Released Tokyo's Shuto Expressway - Metropolitan Expressway

Discussion in 'Terrains, Levels, Maps' started by Ezo, Mar 4, 2019.

  1. Nicota_Sun

    Nicota_Sun
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    already now, the only flaw I can see is the AI behaving a bit strange, which might just be the AI, then some empty space showing us voids, but even that's a nitpick. May I ask what version of SRP is this on right now, since there's some missing things and it's been quite a while since the last update. Also, how could you even keep up with putting all the new things SRP pours into the map into the BeamNG mod? that's hard work, man
     
  2. Car_Killer

    Car_Killer
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    AI issue is related to how the game handles roads, I'm using 3 laned AI Roads which is not supported (I should use 2 AI roads, one with 2 lanes and the other for 1 lane). I hope one day this will work properly tho.
    As for SRP version... No clue which version number, but I know it's from around 2018 if not older, but I think @Ezo should specify more.
    Next version that is going to be based on SRP 1.0 will be effectively made from scratch, more properly, this version is more like a test if it's even possible to manage, and as you can see, it's possible if you spend enough time optimizing the map for BeamNG Game Engine, it even works on a freaking handheld with good performance.
     
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  3. Nicota_Sun

    Nicota_Sun
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    As for this, wow, it's gonna be a lot of work and now I just wanna help, lol. Making so much from scratch will be very tough. Then after that, optimizing such a huge map for BeamNG is not easy, I'm wondering how much the CK map controller aids with optimization, although I wouldn't expect it to give the sort of gains that manually adjusting things that will waste performance would.
     
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  4. Untitled Airlines

    Untitled Airlines
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    found a Gitch
     

    Attached Files:

    • Screenshot2023-09-13160011.png
  5. Truck-truckin-truck

    Truck-truckin-truck
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    That's not a glitch, that's a known issue commonly found with maps that have been ported from other games.
     
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  6. PineapplePotato52

    PineapplePotato52
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    the road textures are broken in 0.30
     
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  7. motro

    motro
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    Hello, I downloaded the Tokyo Expressway Shutokow map MOD, and I found that there is a CK MAP Controller in the interface. The weather can be controlled. I would like to ask if this feature can be integrated into other maps? I think I'd be willing to pay money to fix this problem.
     

    Attached Files:

    • 20231002200304.png
  8. squeegee_man

    squeegee_man
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    wow amazing map bud! A lot of work put into this I can imagine!:cool:
     
  9. blibs

    blibs
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    Hey guys, i downloaded the c1_forums.zip and put it in the mods folder. is there anything else I need to do? i cant get it to show up in the mods manager.
    can anyone give me a hand?

    Thanks

    Edit: got it, for anyone else who may have the same problem go go to the beamng launcher > manage user folder > open in explorer and you can copy the map and license plates into the levels folder (BeamNG.drive\0.30\levels) and vehicles common folder (BeamNG.drive\0.30\vehicles\common)
     
    #289 blibs, Oct 5, 2023
    Last edited: Oct 5, 2023
  10. Nadeox1

    Nadeox1
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    It's very much not recommended to put mods directly in the game's install folder.
    This mods works fine if you install it in the mods folder. Possibly you put it in the wrong directory that the game is not actually using? (In the Mods Manager there is a button to open the the Mods folder in explorer, use that to easily find where the game is actually looking for mods. Just drop the zip in there and you are good)
     
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  11. Car_Killer

    Car_Killer
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    Yes, it can be integrated into most maps, however code in this map is a bit old, other maps use a bit newer, easier-to-integrate code for the map controller :)
     
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  12. MustangMemeboi

    MustangMemeboi
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    What are future plans for this map? It's so good and I wonder if it could become like a full map of Tokyo, like the exit ramps could become functional.
     
  13. JlnPrssnr

    JlnPrssnr
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    Well it's a port of the Assetto Corsa mod, so it relies on those modders to expand it
     
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  14. [name pending]

    [name pending]
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    Turn your mesh quality up to at least normal
     
  15. SysVR

    SysVR
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    >>Ezo
    Sea level coordinates are not 0.000 meters,
    Can you correct it to the correct coordinates?

    Because the physics engine processes the coordinates as elevation, a higher altitude makes a difference in the performance of the car.
     
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  16. Car_Killer

    Car_Killer
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    Sadly it's impossible as in the case of tunnels, elevation would be below 0.00 meters in height. That would cause cars to get stuck on invisible "ground" that is present at 0.00 height.
     
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  17. SysVR

    SysVR
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    Yes.
    In a typical map, outside of the terrain, there is transparent ground at a z-coordinate of 0, and cannot move below that coordinate. However, if dig holes in the terrain or if the terrain blocks exist at a -Z coordinate, can move to negative coordinates.

    In this map, the terrain covers the entire Shuto Expressway, and the coordinates are at -2048.

    Therefore, there is no issue with going below 0 meters.
     
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  18. DOUGL4S1

    DOUGL4S1
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    bruh is trying to teach a dev how to make a map for his own game
     
  19. Ezo

    Ezo
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    CK has said it, and i'll reiterate, that transparent terrain isnt only on the outside, it also happens on every map at low enough altiture (real 0.000), and its undeletable as far as im aware, so if we moved the shuto to 0.00 you wouldnt be able to access the under-sea tunnels on the wangan line and quite a few other smaller ones scattered around, thats it really
     
  20. SysVR

    SysVR
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    A MAP mod called altitude is actually working with negative coordinates.
    upload_2023-11-4_19-0-38.png
    upload_2023-11-4_19-0-38-png.1075640 (1481×941) (beamng.com)
     
    #300 SysVR, Nov 4, 2023
    Last edited: Nov 4, 2023
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