WIP Shorty's Pass

Discussion in 'Terrains, Levels, Maps' started by Ouerbacker, Aug 20, 2014.

  1. RedBolide

    RedBolide
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    This map looks awesome so far! Also, just saw this pic. I think something like this would be really fun to mess around with.
    WMGZVtQ.jpg
     
  2. Aboroath

    Aboroath
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    LMAO. Woops.
     
  3. Ouerbacker

    Ouerbacker
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    I'll see what I can do.

    Also, here's some rather pitiful progress.

    list of what's been done:

    laid out strip mall
    flattened/smoothed/graded terrain in valley
    added some banking to the road's grade
    adjusted the strength of terrain's normal
    adjusted bush texture
    pics BeamNG 2014-09-20 21-04-43-62.jpg BeamNG 2014-09-20 21-04-58-21.jpg BeamNG 2014-09-20 21-05-18-03.jpg BeamNG 2014-09-20 21-11-27-31.jpg BeamNG 2014-09-20 21-11-20-95.jpg BeamNG 2014-09-20 21-08-50-74.jpg BeamNG 2014-09-20 21-12-10-88.jpg BeamNG 2014-09-20 21-06-50-75.jpg

    the car is for scale
    Also, are you all alright with the blocky retaining walls? If not, I could turn it into a planter with bushes.
     
  4. Aboroath

    Aboroath
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    Cool man! You sound bummed out WTF?
    Anyway, my suggestions on the latest screens:

    The block wall definitely needs to be a planter box set up or something. Perhaps make it a light "beigeish" sandstone slab construction with bushes and small decorative dwarf palms?

    The weathered asphalt texture looks friggin' awesome and in my opinion matches perfectly for a sun baked environment.

    The car for scale is good because it looks like the parking stall stripe spacing is a bit to large. Perhaps that's T3D doing it's weird thing or the vehicle is just small.
    Most stall dimensions are in the 15'-20'L X 7'-10'W range.

    Keep up the great work.:cool:
     
  5. Occam's Razer

    Occam's Razer
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    I'm fine with them, but they seem too tall and far too thick. They should have between 6-12 inches width, and be 1-2 feet tall. Optimally, you'd want the driver of a sedan to be able to see over top of them. I do think planters would look better than just the wall, but note that I don't live in, or am particularly familiar with, the southwest. So if you see a good couple of references that contradict me on any of this, feel free to ignore me.

    Also, I like the look you're giving the mall. Looks like a nice midcentury modern style. Works well with the desert. Perhaps you could give something like this a whirl:

    th4.jpg
     
  6. Ouerbacker

    Ouerbacker
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    College can put a person in a depressing mood.

    Once the parking lot mesh is finalized, I'll fix this.

    I like that building. There are also a ton of pictures of it.
    https://www.google.com/search?q=pal...bm=isch&q=palm+spring+visitor+center&imgdii=_
    ---------------------------------------------

    The retaining wall is currently being reshaped from the feedback. So, no pictures of it for now.

    ----------------------------------------------

    And, small update

    updated Creole and terrain textures

    BeamNG 2014-09-26 18-35-10-72.jpg BeamNG 2014-09-26 18-05-50-68.jpg BeamNG 2014-09-26 17-36-52-35.jpg

    new tree. Okay?

    BeamNG 2014-09-26 17-57-49-13.jpg BeamNG 2014-09-26 17-38-39-51.jpg

    In a real Colorado desert, which is the type of desert portrayed here, there appears to be about ~7000 feet between the valley floor and the tree line. My little world has probably has around ~600 feet of elevation. Nevertheless, would you all like to have some clumps of pine trees on the higher regions of this map?
    BeamNG 2014-09-26 18-18-15-01.jpg
     
    #26 Ouerbacker, Sep 27, 2014
    Last edited: Sep 27, 2014
  7. Aboroath

    Aboroath
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    Colorado??...hmmm....now I have no clue about that geology. To be honest having full pine trees in this map seems a bit weird because it looks so "southwestish". Strictly my opinion on this, unless a map is 4096,
    and where there is ample room for believable and substantial elevation change, I have found doing large vegetation changes looks quite unrealistic. None the less you could try some scrub types of pine based
    high elevation bushes. I know in AZ starting at about 5000ft, (Prescott area), that kind of vegetation commands the landscape before going to ponderosa higher up towards Flagstaff.

    The palm shafts look a bit "portly":p. The fronds look nice and I can't wait to drive this thing.

    Thanks for the update!

    EDIT: Went back through the updated screens and a wild thought struck....eastern Colorado has a penchant for nasty storms...what about a nice and threatening sky for this map?
     
