An enhanced version of Driver 2's Rio de Janeiro arrives to BeamNG! Features: 1) Multiple spawn points allowing you to visit an assortment of Rio de Janeiro's landmarks/buildings with ease. 2) 2D trees replaced with 3D ones. (Well over 6000 of these hand replaced!) 3) The bases of the slopes have been modified to play better with BeamNG's physics engine. 4) Some buildings added from Flight Simulator X. Known issues. 1) Due to how condensed the map is, the building placement isn't 100% accurate or quite to scale. 2) Shading on road at a distance looks grainy. Caused by the way Reflections built the cities out of tiles. 3) Roads can flicker at times. Again, caused by the way Reflections built the cities out of tiles. A very special thanks to Soapy for his efforts in completely re-writing the Driver 2 Map Exporter/Viewer. The latest version of this which came out a couple of days ago fixed the majority of the holes/missing geometry in the maps. This previously was 70% of the work which in turn resulted in massive time savings.
This is the day I've been waiting for months, finally the other Driver 2 maps! Amazing job as always, congrats!
I've uploaded a quick hotfix for this which has replaced the original uploaded file for those that have already downloaded it. 1) Fixed missing transparency on barbed wire on police impound. 2) Fixed irregular polygon normals on boat sails in lake area which was causing them to look overly dark in one direction.
I love your map and all of your work, I lack words to tell you how happy I am about all of your Driver maps. Thank you very much! If there's any way I can support you please let me know. Do you plan on porting the DRIV3R maps?
I'd do the Driv3r maps on the spot if I could get a tool to rip the maps out in their entirety (ALA Driver 2). I did a rough proof of concept of Driv3r's Miami for someone else ages ago by means of 3D Ripper DX: Main things that put me off using this method are the fact are: 1) Draw calls would be virtually impossible to manage/optimize. Ripping them out in the method I originally had even if I had the patience to comb over the map and stitch it together would also result in god know how many duplicate textures/draw calls. 2) Texture management would be impossible to manage due to the numbered textures. Over on the Driv3r Discord, they have a model ripping tool which rips out models but nothing of the sort for reassembling the cities within Blender. I'll keep a look out for one though.