normal and specular map for the concrete. This doesn't usually take long.
    I have to add a little AI to the new lot (if needed, there's some already - forget how much honestly as I was pecking away at it bit by bit over the last 6 weeks), and fix the AI on the through-route that you access the airport terminal and parking areas with (the long, roughly oval route that goes through the airport grounds which got changed quite a bit in the last 60 days).
    That shouldn't take but an hour or two, tops.
    A little testing to make sure I didn't murder anything, and so that I don't spend two nights uploading in-stead of one night. I'll likely spend a bit of time on this part for quality assurance.
    Will try to get it uploaded ASAP when finished as it's going to rain here for a WEEK (no, really, it is, the monsoon season is here, complete with warmer temperatures - yay - and all the thunderstorms and random tornadoes that brings). We're supposed to get 1~2 inches of rain tonight and I have satellite internet... yeah. Lovely.

    BEGIN WEATHER RANT... (and some helpful advice)
    *someone with a hallway voice* "Monsoon season!? You live in TN, USA; not the rain forest!"
    Yeah, well, honestly, when the gulf moisture hits the cold arctic air / Canadian / Alaskan air masses that come down from the northwest of the USA and beyond, all that gulf moisture hits the cold air and it rains for 2~3 weeks straight. This is the second most rainiest place in the USA! We got more rain last year than any other year on record second only to 1954 for as long as records were kept - this year doesn't look to be any different. This is the same thing that causes tornadoes to form in the central USA and you guessed it - Tennessee, in the spring and summer times. In-fact, we're one of the chief places highest at risk for tornadoes in March and a bit into April. The risk actually starts the 1st or 2nd week of February on average (they can come in January if the weather pattern moves unusually north for that month), and holds out through June-July sometime dying down a bit in August and September. March 3rd last year at 2~3 in the morning I was running around the house frantic, with most of the house awake (because of me, thanks PTSD), as there was a tornado in the distance which I watched out the back window. When you hear a tornado, go on full alert, and get to shelter unless you 100% know which way the clouds are moving (the base of a tornado can still jump around seemingly at random by up to a mile or more), don't chance it. When you FEEL the rumble of the train, you have about as much time as it takes to *RUN* full speed to whatever shelter you can find in <40~60 feet from where you are. Don't wait until you can feel it, and don't be like me and wait until the last minute. If it's night-time, and you see the clouds flashing like police strobe lights, that's when to take shelter (you should have already), because that is exactly what it will look like - constant lightning flashes in one concentrated area more than anywhere else in the sky by a considerable amount.
    I don't want a repeat of last year; but it's going to happen, it does every year. The house is pretty solid built and will provide good protection, but NO house (unless it's underground or completely made of solid concrete reinforced with #6 [re]bar) will survive an EF4 / EF5 tornado without serious or total destruction. Only a dedicated storm shelter, be it a seriously reinforced closet, underground unit, etc, will survive and EF4 or higher. It's not the high winds that destroy the house, it's the vacuum of air filled with debris that just pummels everything.

    END WEATHER RANT...

    Well that got too deep, but anyways, just know I am finishing things up tonight, and the beta will be up whenever it finishes (as it'll be a little pokey with the rain).
    Sorry I couldn't get things done sooner, but this is just the time it took and I cannot change that with the hand of cards that real-life has dealt me. Expect normal beta schedules of at-least once-a-month to resume for supporters and contributors from this weekend onward. I don't anticipate large models / projects taking massive amounts of time like this delaying betas (combined with real life matters again) for 4~6 weeks. That's a bit inexcusable to be frank, and at the very least, not fair to the supporters. Long story short the new grounds of the revamped and upgraded airport should impress even seasoned mappers, it will look a lot more professional and importantly a lot less "2016".
    Oh, and alone the airport tarmac model (without the concourse buildings!) is 125mb! I waited over an hour for the stupid thing to convert and almost ran head-long into the export triangle limits in the process (for the entire model, but not for the individual detail levels).
    The 18mb file is me re-exporting the concourse model without the ground attached to it, as it's now on another model.
     

    Attached Files:

    • Buy_more_megabytes_now.png
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  15. geobeck

    geobeck
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    May 1, 2014
    Messages:
    218
    I can't imagine living in a high tornado area. In Edmonton, they still talk about the 1987 tornado, which was an F4. (I lived in another province back then.) We just don't get storms that powerful at this latitude, although we get one or two F2's a year, and anb occasional F3.

