WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. JoshD

    JoshD
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    They're not just used only in parking lots, they're also used on streets in business & residential areas.
     
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  2. 95Crash

    95Crash
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    Hello. I've tried clearing cache and getting rid of other mods and I'm still have issues with road textures and other things missing when I go to edit this map. I've been trying to edit the Island Air Force base area of the map myself privately and it's not going well.

    I put in 2 exit signs in the map on my end and when I re-loaded. They were missing. If the F11 editor functions on this map are a problem for other users and I'm not just having computer issues on my end. Do you think you could do a small update of this map by late October? I can't afford to donate to Patreon. I'm a redneck. Anyways, thank you for helping folks.

    Any response is very much appreciated.
     
  3. bob.blunderton

    bob.blunderton
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    Extract the map to a folder and run it from there.
    There are tutorials on how to extract the map if needed, on this forum. If you overwrite files it will possibly not keep your exit signs but could cause other issues in doing so.


    @Flying Fortress Speed HUMPS differ from speed bumps in that they are used to slow / calm traffic from going over the speed limit, not make a hard bump to almost stop you like in a parking area.
    There IS a difference, actually, and I do encourage you to look up these differences (Even if on youtube, where there's plenty of speed hump jump compilations). Speed humps are a legit immersive way for me to stick a ramp in the road, too. If you catch air over one, especially in a bus, you went considerably too fast. 25mph is plenty down that road and possibly still dangerous - as at 30mph a pedestrian struck by a vehicle has a 40% chance of dying, while a pedestrian has a 90+ % chance at dying when struck at 50~55mph. I believe I got those numbers right, but if not, it's fairly close.


    Just some quick screen grabs of progress in the map, with a new through-road and some exposed rock strata. Again, super-duper work-in-progress here, lots of floating curbing and not many buildings yet.
    If I use curbing and then change something, I just move the curbing out of the work area into the middle of unoccupied blocks of city until I need it (or into a mountain, etc). This way I can re-use it somewhere else and not waste the effort put into forming it, as curbing already takes FOREVER to do correctly. Sometimes it takes me a few tries and as-such, this can help greatly speed up detailing later areas.
    REALLY happy the concrete roadway here is turning out as nice as it is. The corners are all banked nicely, too, making for some great drifting on a four-lane wide roadway.
    Not all decal road textures will appear when zoomed out as far as I am, nor is the terrain finished. So again, truly some unsightly messes can be found at the moment, even sometimes when it's not "raining fire and rats" in Los Injurus.
    ...Or raining pianos. Your call on that.
    --That is all for right now.
     

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  4. 95Crash

    95Crash
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    Wait, so if I extract the map. There won't be any editing issues?
    Also, am I supposed to send it to a compressed ZIP folder?
     
    #2644 95Crash, Aug 6, 2023
    Last edited: Aug 6, 2023
  5. startrooper2345

    startrooper2345
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    The map really needs traffic to be fixed. They run red lights in many areas. Also the map is poorly designed sometimes, i mean like the road and traffic lights. I went up a hill and right after there was a stop area. Lots of areas are missing signs and such. very unsafe city to drive in!
     
  6. spotpas7777

    spotpas7777
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    I can't download the map. Once the download is done, the widget with a label "Repo Error" pops up, and the map doesn't show in the repo.
     
  7. bob.blunderton

    bob.blunderton
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    I am not getting this issue over here. You might have an issue with video drivers, or need to clear cache.


    OK, that's likely an error with getting a good file over wireless Ethernet, due to dropped packets. Please use a wired connection or be nearer to your router or internet connection modem itself when downloading.
    If it's not helping, then consider posting this under game bugs, as others are not getting this error outside of wireless connections.


