Importing models into beam ng to use as terrain.

Discussion in 'Content Creation' started by Xise, Apr 17, 2021.

  1. Xise

    Xise
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    Ok so what I am trying to do it import data from open street map into beam NG. Right now I have the entire map with layers like terrain, roads, trees and water in blender and exported the map as a ,dae file. I can get the file to appear in the assests of the level creator but I can't apply a texture or even have it be solid ( no collision) despite messing witht the settings for this object.

    Has anyone successfully imported a open street map or google map data into beam ng?
     
  2. P_enta

    P_enta
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    The process for importing an open street map mesh into the map editor should be the same as any other object. Regardless of the origin it *should* be the same
     
  3. Xise

    Xise
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    I tried to add it to the terrains folder and even made a materials.cs file that refers it to the map and everything but It doesn't appear in the asset browser. I tried adding it to the zip file for the map im using but it made the game crash.
     
  4. shine jose

    shine jose
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    Hello .

    I would like to ask a question like i want to do the same

    import data from open street map into beam NG

    Any help would be appreciated
    --- Post updated ---

    NewHello .

    I would like to ask a question like i want to do the same

    import data from open street map into beam NG

    Any help would be appreciated
     
    • Agree Agree x 1
  5. fufsgfen

    fufsgfen
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    If you get mesh to Blender, then you just export it to correct folder as .dae file, add it into your map with editor and choose visual collision to have a test drive.

    That is by far easiest way to use such map, just use it as static object.

    In material editor you can pick grass, asphalt etc. for different materials.

    If you want to bring open street map as a terrain to game, then you need to figure out way to render terrain to height map in Blender and then bring in the height map.

    Best to start with static objects, imo. as those are so easy to work with and 35km by 35km static object as a ground works just fine in new BeamNG versions.

    Another bonus with static objects is that roads are much easier to control, they get some proper smoothness and you can model bumps in, pavement can have actual edge etc.

    Typical depth map based terrain limits size of map as well as resolution, it has some nice features, but for anything other than miniscule maps, I don't think that terrain type will work too well.
     
  6. shine jose

    shine jose
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  7. fufsgfen

    fufsgfen
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    Oh, for that you are in wrong place I'm afraid. If BeamNG.tech stuff is anything like .research stuff, then it goes to support email tech@beamng.gmbh I guess.

    On this forum, we know only about BeamNG.Drive though and there is no direct way of such conversion in .Drive, you would need to make road in Blender first and then export it in .dae, but in .Tech there might be other ways of doing it more directly, but we don't know about those on this forum.
     
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