    Stay safe!
     
  16. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Model is as done as it's going to get for this beta.

    I've addressed some (but not all of) the AI routes (almost all though!) in the airport grounds and finished up the others in the new commercial area I was working on by Line City and Worst Buy.
    The scripting for textures (I believe) is done and double-checked, nothing seems amiss with them.
    I just have to finesse this airport model just a bit for right now and make sure it's lined up real well etc.
    Then to double-check and test things. At 2AM I will begin my upload and sometime tomorrow you will get the notification (if it does not finish in time, I will pause progress and finish the rest Saturday night).
    The runways glitch into the grass when you're higher up a lot quicker than I had assumed it would. I will fix this after the beta though, it takes a LONG time to export and convert this (hour or two!) because it's so huge. I mean it, this thing is a MONSTER.

    From end to end, the sea side runways are OVER FIVE MILES long. They were supposed to be about 2 miles long. Oops. Got a little carried away. Oh well, if you have a half-mile long aircraft, you can likely have a pretty good chance of landing it here. From one touchdown zone to the other, is 4 miles to 4.4 miles long.
    Yes, this runway alone couldn't fit in most the stock maps (many of the stock maps are 4km x 4km).
    So aside of a few texture bugs which I'll attend to on a game engine restart, I am going to work on getting this finished up and ready for beta uploading at 2 am (less than 3 hours from now).
    Otherwise, short of a little testing, it's pretty much done.

    That itty bitty green spec the size of an Ant in the last shot, is the car, at the very bottom center of the shot. Yes, this thing is MONSTROUS. The shot before that (first of these last two) is from the recently redone highway, you STILL can't see the whole airport runway.
    It has z-fighting when it's distant but you won't generally see this from the ground.
    The concrete texture used is 8k. There may be some slowdown in this area for folks experience it before. Do bare with me on that as hopefully I'll have time to address this on the next beta. The traffic lights should still function fine on medium detail so use that if it gets choppy over here - they do mess up on low though, and I haven't had time to fix those yet.

    --That is all for right now.
     
    #1676 bob.blunderton, Feb 27, 2021
    Last edited: Feb 27, 2021
    • Like Like x 5
  17. bob.blunderton

    bob.blunderton
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    3,289
    The Patreon supporter beta links have been sent.
    Keep in mind the file is 3.44gb (on ULTRA compression) so DO set some time aside to download. It's not that fast when hosted where it's hosted, but it'll get done eventually.
    Sorry it took so long but real life really has been dealing me a full hand lately with things-to-do. I'm supposed to be disabled, and I sometimes have to holler at folks in the real world that I am disabled for a REASON and not to expect much, but thankfully I never have to do it on here.
    Thanks for being wonderful patient supporters of this project, I really couldn't ask for a better crowd.
    I will do my best (not to mention better than before) at managing and dividing my time up with multiple things in the future, to keep the at-least-once-a-month schedule of releases.

    Next release in 30 days, +/- 5 days.
     
    • Like Like x 3
  18. Slugfest

    Slugfest
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    1,122
  19. bob.blunderton

    bob.blunderton
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    Apr 3, 2015
    Messages:
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    Fixed the texture bug on the 'gutter' texture, it should handle shadows properly now (it was missing it's translucent Z Write setting, oops).
    Got 3 of 4 parking-lots in the immediate vicinity of the Worst Buy intersection done with curbing.

    Feeling super-duper sick right now, lovely, hope it's not Covid though it is a nasty one. It's been trying to pull me under the weather for half a week now (since last Thursday), but maybe it'll help keep me home like I'm supposed to be.

    Though, don't feel too bad, I'll be alright, I get sick from once every 6 months to at least once every 30 months. My niece got it from her friend and then we ALL got it. No no-one is dropping like flies or ending up with a dirt nap from this cold from whence it came, so I am not worried. I will go to the doctor later this week if the situation does not improve by mid-week or so or if / whenever my condition worsens.
     
    • Like Like x 2
  20. Jer

    Jer
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    Joined:
    Nov 20, 2020
    Messages:
    1,282
    Nice! Really hope you get better soon!
    --- Post updated ---
    Maybe you can add ( when you feel better ) a desert highway, just straight, for miles, and miles, and miles, please!
     
    • Agree Agree x 1
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