yes, it was originally only iv in cooperation with dontrunsean, but found a way to get the gta v map out in a similiar way and at that time, it was the only attempt at getting the gta v map. Progress will be going to continue on monday as im finalizing my personal work.
First off, great work so far with these mods, been having a ton of fun with them! I only just downloaded your latest version, so I can't speak to what the original scale felt like, but I think the scale currently is pretty close, just maybe a little on the smaller side now. My point of reference is how tight the parking spaces are at Simeon's dealership, while a regular D-Series can fit in the spot, it's only just barely. I know previous posters mentioned the scale being too big, but even when everything is perfectly scaled, that's kinda just the nature of the original map, where lanes are almost always extremely wide, I guess so it's easier to get around traffic in the game.
Thank you, glad to hear youre having fun! The final scale will be at scale with the lod map as all the lodchunks are already set up, so its just a matter of rechunking with hd meshes in mind. The scale used for the lodmap is the "true scale" directly from gta, i did not resize it in any way. EDIT: The current hd version i believe also uses direct scale like the lodmap, previously, on the hd version, ive scaled it by a factor of 1.2
This is brilliant, i can't wait to have 4's Liberty City in Beam, i loved the details and areas of it. Great progress so far i hope it doesn't get abandoned it has so much potential!
I'm mainly a lurker, but seeing a mostly working rendition of Grand Theft Auto V's map in Beam is worth at the very least a reply. And gotcha, makes sense, I guess the replies I saw were back when the HD version was scaled at 1.2. I think 1:1 scaling is the right way to go about it, keeps things straightforward as you build on it. Appreciate the reply, and keep up the good work!
Moving forward, im going to finish the LODmap to be the "full gta v map" and start to clean up, deleting floating parts, especially on mountains. No texture resolution, etc. will be fixed as it is the highest detail LOD. For the HD map, im going to add all the "high detail" meshes until i cant anymore, it may never be the full map because of beamNG limitations. It will still be done the proper way with forest items. For IV, it is not the main project, it will be continued in due time.
Pretty fun map, only problem is that all my cars have this strange blue hue to them I can see this being very helpful for photos
glad youre enjoying it! The blue hue is the fog and skylight color that is slightly blue. I am still deciding between orange or blue fog, but the sky im happy with.
Can attest the lanes on roads in GTA V are absolutely huge, larger than life so-to-speak. Parking-spaces in developed cities are rather small for a pickup, go through it all the time if I drive the pickup here, but not if I drive the Corolla. It depends on local code how big a parking stall (space) should be, and the DOT for the state determines street/road lane width requirements for local routes, with national highway codes having blanket-requirements for lane size/width (among many other things) to be called / signed an interstate. So I believe Rockstar took creative liberties to make driving with a controller or keyboard more 'doable' with larger-than-life lane-sizes. That's fine by me, especially when going 100+mph in that game. Still, good to see this here; but beware of DMCA issues with Rockstar though. Game model streaming is a post 1.0 game-engine goal for this game-engine. I've already moaned to the devs about it. It's very hard to fit a city into 8gb after-all, and keep the file size under 5gb so I can more easily share it with supporters via Mega uploads site. The game-engine can stream in assets, but when it runs out of room, the game-engine doesn't have protocol (code) for that and thus it's up to the video driver to juggle assets (and it's not pretty). You may be able to stave-off the inevitable with lower-res textures for buildings and other non-road objects. --Good luck!
Thank you for the reply/ insight! The streaming assets part i became aware of when i just tried adding alot of HDmeshes in the beginning (with LODs), it started to stutter when driving from simeons dealership to the airport but regains fps after 2 or 3 minutes. I do only have 16gb of ram at the moment but planning an upgrade sooner than later. The streaming problem is also partly why i decided to do the "full map" with LODmeshes, tho cleanup is a time consuming ordeal. Cleanup will start when all chunks are in the map, but did do some parts (mostly roads) so that it isnt too bad for now. I only have the city and port/ airport area left before im done bringing in all the chunks. Regarding real world relations, i am currently studying it to better understand it for my own map one day (0.33 is a blessing). It is not much of a concern regarding the ports, as long as the roads are proportionate to the car as it is in gta.
Ive added my progress on the lodmap of V. It is slow as im just flooded with working leaving little time to work on this, though i do work on it on some weekends. Just the city area is whats missing at this point. As this is where it reaches 5gb unzipped, please let me know about your performance. Missing textures still occurs when i zip the mod, it will be sorted on the last update of the lodversion. The textures are there. https://drive.google.com/file/d/15rmMbefwumP3hvJVzNC4bN4AuhRQ6mM_/view?usp=drive_link
I believe that one got taken down due to personal reasons, there was also a tool that you needed iv installed. None that is easily accessible anymore.
Assuming that this isn't meant to be installed along side the file from the main page, Is it supposed to look like this When you're high off the ground? Follow up, why does the ground look like this when I'm close to it But then it looks like this when I'm high above it? (Referring to the parts that have the more realistic texturing like the dark brown and light tan areas) --- Post updated --- For a better example of what I mean
The first screenshot of the wrongly mapped UV ive only noticed today yes, it is already fixed. As for the meshes, gta has a fade effect between LODs that does a good job at hiding it, also please keep in mind these meshes are LODs. these problems occurs further away from the player in gta. Ive also made all 3 mods seperate from each other, so they could be run independently.