WIP Beta released Driv3r Maps (Miami, Nice and Istanbul)

Discussion in 'Terrains, Levels, Maps' started by Kolas, Dec 18, 2022.

  1. Kolas

    Kolas
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    Sure, I'll release it if I couldn't work on it or there are nothing I could add into it anymore. Progress is still ongoing, although not as fast as before.
    Made this mission couple months ago:

    But the maps (and this delivery mission) got hit by the new update because of the changes in the vehicles (the semi and trailer) and airoad behavior. I'll fix them in time. At night, due to the behavior of the materials in response to light (inability to behave more accurately) and the effect of street lights on performance, it may not be very suitable for eye-pleasing night driving, for now.
     
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  2. robben896

    robben896
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    Damn this is so much nostalgia.
     
  3. Kolas

    Kolas
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    Beta version of the maps are released. Link in the first message. Enjoy :)
     
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  4. enouqh

    enouqh
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    These are the best maps in BeamNG I've ever played. Optimization is top, VR works wonderfully, and the memories that came back are priceless. Thank you!
     
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  5. Leo Zieger

    Leo Zieger
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    Thank you! I like Nice the most with it´s elevation changes, but Miami too, with its wide and open roads. Only Istanbuls back streets are a little repetitive, but off course that´s from the original maps. The conversion work is excellent!
     
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  6. Murokmakto

    Murokmakto
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    Finally! Thank you so much for this!
     
  7. JorgePinto

    JorgePinto
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    For a beta release, quite solid! A few things here and there missing/to be polished, but the overall experience is great :)

    Too bad about the water flooding garages/underground parts...I felt that pain already with Vice City, but nothing can be done about that sadly.

    screenshot_2024-03-02_17-08-30.png
     
  8. evolover

    evolover
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    Thank you so much for adding the Garage to Garage scenarios. I've never played any of the Driver's games but at least I feel a little closer to it now. Absolutely love it.
     
  9. TLPA

    TLPA
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    20240302020728_1.jpg 20240302020913_1.jpg 20240302024630_1.jpg 20240302025714_1.jpg

    Regards from Türkiye, thanks for map mod!
     
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  10. Kolas

    Kolas
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    I'm glad that the maps works in VR, I wasn't expecting anyone would play these maps with those.

    I like them all in their own environments. As someone who has been there, I can say that Istanbul used to be somewhat similar to this in the 90s and 00s. I think the details in it please most Turks.

    Thank you, yes, the flooded places are a bit annoying. For this reason, underground tunnel roads in Nice and underground parking lots in Miami have become inaccessible (unless you use an electric vehicle, of course :D ). I hope a solution can be found in the future.

    I think g2g missions are a great way to explore places on these maps, glad you liked them, I didn't knew anything about the maps in the original game but I learned a lot about these maps by porting them and doing missions like this.
     
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  11. deniz075

    deniz075
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    ikioowwww, here is sarachane, i find istanbul muncipilaty town hall and i did happy because eko başkan in here
     

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  12. Murokmakto

    Murokmakto
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    Maps are fantastic!
    Is there any way to fix the transparent objects that show up black? Its just a minor thing but these can be found plentyful on all maps..
    20240304194148_1.jpg 20240304192544_1.jpg
     
  13. Kolas

    Kolas
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    Yeah, I'm gonna fix them in time, these textures resetted themselves couple times through the development and there are still some of them needs an edit. thanks for the feedback.
     
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  14. thinsoldier

    thinsoldier
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    I don't understand. Can't the map objects be moved up or the water cubes moved down?
    --- Post updated ---
    Wow. Miami is better than West Cost USA by a mile.
     
  15. JorgePinto

    JorgePinto
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    There are a number of ways into implementing water in a map currently:

    1-Main infinite water body - Best option normally, as the name implies, you get an infinite ocean that reaches as far as the eye can see, as in many games and official maps. Issue is once you set the water level, it will clip through everything on its path, since well, again, it's a solid infinite water body that cannot be fine adjusted beyond the level.
    2-Water blocks - You get small sections of water, as if you just cut a small square out of the infinite water body version, which means in theory you could fill the map with these and then stop before you reach tunnels, parkings, or anything underground that shouldn't be flooded. Issue is having multiple of these is performance heavy and also you need to align the bodies really well so the water animation is seamless from block to block...could work the other way round, having an infinite land map and then adding these small water squares to create a lake for example, but for big sources of water, is simply not viable.
    3-Mesh simulating water - Literally a custom 3d mesh with the shape of the water line, which you give a texture similar to water. Could look reasonable...on an old school GTA map maybe, such as GTA III's Liberty City, and it's definitely performance friendly and will obviously not flood anything, since well, it's actually not water. If you fall inside, you will clip to the bottom of the map. And of course no surface animation or anything realistic about actual BeamNG water.

    This is also why official maps never have anything going below water level. Same issue, those places would get flooded...unless an official workaround is done about how water is set in maps, not much can be done, apart from choosing between flooding underground sections, runining the performance, or having the fakest water ever...
     
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  16. XTreaserX

    XTreaserX
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    Im definitly will Explore the map and See if i can find the hideouts from the original Games
     
  17. Joobles

    Joobles
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    I was reading this and had a thought, what if right before the tunnels, there was a Lua trigger that hides the water plane when passed through one side, and shown when passed through the other? There would have to be a failsafe checking for if the player respawns and ends up inside or outside the trigger area, and you would be able to see the water just disappear as you get close, but it could be a way around it. I would explain this better or try to implement it myself but I can't get at my computer right now.
     
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  18. SimulatorAdventures

    SimulatorAdventures
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    Absolutely awesome, brings back so many memories! :cool:

     
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  19. Kolas

    Kolas
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    thanks for the review :) Like I said in the comments, there are some transparency issues here and there but I'll fix them. Bridge jumping was quite an experimental thing and was intended to use a really high power vehicle. If you have a vehicle similar to the "200bx demon" configuration, the vehicle becomes airborne once it reaches speeds above 200 km/h/120 mph.
     
  20. enouqh

    enouqh
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    I have two questions regarding future updates
    • Are you planning to add colorful building lighting to Miami Beach?
    • Also, will every map get working traffic lights?
     
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