Unfortunately your existing mountains will shrink. But you may export the heigth map and do a little Photoshop job (increase contrast to max and blur a bit) and reimport it to gain heigth again. But that will be not exact I think.
The Photoshop file is only a starting point to create some own baked decal-road materials. It makes no sense to put this in your map (mod?) folder. This is not an asset. The simplest (but not the best) way to bring it ingame is to derive a png with alpha channel from this. Put this in your art/road folder in you map, create a new material in the main.materials.json there and use the png in the material. The reason why I provided a Photoshop document is that you can easily alter the single elements of the road marking since they are on different layers. It is a bit advanced. If you like to have some ready to use road markings, you can use some from vanilla maps and import them with AlexKidd71's great tool.
Hello, I have a terrain that i use a base texture on to give it a some kind of a look so ill know where to put stuff( its taken from a real world map satelite image) but the problem is im forced to use PBR materials on it which means painting it asphalt is not accurate for me. is there a way i can go around this? maybe having 1 texture on my terrain and still using older textures? - I tried doing that but the texture did not apply correctly on the terrain, like one image on the whole terrain.
Hi ! You can try using old textures but unfortunately I do not have that much experience on how to make a PBR setup where you can directly paint groundmodel and color. I think that has to do with the base color map size and tiling. If I use non PBR everything is tiled and those tile's edges are faded so I can use the whole terrain as a painting canvas without those hard ground squares and stairs, paint the roads and put Decal Roads on it. In my Homerange project I also use non PBR ground because it uses less bitmaps and thus less memory than PBR ground what is better for my old computer . But I use PBR Decal Roads so I do have the PBR look when I ride on the map. But if you need to have a projected overlay bitmap as a template for your artwork (for example a satelite image), regardless of PBR ground or not, which can be deleted later, than you can use a completely different way: make a new Object with e.g. Blender make this Object a simple square plane as big as the terrain x/y create a material with your satelite or template image UV map the material onto that plane export the Object to dae place the object in BeamNG horizontally above your terrain enable the "Z-Write" property in the Material Editor this will project the bitmap onto the Terrain (imagine like color from your satelite image is "raining" onto the terrain). You can easily show/hide this object and this way do your artwork with the terrain independently of the projected template image. Of course the projection will also affect placed objects like buildings, so it can not be used as for design cause it doesn't look that good. It only makes sense as a temporary overlay. Hope that helps a bit
Do you have any images of what you mean? I'm struggling to understand, but it's early and possibly just need to re-read when I've had my coffee. Can recommend Terry Martin Art tutorials on YouTube for pbr materials. Also there is a freeware called materialize that can make false (but decent enough) pbr textures.
Step 7b is meant to detect depressions and/or pot holes. To fix them bring the Mesh Road back to it's original position an then use the Alingn with Mesh (up) tool because you want to lift the terrain where the holes are.