    Just so folks know the map is not dead, I've just been busy doing lots and lots of curbs, and some other things that needed to be done in life, along with nursing my back which hurts so bad right now that it's hard to breathe.
    That said, fear not & also no pity req'd or desired; map work continues!
    Please excuse the unfinished nature of the area before I finish it being ready for buildings. Expect detailed roads and streets with lots of uneven patches, a wide road for drifting (parts of which you've seen previously), and EVEN MORE intersections where you can catch some good air-time due to the road cross-slope acting as a jump. I don't know why more games don't simulate cross-slope for jumps, but I guess it'd be too much work for the developers, if they even know it exists at all. Cross-slope is req'd for proper drainage of roadways especially in areas with little to no grade (hills) to help encourage the water to drain off the road surface into any existing gutters, storm sewer inlets, or ditches along the side of the road (drainage swales and the like). For those who think a swale is something in the ocean, here's some example of such (in a safe for work link click here) a beast in it's natural environment.
    Again I'll go over planning and why it takes SO long vs just sticking a road somewhere and throwing curbing on it:
    Get the terrain how we want it with respect to how it was before we showed up (for realism) and also to simulate a 'budget' for moving terrain - don't move too much around obviously...
    Now we need to find where the water will flow, with natural streams and even rivers if the situation warrants, with lakes in low spots and even a dam or two if we find a good enough spot for this in the map.
    Next we find good gradient for roads, with up to 6% grade on new highways with up to 8% grand-fathered in with very old highways from the Eisenhower highway era. Obviously city streets can have the most steep grade, with collector roads somewhere in the middle. Order planned & implemented is usually highways on down to smaller roads.
    Now that we have a basic idea of where the roads are going we can plan our development plan. This must be planned carefully with regards to all things considered by traffic designers and city planning commissions. Development usually starts near highway interchanges and places of employment, for reasons which most of us already should know by now.
    Now might be a good time to cover over some smaller streams and pipe them through the storm-water abatement infrastructure, in addition to making some retention ponds as most cities want 20~40% green space 'open space' including parks and retention ponds, to preserve the setting and for runoff abatement of storm water.
    Now that there's roads and streets being (or about to be) put in, we can plan where we want our homes to go, the size and style they will be, and if we want one-way streets, narrow streets or wide ones, the desired speed, and if they will be through streets or not between two or more roads. (this is about where I am in this area)
    Now start putting in the homes, businesses, and other things including police and fire departments and other civic functions and the like, all while making sure the keep things realistic and not making traps for water out of your terrain either. This is also a good time to decorate cliff-faces, populate forests, and the like. Of-course add jumps, too!
    Now we can do more detail to the roads and lots and add that lived-in and otherwise, immersion/feelings of it not being built yesterday. This is when it starts being immersive and as such, useful to the other folks on this site to enjoy.
    This time comes now to add AI routing if it hasn't been added already. Often AI is added and then refined when I do the road carving and construction, but some parts aren't done until here. Adding signs is a good idea, now, too, if you haven't.
    Testing, lots of testing, and of-course obligatory role-playing and staring at the building lots to see if there are things 'missing', including comparing reference material (pictures of the real world) to see what is different and thus missing from the environment I'm creating in the game.
    Final pass details. This is everything from various tire-mark decals, to grunge decals on buildings, to litter or refuse piles and even *frowns* illegal dumping.

    That out of the way, I am also working on getting some more models in, expect to see those this week!
    Asphalt_old_1t, Asphalt_old_2t, and Asphalt_old_3t (and all non-T suffixed variants for meshes) textures are working now. One is used in a parking-lot for the future park/ball-field, another is used in an alley but not shown close up. Third is not used yet. The difference between t variants and non-t suffixed versions is transparency for use on terrain as decal roads, vs the non transparent version that is used for meshes such as bridges or underground tunnels, lot entrances/driveways, etc. Non-transparent versions will both cast and receive shadows, making more work for the game-engine and thus you don't want this on decal variations of the same texture if it can be helped. Sometimes a d-suffix is used to denote decal, the same way t is used for transparent and nt was formerly used for mesh/non-transparent such as in Roane County. This is unrelated to texture filenames sometimes ending in "_d" however, as that is left-over from the old texture entries denoting 'diffuse' or 'color-map' for textures, e.g. what you see normally in-game.
    Please excuse the unfinished road shots, with spare curbs laying randomly everywhere. If I make up a length of curbing and don't use it, or have frequently used pieces, I don't delete them until I'm finished doing that type of stuff in the area for expediency sake.
    ...and I might have just been able to twist my back far enough to pop the slipped disc back in, seeing as I just CRANKED on my back about as far as it'd go and then a bit more for good measure - if only out of sheer desperation... Let's hope that fixed it for today!
    Again, expect to see some new buildings this week. I am just getting some new ones into Maya (the modeler) today/yesterday and plan to purchase an inexpensive set of brick boxes later to use here to complement what I've already modeled/built and/or purchased.
    Enjoy the OCD levels of road/street detailing, it should be some of the best there is to find (what is done so far).
     