    #27 Aboroath, Sep 27, 2014
    Last edited: Sep 27, 2014
  8. Ouerbacker

    Ouerbacker
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    I suppose that I should have explained that the Colorado desert isn't actually in Colorado. :p This image clarifies things. http://www.basinandrangewatch.org/images/DT-Recoveryplan-1994-map.jpg

    Also, it's probably best for me to stay away from the pine trees.

    I've nicknamed that tree "fatpalm." It's girth is taken from this image. DSCN0484.JPG
    Sometime soon, I'll get around to making the tall ones.
     
  9. Aboroath

    Aboroath
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    Derp....glad I prefaced my last post with some obvious ignorance of eastern CO. I also learned palm trees can be "portly". Hey, no ones perfect:p.
     
  10. Ouerbacker

    Ouerbacker
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    Here's some progress on stuff.

    So, "what stuff," you all might wonder.

    Well, stuff= adjusted lighting for more color, a wip building, and a half successful attempt to use mesh roads as power lines.

    BeamNG 2014-10-03 23-11-05-08.jpg BeamNG 2014-10-03 23-08-16-63.jpg BeamNG 2014-10-03 23-08-50-33.jpg BeamNG 2014-10-03 22-24-03-08.jpg BeamNG 2014-10-03 22-25-08-41.jpg BeamNG 2014-10-03 22-31-56-12.jpg

    Something like this would probably be fun to make after the sunny version of this map is done.
     
  11. JJfan48

    JJfan48
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    This will be fun, great work on this map
     
  12. Aboroath

    Aboroath
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    Love the building. Mesh roads as tele poles?...that sounds awfully interesting and clever too.
     
  13. Ouerbacker

    Ouerbacker
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    Well, here's a little progress. I haven't had much time the last two weeks.

    BeamNG 2014-10-18 00-10-17-21.jpg BeamNG 2014-10-18 00-12-39-03.jpg
    Telephone pole with a simplified collision. Cars no longer get stuck to it.

    and, a little folk art, - should I keep this or get rid of it?
    It's base on Salvation mountain, which is located in the Salton Sea region.
    If this stays, I will make the terrain fit it better.
    BeamNG 2014-10-18 18-07-44-79.jpg
    and , climbing up hills for no reason
    BeamNG 2014-10-18 00-05-00-87.jpg
     
  14. Aboroath

    Aboroath
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    Keep the Salvation stuff...total originality:cool: Power poles with out getting stuck is always a good thing in my book. What collision scheme are those using and are they still meshes?

    Lookin' good and thanks fer the update!
     
  15. Ouerbacker

    Ouerbacker
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    Only the power lines are using the meshroad tool. For the poles, I'm using meshes placed with the forest editer. These meshes have a simple rectangle collision.

    Also, all I've done this week is smooth some roads. So, here's a brief video that shows some of these roads. Try to ignore all of the misplaced stuff.

     
    #35 Ouerbacker, Nov 1, 2014
    Last edited by a moderator: Oct 21, 2015
  16. Ouerbacker

    Ouerbacker
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    Well, college let out on Friday. I've been working on some things since then.
    BeamNG 2014-12-14 18-44-02-45.jpg BeamNG 2014-12-14 18-42-36-28.jpg
     
  17. RedBolide

    RedBolide
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    Yay! Glad to see this project isn't dead. It looks really cool so far.
     
  18. Aboroath

    Aboroath
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    Welcome back!
     
  19. Ouerbacker

    Ouerbacker
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    Here's some progress.


    adding detail around roads

    BeamNG 2014-12-22 19-06-17-65.jpg BeamNG 2014-12-22 19-06-25-38.jpg

    Also, I've added in a little abandoned town. This town is based off of something I saw in The Crew.

    Maybe, I should call it Aboro Ghost Town or something...
    BeamNG 2014-12-22 19-06-43-47.jpg BeamNG 2014-12-22 19-11-39-63.jpg

    and here's a pic that shows where the previous pics were taken.

    BeamNG 2014-12-22 19-22-57-47.jpg

    some other notes

    I've adjusted the textures a good bit. They now look more natural.
    Also, I've considered asking Nadeox about some of the models he used in Mt. Shell. Some of them would look nice along the high regions of this map's roads. What do you all think?

    wip generic building

    BeamNG 2014-12-22 19-46-51-17.jpg BeamNG 2014-12-22 19-47-00-41.jpg The windows on both this building and the building mentioned in my previous post are set up for cubemap reflections. As of yet, I haven't gotten around to adding these reflections, though.
     
  20. scania970

    scania970
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    Pretty awesome map :) Looking forward to it!
     
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