That sucks man, I've been having issues too. Best thing to do is keep a backup of your level and replace that backup with a newer one every time you make a few hours of progress. You should be able to find the terrain file in the main.level json. It'll be something like " "class" : "TerrainBlock", "name" : "theTerrain", "position" : [ -512, -512, 100 ], "maxHeight" : 120, "terrainFile" : "levels/Bluegrass Offroad Park/theTerrain.ter" " Rename that to whatever the terrain name is and you should be able reload the map with it back. Worst case scenario, take your heightmap and all layer maps and import them again.
I appreciate your reply and assistance. It seems to have reverted everything in my levels folder not just the decals. Its my own fault, I was just so engulfed in the map designing process I hadnt done any kind of backup in a while. I fixed my terrain from a backup I had. I don't think the .ter will fix the decal problem will it? It seems to have reverted everything in my levels>"MapName">main>MissionGroup folder. I had created a couple more folders in the scene tree to hold these new decals and some road meshes since my last backup, and they were some how removed during my mishap. They just disappeared. Its fine though, I will try and make them better. And save backups more often Thank you for your time
I think I have finished mapping out all of the asphalt roads on the map! 37.3mi(60km) of asphalt. This is not including my future plans for parking lots, a drag strip and a racetrack.
Nice map this may be a big ask but can you add a city or smth (or a small town, you don't have to do it)?
Thanks! There is a small town in the works, but for now progress is slow with the town. For now, I'm getting all of the roads and trails all mapped out and ready for processing.
is there any thought about putting in race tracks that are local to the area or a motorplex like at WCUSA
yes! Though I haven’t started the racetrack, I have the area on the map marked for it. I am still thinking about what real life racetrack to take influence from when creating my own. Suggestions are welcome!
Awesome map! Cant wait for release, by any chance can you make a thread on ""showcase your mods" area about this map in the beamng discord
I plan to create a discord thread eventually. Right now I am juggling between helping people with their maps, getting ready for a 3 week road trip, and starting a 2nd map project of my own(much smaller than Caney Ridge.) Caney Ridge will always be worked on and improved, but the scale of this map makes release a long time away. (Though an alpha version may possibly be available by the end of the year using my map file with the most progress.) I am striving for perfection in Caney Ridge. I’ve redone so many things in this map over and over again because of the smallest reasons. This repetition is an amazing learning experience. I am slowly creating processes that make map creation workflow much faster, automated, and give it the ability to add dev quality or better details.
Just want to update and say this is still being worked on as a long-term project. I still open it up here and there, to do some work on it. It being such a large map and me aiming for such perfection and variety, it will take some time....... Have a few other projects in the works as well, so admittedly, progress has slowed. The other projects I am working on are teaching me valuable skills to make this one really something incredible.
I am currently putting my focus into a smaller project for learning and experience with some major detail improvements. I guess this needs to be set to on hold for now... I have a couple technical problems that I am unsure what to do with Caney Ridge's progress. Mostly to do with BeamNG's performance and capabilities while implementing my "major details". Thinking of making an alpha version of Caney Ridge using the progress I do have, but that will take a bit to prepare if I decide to go that route.
WOW! I tried it for a few minutes and I really enjoyed it, thanks for releasing the alpha, it is already awesome, and I cannot wait to see the progress, thanks again for releasing it and good luck!
Roads are so fun, I love how you gave slope to the highway's curves, it's a fine detail and not easy to recreate with mesh roads. However I would not use a flat color for the terrain painters, maybe you can use an image of the area from above to make it look more realistic
I like the map so far, does need a little polishing here and there.. Absolutely love the two-lane country roads, an absolute blast to drive on with a low horsepower hatchback
Thanks for the feedback! Trust me.. This is very known..... I do not plan to use solid colors with the final product. They are just for simple visualization for now... Making a solid color is a lot easier to set up than a map specific texture. Especially if you plan to keep it optimized like the devs do by using 1 or 2 color textures for all terrain materials. Solid color is better than using one of the vanilla map textures which don't match or using none which is solid black. Its already on the long list of things I need to put time into. Have plans to make the terrain colors very detailed. The alpha version was not at all ready to release. EVERYTHING in the alpha map will be retouched or completely reworked.