Hello all, I am presenting my River Highway Rework Project officially. It's not fully finished but the beta release will be soon. Over a year ago I started to modify the map (originally made by Unyxium) and add detail, as I moved to more advanced map work I started to develop more skills and more of the map. Later on I added the Miami section ported from Driv3r by Kolas and his team. General Overview There is a full rework of the highway network including guardrails, highway gantries complete with signs and exit numbers, edge texture correction and terrain smoothing where possible. There have been many new industrial and commercial zones added for those of you who like longer trucking jobs. Many of these locations have working warehouse and transport office interiors for added detail. There has been many new buildings added, complete with updated interiors for use ad garages, workshops, stores and even a police station. For those of you who like flying, a new airport has been added in the Miami section of the map, complete with a cargo area and two passenger terminals (you may want to increase the visibleDistance variable in the world editor). Speed Cameras, and how they work: There are new speed cameras added to the map, fixed ones have been installed in certain locations along the highway network, there is an average speed camera along the large bridge between Palm Springs and Costal Town. There are also various speed camera vans hidden around the smaller roads and new location cameras for secure areas and tolls. The fixed speed cameras and the camera vans will take a photo of your car and store it in the following location (it is recommended to turn Bloom off in the graphics menu to be able to see license plates): "Appdata/Local/BeamNG/BeamNG.Drive/current/evidence/levels/river_highway" Speed limits for activation are as follows SpeedLimit + 10% of the SpeedLimit + 2mph = Activation Speed AI and Traffic Support: I have removed all of the original AI pathing and replaced it completely, including adding support for the new areas, reworking speed limits on all roads and correcting conflicting speed limits. The new pathing is a W.I.P and newly spawned vehicles on off-ramps seem to get stuck occasionally. Lighting and Audio System: Not much has changed here, more lights have been added and rolled into the dynamic lighting system (a basic disable-at-day srcipt), airports are mow visible from further away. An audio rework has also been made as new areas have been added. Known issues: Collision in building interiors needs finalising High load times and the need to re-log when generating mesh data or forest for the first time. All spawn locations are set to Leaf Springs Higher then usual levels of forest errors and unused assets (will be cleaned on map completion) ### First Party Developers: Mr_Rogue (@r.o.g.u.e.) Tixx (WiserTixx) cold.fusion (LOWREZ) ### Third Party Contributions: unyxium - Original map .n0thatguy - Additional map tools Kolas & Team - Driv3r Miami port TopTierStudios - Static vehicle model textures for businesses TrackpadUser - Forklift models and textures Trebor8820 - Gantry sign textures J0K3R - Construction Zones roboman377 - Blender work --- Post updated --- More Images
the map definitely doesn’t run amazingly on lower end computers, but it’s still playable and the rework is great. It makes the map feel a lot more lively.
thanks, it's still not fully optimised, but that won't be happening until the final stages anyway. --- Post updated --- Got any context or pointers for me?
Hi there, First off me and my role play crew love your map. Questions on the speed camera: Is there a way have the speed camera stamp the recorded speed on the photo? is there a way to make the picture with less glare instead of turning off bloom? When running cop chases light are washed out. As you optimize it we know it will run even better performance wise. I have a beefy PC but the people in my crew with more medium builds have shudders in performance. I notice AI traffic does not like to go into the city area.
I love this new version of the map with the industrial zones! I also really liked the fact that the airport is no longer glitched and that some textures have been fixed. However, there are still a lot of texture bugs, as you can see in the images I'm sending. I’d also love to see a swamp area added, similar to the one in Mafia III—that would be really cool.
Hello, due to the way the screenshots are generated turning off bloom is the only fix due to the reflectivity of the licence plates and adding the speed to the images generated is not technically possible at the moment. As for the AI, the navigation is still under development in the city area. --- Post updated --- Hello, the issues your facing with the missing materials is most likely due to either having the original river highway mod installed or cached files causing issues. If you can get me a step-by-step on how to replicate the issues I'm more than happy to do some investigating. There is a swamp-like area planned as a part of the offroad park located in the south west of the map.
It definitely needs optimisation as it lags much more in some areas (like the Tasti-Cola bottling plant) than others, and the lag usually takes the form of lagspikes rather than consistently low framerates. Edit: I see what you said now about relogging the first time it loads; I did that and it is much more FPS-friendly than I initially feared.
I really over this rework especiallly with how you improved the freeways. Do you think though you could eliminate the left turn from the northbound freeway to enter the largest town on the river map. to make it fully controlled access?