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  8. bob.blunderton

    bob.blunderton
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    So I've been testing out AI up-scaling textures in the map, and other low-quality textures I have from some models.
    What better sample to test out than a DOOM texture! 128x128 pixels of glory upgraded to 2k by AI and this GPU.
    To the man who donated a ton to enable me to purchase this GPU a few months ago, hats-off to you Sir!
    The task mismanager shot is just while I was sitting idle, and typing this thing out, though the game is open in the background along with a bunch of other things I need (such as graphics software, the upscaler, etc).
    You can actually get some really usable results, including the up-and-coming 16k x 8k 500~600mb per-texture canal textures. Thankfully I WILL downscale these a bit (at-least by half, to 8k x 4k) before including them in the map. It should still be an improvement even on LOW quality settings, VS the old 2k x 1k texture.
    Now of-course before I cut down the canal textures, I will be archiving the full-detail/resolution level textures for inclusion later-on post-release, for those who are lucky enough to have a GPU with lots of memory on it and desire the MEGA-TEXTURE-PACK goodness. Super-high-detail textures do wonders (especially on large surfaces like wide highways or canal wall-surfaces & dock walls).
    That said, I included the original (watermarked) DOOM press-release beta texture below that was 128x128 pixels (though modified to not have issues with DMCA), thus you can see the difference to the up-scaled versions. I can upload the modified version as they're not a copy, they're up-scaled! Use CTRL+Mouse wheel up to zoom, or CTRL + to do so when viewing them full screen just as an image. If on Windows, this zoom key-combo is pretty universal if you don't know that already (just typing this out in-case someone doesn't know).
    But no, I don't think you'll see this fancy futuristic garage-door texture in my map, it's just here for a sample.
    I AM currently working on models for the map, so don't expect in-map screens of them for the next few days, but I might share some models shots from modeling software. I am working through the backlog of purchased models for the map.
    Also, there's other city maps out there now currently in production on these-here forums; so if that tickles your fancy, please show interest in those too since more is GOODERer (yes, I know, better)! Gooder. GOODER GOODERer GOODEST!
    Mua-ha-ha! Take that stupidly over-complicated English language mechanics!
    Well anyways, I hope everyone is well, and knows map production continues as always, even if I spent just about the entirety from Sunday mid-day (after church) until sometime Wednesday night in absolute agony without being able to yawn or sneeze or take more than a half-breathe without agonizing pain. I couldn't move, and was mostly chair-bound or bed-bound when I couldn't take the pain anymore. So I lost 3.5 days of progress mostly, just this-past week. I should be over it by now though... as the pain is letting up. It took 3 days for my back wing-muscles to unbind after seeing the chiropractor. What caused it? Opening a business's front door after eating there, on my way out. Shifted something in my back and I was SCREWED. I was so bad off on Monday that I had to get a ride to the doctor because I couldn't even drive. Sheesh!
    As always though, I get by. No pity required. This was the same issue I had Friday-Saturday a week ago. Eventually on Wednesday I stuck a full water bottle between myself and the chair where it hurt and rolled it left and right. There was an indecisively small pop and a cool rush when finally the disc/vertibrae moved in my back and OFF of pinching my spinal cord. The pain subsided, and I enjoyed the immediate relief, and eventually yet-more-bed-rest.
    So now, while that has subsided, I'm HAPPILY dealing with tropical-storm-in-the-gulf-migraine... Yes, Happily, because as above stated, it's GOODER than a messed-up back. WAY GOODERer. :)
    I can manage this. I can entirely deal with a migraine, even a terrible one if it comes to that. I got this!
    --
    Sincerely, The Bob.
    For those who can ambulate (
    walk/move about) unabated, God Bless; enjoy it for me while you have it please!
     

