Next update will be meaningful. Going to take next few days to get a lot more done then update by weekends end.
XADO sign asset if anyone wants it, you can rescale it if you need to. No collision, don't think its needed. It uses Pressure Cooker, just import and it will do its thing. I stuck file and texture in the Art/shape/misc folder. Watching the real race and making little assets. --- Post updated --- If anyone wants these white ropes, here they are, Read texture instructions or you will have Red Ropes lol. White Rope - YouTube
Watched real race, made these lights, tried to match timing best I could 6-5-21 New Rallycross Working Light Made - BeamNG - YouTube
Rallycross Light it anyone wants it for their creations. Texture Cooker will handle the textures for this one. Just unzip 4 files into the levels art folder or subfolder. Import with the asset browser. It is a 1000 sec timer for the lights to start over. Anyone wants any other lights I should be able to make them. I did not include a collision mesh. --- Post updated --- I figured something out today. I was having problems with any asset that the Pressure Cooker converts. I made a new texture "Red" and enabled Glow and Emissive since I was already in the material editor, then selected the Eye Dropper and picked the Red.color in the Shape Editor. Saved Texture, exited game and reloaded and it took But animations stopped. I went to asset browser, placed a new Rallylight on the map and not only did it glow, the animation was fixed. I noticed earlier editing track the red lights where very noisy/grainy with the model uploaded here. That Glow will fix it if you have problems. The Model is larger than it should be and in the ground mostly, just have to move it up and its pretty easy to scale it to size you want it.
Maybe there is a way to change the cube size in the terrain block, but I am thinking the bigger the terrain 1024x1024 will not have the smaller cubes of something 128x128. When making the banks and edges of the track I can do the detail I want too. I looked and after reading forums found that two terrain blocks give problems. You can see the custom terrain brush I made for the bank here right under they grass, that blends to another brush then into the dirty rocky dirt thats in the game. This is the texture I used for the custom paint brush in Terrain Tools, but it did not give me the look I wanted. So this is the new texture below I been working at a good while now, going to stick that on a few different basic meshes and see how it meshes with game grass and terrain. Good thing about the Forest Tools, it can place mesh grass or needle fix directly on a mesh. Which will blow in the wind. That mesh grass cost more performance, but never figured out how to NOT have foliage sprite grass appear on the track. I see where it can be limited to am angle up to 90, but nothing to say everything but less than 5 for example. Be happy to know how if anyone has time to explain. Thanks. Watched a video and figured out LODS. So the extra meshes around the track wont impact it much in performance. My retarded self had the numbers backwards first time doing it, so the closer you got the less polys it had and the farther away the more detailed. I also had a lot of empties in my collection that apparently are not needed. --- Post updated --- People likely think I am crazy who live around me, taking picture of where the road meets the dirt or grass, getting down near the ground and sticking a blue board behind blades of grass to take photos to key out the grass later, cracks in the road. I mean its one thing to take photos of stuff to take photos but looks pretty bizarre to see someone taking pics for textures. Had to tell one guy, "Oh, I was not taking pictures of your house or nothing, I was just taking pictures of this broken brick wall next to it". Or tell them, "I really love this rock you have in your front yard and want to make a model for use in a driving sim" --- Post updated --- Since I posted my idea a little while ago, this is what where its got so far . --- Post updated --- Texture for the bank --- Post updated --- The white gets alpha clipped out on the fringes --- Post updated --- 6-8-21, will upload a track beta by the weekend hopefully, depending on what I can get done by then. That's the plan anyway. 6-8-21 Ukraine RC WIP - BeamNG - YouTube --- Post updated --- Figured out how to keep Ground Cover off the track, had to specify in types the terrain paint where you want it.
6-9-21 Misc Road headed to track --- Post updated --- The Decal I made earlier. Think it needs more falloff to Alpha
6-13-21 --- Post updated --- Greenscreen and Bluescreen wont work great on color green. This neon pink is easy to turn into an alpha in Gimp. Next time will set farther behind the objects to get the shadows off. I also changed the texture color pallet in the editor for the new bush, grass, and other bush.
Working a issue that has made custom grass look fake at the bottom of the mesh where it meets the ground. It is very noticeable. Think this will greatly improve all custom foliage and bushes. I leave empty area at the top and bottom rather far from the ends to give more wiggle room. Literally. When using the texture animation rotate or slide combined with the wave animation you can create a wobble effect that imitates wind when not being used as a ground cover. I suspect the ground cover tool can simulate wind on grass better. But this will be added as a forest tool. Will update difference later. Got really side tracked yesterday and all night before that doing an extra activity to do at the track. So the track will satisfy more fans with things that may be something they like. Don't worry it wont be in the area of the rally track or visible. An offset that hopefully wont take away any performance having it around out of view. It will be hill climb for the people who like the rock climbing stuff, but its too early to tell. I missed the past weekend self dead line to post the latest update. Obviously. Why I am touching up stuff I already made but that add on area wont be included. Backed up 2 copies of the level in 2 places on the hard drive. 2 days apart from working versions incase I have to revert farther than 1 days work. Anyone new to track making, don't mess with the sun, tod, level info, lighting and fog I suggest. Or the near clip, its a touchy thing, think .010 is right for that.
6-14-21 Its not a Vapor Ware track If I was waiting on it, that is what I would think. Also how the person making it is SLOW.. Its coming along. The add on area will be put off till much later. Be a fool to add it now, then get the rally part done and run into performance issues. Besides total Polys I don't really know how to see all the things the current level is calling for. It is around 5mil at the most now. Objects I made I went back and added LODS.
6-16-21 Fast forwarded time lapse of working on creak/small waterfall (1) 6-16-21 - BeamNG - Ukraine Rallycross - WIP - YouTube
6-18-21 Finished this little waterfall area. 6-18-21 - BeamNG - Ukraine Rallycross WIP -Waterfall(done) - YouTube --- Post updated --- Here is a very early model from the same location to the left is what I started with, and the middle is from a few days ago. the right is today. --- Post updated ---