I did not made any of the assets in this map, all of them were converted from the original AC mod by andrepradiktha. FEATURES: Extensive network of roads and highways covering the entire Hong Kong Island, part of Kowloon, Lantau, and the HZMB Bridge. Some High-quality PBR textures Ai traffic (WIP, currently 60+ km of roads are covered) LOD system Future plans: Night lights, custom environment sounds, road signs and road markings. UPDATE 23/07/23 The map is basically done! I'm working on the ai paths and other small details, but the main work is done. The size of the UNPACKED folder is around 7GB, and while some elements will be removed, it will still remain quite large. There's not much I can do about it, as even the original AC files have a similar size. The map should be fairly optimized, as I'm getting around 80-100 FPS with traffic on ultra settings using a 3070, but I'd recommend at least 16GB of RAM and a medium/high end card to play it. Eastern to Central District Drive: DOWNLOAD LINK: https://drive.google.com/file/d/1f5TLztKBXNurldEwlU5sfYPrrPioGFtT/view?usp=sharing Enjoy!
Update! I’d say 20% of the map has been imported! I’m trying to figure out how to make the trees more fps-friendly without reducing too much the view distance. If you have any feedback or suggestions, drop them in the comments. Thanks for your support!
Nice to see someone else porting Kowloon. Hope it's better than my outdated version which was based on a completely different assetto mod
I have removed the original trees and replaced them with the ones from Italy. As you can see in the screenshot, even when I am far away from an area, it still loads all the trees and this increases the poly count and lowers the fps (you can see the number of polygons on CK graphic setting and the fps on the top left corner, in the screenshots I removed "the forest element" for comparison). The only way I have found to reduce the rendering distance of trees is to lower the view distance to something like 3000. I am using scraggly_forest as a filler for the mountains, and others/more detailed trees for the areas near the road. Perhaps these assets are better for detailing small areas rather than filling large ones?
Not even gonna pay attention to this. If it's patreon bullshit, of course he's gonna want you to remove it, so in the end it's all gonna be a wasted effort.
Even if the Shutoko map is technically free, it's encrypted when imported to blender, likely to prevent modification or reuse. However, it eventually came into BeamNG. My map is not a simple copy-paste of the original; I’ve made small tweaks such as replacing all the trees and adding decals on the highway. I’m also adding elements to areas that lacked detail. it's not a 10 minute conversion, the process takes time as I’m exporting the map in small parts and adding proper LOD. I’ve been transparent that the starting assets are not mine and I very much respect the original author work.
Will there be rain and weather settings like the menu from another Japanese map? I forgot what it's called but its a Japanese highway. It'd be great for driving if it had that. The only thing that'd be hard to do, though, is the slippery road surfaces and slightly different textures to accommodate it. Anywho, it's looking quite nice, and i'm looking forward to this!
Project shutoko came free from the start, and this map your're working on is sourced from a paywalled map mod. I applaud the effort, but I'm afraid that it'll be wasted due to greed.
What parts of Hong Kong will be added? Hopefully parts of NT West is included. I have the original AC map but I've only got to West Kowloon and haven't explored other parts
This is the current state of the map, unfortunately no "New Territories" yet :/, although in the last update he added a Road decal with the indication "Shenzhen", this gives hope that the map will expand in that direction.
I know there isn't much to show, but I wanted to let you know that this project is still alive. I'm using karkiller's "bigmaptest" as a base, this map allows me to add many trees without losing FPS. I'm also adding 4k PBR textures and replacing the buildings.
Here's the first version of the project. You can download it from this link and give it a try. https://drive.google.com/file/d/1jwcBhb4k5VnjFUqOe1wUwiU2tw0lD6aX/view?usp=sharing Please note that the project is still in an early stage, so it’s not very polished. But I have done the roads and terrain, and I wanted to share the first version with you. I'd like to hear your feedback and suggestions on how to improve the map. If you find any bugs or issues, please report them. Thank you for your support and interest in my project. I hope you enjoy playing on the map!
Honestly, gigantic map port so I appreciate the effort... doing that alone and making it drivable is a big task. There are a couple of things that would make free roaming a lot nicer pretty quickly. Making the roads and terrain smoother. This would be smoothing sharp edges when going up hills so the car doesn't constantly bottom out and get bumper or tire damage. The skybox has a "No Texture" image visible. It's not noticeable most of the time but it's one of the few things I caught immediately when changing the time of day. This is of course a very unfinished and early project, so I'll keep it short because I want to list the somewhat quick fixes first. There are obviously the underwater tunnels, and incomplete roads too, but those may take some time. Overall, pretty nice considering what you get. Looking forward to the potential updates
Thank you very much for testing the map and providing feedback. I have a few questions regarding the points you raised: For the roads, did you mean that the mesh should be smoother? I've found that tire damages is a common issue in AC ports, maybe smoothing it in blender would help(?) As for the skybox, I'm not entirely clear on what you meant. I changed the time of day multiple times and didn't notice any missing textures. Maybe a screenshot would help. I've found a partial solution for underwater tunnels by lowering the level of the "ocean" and placing water blocks where necessary. However, I'm still uncertain about how to create tunnels that goes inside the terrain material. While removing collision from "the terrain" is an option, I would prefer another solution. If you guys have any suggestions or ideas I would greatly appreciate.
Honestly, so far this looks amazing. I'm sure despite someone else up here mentioning it will go down due to it being a Patreon mod, I have faith that it will go just fine. Good luck with this, the efforts seem to be paying off, and I hope the original creator of the map will be chill with it.
Would you consider porting the Route Twisk from Assetto to Beam NG? It's a section of road in Hong Kong and it's way more detailed than this map (although much shorter). Thanks!