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  9. bob.blunderton

    bob.blunderton
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    OK! One of the first requested graphical upgrades requested was the canal textures.
    WE HAVE NICER CANAL TEXTURES NOW! 8k x 4k in-stead of 2k x 1k poorly doubled to 4k x 2k.
    This is A LOT better.
    I will however be changing the texture for the groove in the lowest portion of the canal where the textures obviously tile badly.
    The original up-scaled textures were 16k x 8k, and weighed in over 1.6GB, ouch. These new 8k x 4k textures weigh in around 256mb on highest details, total. While I would have rather had the textures around 64mb like the old textures were, but with how large the canals get, these really need to be the resolution that they are. Also, with 12gb and 16gb graphics cards being in the price range of 300~500$ new (and yes, cheaper when used via Ebay or Facebook!), and games advancing slowly but surely to require cards with larger VRAM buffers. As originally mentioned, the final version of this map will require a 16GB GPU when running on high, unless we get some magic streaming added to the game engine (this is planned post-release, but not promised).
    See the before and after shot comparison from the same camera angle; and also a pair of shots of stuff that uses the new textures since some resources are obviously used more than once. I still have a bit of fiddling to do with said textures, so expect light changes here and there but largely this is what it will look like (aside of the groove in the bottom of the canals as stated above since now it looks terrible). End-result again is about 192mb or so (less than 200mb) more texture weight while running the map HOWEVER it surely looks better since the textures for the canal are at-least doubled on X *and* Y directions. A future high-detail texture pack will again double this resolution (with my original sources at full detail) for those with more hardware than sense :) Some source textures for this project hit the DX12 32k size limit, actually. DirectX texture files have a limit of at-most 32k in X or Y directions. Now, normally you do not ship textures anywhere close to that size as they'd be multiple GB for each layer (and textures have many layers), but this helps prevent you from possibly losing detail while working on them.
    I feel I made a good compromise here. If we want mud textures now, we have Quake (well the old one; not the remaster). I hope you all agree, and enjoy the new textures which will be in the next update of the map.
    Keep in mind the water plane (the water in the map aside of small lakes) has been disabled for editing purposes (as otherwise it's hard to see the terrain grid when using wire-frame view). It's still there, I just can't see it on my end, however it IS NOT disabled in the map files itself. This keeps people from telling me 'Help! My water broke!' if I forget to turn it back on before zipping up the map update and releasing it. Work smarter, not harder, as always.
    Now with this done, I can eat my Rat-Pot-Pie (since we're out of Guinea Pig Casserole until I get to the store), and go get some shut-eye. Hopefully my cats don't smother me before I get to shovel it all down, as I've not eaten a meal in a while.
    --Cheers!
     

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  10. trainlover555

    trainlover555
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    you have made really good mods
     
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  11. bob.blunderton

    bob.blunderton
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    OK so I've attached a file doing a test-run of a random building builder inside the modeling software I use (Maya).
    These are some of the things I do in the mean-time when I'm not posting on here or actually modeling a building. I've been putting more final touches on the parking garage that's under one of the buildings, which might likely be one level in the next beta, even though I'd wanted two or three. I won't show it right now as it's not nearly finished yet (it needs the entryway done, it needs the inside walls of the stairway done, and the railing made simpler or the model will be 999mb).
    So this is just a simple generated few-blocks, though this won't be in the map. The buildings I will use as a basis for making better buildings with more detail (these make fine LOD's though!).
    AGAIN, THIS IS A CONCEPT TEST-RUN of something SIMPLE. This is not stuff to put in the map, but stuff to base fancier buildings off of. Just figured I'd throw this on here.
    It's supposed to make buildings that are much more detailed, too, but unfortunately, that does NOT work as advertised. In-fact, that part is completely broken. To be frank, it's quite broken as a whole, but I'm just happy I got something at all out of it - considering it's a commercial add-on. Considering the refund button on it seriously if I don't get it to work better soon.
    Best part was, 90% of that city test you see all had the walls facing inwards. That was lovely, but only took a few minutes to fix. Maybe I can get it to work better with time.
    Just once, JUST ONCE, I want something to work AS ADVERTISED, and do what it's supposed to do, so that I can do what I'm supposed to do, instead of just doing damage control all the time when things end up in a wreck.
    "STUPID TECHNOLOGY!" <~~~ This is me 90% of the time, my response to everything always being dysfunctional.
    Other than that, and my health which is hot garbage right now, development continues as always!
    Things like this is why you put your workstation ON THE DESK and not on the floor where you can kick it.
    You only break your toes ONCE. Learned that lesson on an 80lbs computer 15 years ago, not going there again. Oh, and the tower won that time.
     

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  12. bob.blunderton

    bob.blunderton
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    Entirely, this is one of the new buildings. Meet brick box number 65535...
    I might even permanently name it that. Who knows.
    Of-course building is not complete yet, but it's rather low draw-calls, featuring the whole building in what should 12~15 as is right now. The whole entrance is THREE draw calls: grunge concrete trim, doors, and the stoop concrete. While this takes 3~15x longer to do the models this way, the end result is AWESOME FPS.
    Remember, lowest-possible draw calls lets me draw a jam-packed detailed city environment for the same CPU-cost (feeding the GPU) as I'd have rendering just the abandoned mall and it's lot, or a single city block with moderate detail.
    In other words, this is the difference between your newer laptop or older desktop running 5~10fps (with un-optimized models) vs 45~60fps (with optimized well-sewn UV/texturing layouts). upload_2023-9-10_0-36-40.png
    This model is pictured inside the modeling software, and not inside the game.
    This model uses a texture that tiles poorly, and will be updated by the time it gets in-game using one of my purchased commercial textures. I need to still detail around the 1st floor and add a foundation under this brick-work for un-level lot use. Collision mesh should be pretty quick, and the LOD's are 95% complete already.
    That is all for right now.
     
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  13. davidinark

    davidinark
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    Loving the work and the updates! Can't wait for the next release!!
     
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  14. bob.blunderton

    bob.blunderton
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    Thanks! I will hopefully be able to get that done fairly soon and uploaded, as that's why I'm finishing up some buildings here to put in the map (to give the update a bit more meat on the bones).
    Definitely will be a handful more of those intersections that toss you around if you go over 40~45mph through them. I personally find them quite fun to blast through and they do add a lot of realism to the adventure. Too many driving games today have completely flat roads - and even GTA V is guilty of that - and guilty of an even more egregious sin - un-banked corners on many main rural routes. Keep an eye out for just how flat roadways are in that game next time you play it.
    I will keep my eyes peeled for any new vids on the map by you in the future (I usually do anyway!) post-next-release.


    upload_2023-9-11_23-50-13.png
    Hey neat look you can just hit CTRL+V after copying graphic data to get it to paste right in here. It's like OLE 2.0!
    A little detailed bit to the building is added now for this open space under upper levels of the building on the ground/ ground floor level. This can be used for common space or parking depending on the lot configuration and where it's located. I will leave the terrain to place the parking stalls and such, due to the different places I could place this and not being always all flat etc. In-fact, few lots are perfectly flat in this map; and as it goes on further along, less and less things will be 'flat', as more details are added to both lots and roads. If one wonders about the shape of the odd-shaped floor beams here (not the basic box-girders that carry more load) they should prove to last longer (if used in a real design) if vehicles decide to turn into a CAR-B-Q (burn), vs a narrower yet taller standard design.
    Two draw calls should do it for ALL the tan box-beams here, and one for all the trapezoid-shaped beams, one for the light fixture chassis and one for the bulbs (all). Beams for example are flipped around or 'reversed' to keep the textures from obviously repeating on each beam without causing more draw calls to be generated (I did this extensively in the parking garage, too, and quite a number of other places).
    Obviously, I'm still not done with this building. There's got to be some more detail to this brick box.
    upload_2023-9-12_0-12-0.png
    Just don't want the model getting TOO big in MB-size. Otherwise I'll have no room left in VRAM for the rest of the city.
    --That's all for right now.
     
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  15. Expaexpa1

    Expaexpa1
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    Would you have any interest in converting this map to Assetto Corsa? I've been trying to find something like this in Assetto for so long. I'd love to play this map on there. Or at least, is there anyway you know of that I could get this map into Blender so I could convert it myself if you gave permission? Like I said I love this map man
     
  16. ImJacksBrother

    ImJacksBrother
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    Awesome. Loving the progress. Do you think it would be feasible to add a dedicated Los Injurus Police/CHP station?
     
  17. bob.blunderton

    bob.blunderton
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    DO *YOU* (or a friend) HAVE A DRONE?
    If you do, and live near old worn roadways, that you can get good top-down pictures of (so they aren't distorted perspective), give that sucker a fly out over the road, and get some pictures. I can turn a 4k picture into a road-graphic quite readily. There's no such thing as too many different pictures. If doing video, please save in LOSSLESS video formatting (so it does not lose quality) and host privately (as video sharing sites will convert to lossy lower quality).
    We need something like this:
    upload_2023-9-19_15-15-33.png upload_2023-9-19_15-16-8.png upload_2023-9-19_15-35-18.png
    I included lastly an example graphic with legible (but hideous) lime-green text as an example of a good shot, albeit this one is of extremely low quality blown-up (expanded) so I can scribble some words all over it. Roadways with or without striping (lane lines) with lots of tar lines, repairs, concrete or asphalt WOULD BE LOVELY for downtown thoroughfares.
    It's very hard to find graphics of old, beat-up, neglected concrete and asphalt roads/streets that are reasonably priced.
    Now back to making more highways and also modeling buildings...


    You would have to be able to convert locational forest object information, terrain, etc, while being able to strip out the stock beamng assets (which cannot be transferred over) to not violate copyright / DMCA issues. This is in addition to texture conversion, model conversion (as needed, you'd have to change names for collision meshes and LOD's), etc.
    There's too much for me to do, to do something like this, without being a programmer to make the conversion tools. Plus it would add additional task weight upon me whilst I struggle day to day just trying to make this (but it's a struggle I do still enjoy).
    I'd be a lot more open to approaching a task such as this, with a programmer of decent ability, and ONLY when this map is complete. I am slowly removing stock BeamNG assets over time (such as the sidewalk texture that was changed), and thus making it more free-standing license-wise. Keep in mind I also have to go over licensed assets from other sources (purchased) and make sure that I'm not violating other agreements I've already entered into, such as 'for this project ONLY' type of licenses. An example of this is Unity or Unreal engine assets being ported out of Unity or Unreal, as such, if they're free, they might only be allowed to be used in those respective game-engines and their derivative works - especially the free ones provided or curated by the staff of the engine creator (or site). For that reason, I don't use those, though sometimes you can find good (free) ones via CGTrader or other sites. Most all assets I purchased and/or acquired for this project free of charge are good for unlimited use per-studio or developer (which would be OK in this regard, to be ported).
    In other words; it's a bit of license hell if someone were to port this without me, and probably wouldn't last long wherever this was hosted. However, if we wait until this is complete, I'd be much more open to porting this to the current newest GTA game or similar racing / driving games including Assetto Corsa.
    Thank-you for your understanding!
    --- Post updated ---
    Big changes coming to this section of Los Injurus, in the more rural area outside city limits...
    upload_2023-9-19_18-37-48.png
    Here I am using a mesh road at nearly 100 meters width, to lay out and engineer both the alignment and grade needed for my re-done roadway. I have nodes spaced 100 meters apart, and each node drops 7 meters as you go right to left. This will give me an almost perfect 7% grade aside of the short sections where banking for corners change (which is exempt from the grade to my best knowledge). I used a texture at 100 meter length to give me an easy example of where to put nodes, so the grade is both consistent and predictable for hauling heavy loads up with a truck. In the middle of the S-curve will likely be some type of bridge with an on/off ramp, just one of several new interchanges that will get added on this end of the map, to help map flow and mission implementation. The terrain will also be made a little less drastic, offering more space for beaches and typical run-of-the-mill rural land use though some mountains will remain.
    I am creating another area just like the portions leading up to this area which I'll show below for example:
    upload_2023-9-19_18-41-15.png
    The shot immediately above here is a completed portion of the road that's been in since 2021~2022 sometime. This is what the new section will look like. Since I truly enjoy driving the highways like this, much like the ones that wind up into the more mountainous regions of Cali and into the Rocky Mountain areas, I feel it will be good to add more of this to the map. This is generally what I do when I'm not modeling buildings, or am just tired/incapable of that for the moment.
    I figured I'd add these shots in, just for some more Los Injurus City map goodness to look forward to.
     
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  18. 1986AMGHammerCoupe

    1986AMGHammerCoupe
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    Joined:
    Aug 22, 2023
    Messages:
    53
    Every time I come back to this map, it's STILL being updated. This map will probably outlive the game itself...
     
  19. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,421
    Yes, it will be updated forever and ever until it's done and the game-code is stable, whichever comes first (e.g. when updates stop breaking things, if it's done, I wouldn't need to update it unless I wanted to voluntarily add more content or fix some bug(s) I either find or get reported to me).
    It's somewhat a tongue-in-cheek running joke that this is a never-ending endeavor. I surely bit off more than I can chew, on-top of not having all my teeth left (bad tooth enamel + wisdom teeth grew in against all the molars).
    So it'll probably be 2+ years yet until it's entirely done, but then again, NO ONE said creating a map the size (roughly) of GTAV's map (never-mind Rockstar's millions-of-dollars movie-studio budget on it) would be fast, not even me.
    Did I know what I was getting into? Partly, yes, but I never thought it'd be this big and take this long.
    However, long story short, It's a labor of love and if it kills me doing it, I will die happy (and busy)!
    Seeing that I'm physically disabled and often stuck here, I might as well make good use of my skills for the benefit/fun of everyone involved.
    Regardless, seeing as the map has currently over half a MILLION downloads, and 27,300 people are following (subscribed) to get all the updates in the future... I don't have much of a choice. There's no way I am going to throw this down before it's done.
    I am glad you show interest enough to write in - thanks - it warms my tired 40+ year-old heart.
    Something very important, it gives me goals and purpose (besides being the guy that fixes everything). EVERYONE needs goals / purpose and a means to achieve those (and a place to hang their hat and get some shut-eye for the rest of the time not spent on the other two). Having all three of these helps keep me mentally in the best shape that could be expected.
    So while I DO spend a lot of time and put in the effort on the map (not just talking about it writing a book on here), it also is there to give me goals - a purpose, if you will. That in itself is enough in return. So I hope no one feels bad asking about updates. I work on things all the time, all over the place, on this project. Some days I can only put in 10~20 minutes of work, some days I can get 10+ hours in. Sort-of a random dice-roll if you will. What matters is, slowly but surely, it's getting one step closer to completion every day.
    So again, thanks for writing in. I work on the map daily, and the only one who wants it done more than the folks who play it is myself.


    Just some in-dev shots.
    1st shot: Expect roads in this area to be replaced, and orange areas are where new roads are being put in.
    2nd shot: A half-mile of new highway is set up but needs to be striped and have the terrain traction corrected (and so bush-in-the-road doesn't happen). Orange section in 2nd shot is flood abatement for storm-water drainage/buffering coming down the hill, along with everything else that comes down the hill in a storm.
    upload_2023-9-21_14-19-56.png upload_2023-9-21_14-23-49.png upload_2023-9-21_14-26-55.png
    The bridge in the 1st shot will also be replaced. Notice in the the 1st shot how much smaller the water area is now. Also the same with the 3rd shot, which will be replaced with farm fields and other rural things of that nature. There's enough water already. A small lake will remain, however, since the area is already suited for it. The dark-paved roadways visible in the shots will be re-engineered, re-graded and replaced with better more immersive highways with better graphics. Within a few days I should have no less than two or three new interchanges to show off, hopefully.
    Again, sorry for the 'ugly' shots, but this is the first/second pass over this area and next to nothing looks good yet at this point. It'll look more like what you'd expect hopefully by the end of the weekend - provided real-life doesn't interfere.
    --That is all for now!
     
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  20. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,421
    0.30 game update issues:
    MOUNTAIN TEXTURE BUG
    which makes the mountain-side texture look wrong (displayed the wrong way) is a shader issue on the game-engine side. It'll be fixed in the next hot-fix mini-patch thing within a few days (or hours? I dunno, whenever the next one comes around).
    I've not currently found anything else; but if I do find something and it's not too far beyond the next map update, I'll surely post it here.
    Don't feel too bad if you haven't noticed; as I drove past mountains for more than five minutes driving from the Beaverly Hills start to the LINE CITY nearest that location. This involves driving past nothing but cliff faces for over two minutes. I didn't notice it until I was doing my second pass, flying free-cam over the homes/neighborhoods looking for broken textures or missing things... then after a minute I saw the mountains over ACROSS the lake from me, and said 'Hey wait a minute! That's not right! Now what have I done?'. After a moment of checking my terrain texture projection settings, I realized, that's for once not something I buggered-up. I will enjoy my rare moment NOT in the hot-seat after a game update.

    Okay so after all that, I'll throw in a very very unfinished NEW interchange I'm working on here, it's fading out a little bit but you can still see where the future jug-handle ramps will be. This is a good solution to mountain-side interchanges as the low-side of the highway interchange will normally align with the surface-level road decently enough to make room for exits ramps, without too much grade going on/off the highway.
    This DOES show the mountain-side texture bug. That bug though will be history shortly, again, whenever the game has a mini-hot-fix update thing that usually comes after a large release.
    Image is expandable, just click it (or slap/smack/swat/punch it or whatever you do on mobile phones today).
    *Orange stuff is where there will be a stream, it won't be orange though, and it will have a little more realism than it does right as it sits. I need to get the area done up better 1st.
     

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    • ubrokeit_ubrokeit.png
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