Cancelled Oakwood Valley (doesnt work~!!!!!!)

Discussion in 'Terrains, Levels, Maps' started by gigawert, Oct 5, 2015.

  1. gigawert

    gigawert
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    This is my first terrain that will (hopefully) be alpha released very soon. My last one was a disaster since there were abundant texture problems and then after a while it would not even load anymore. This time I copied some textures from Dry Rock Island over to this, and the buildings from East Coast, USA.

    screenshot_00021.png screenshot_00020.png screenshot_00022.png screenshot_00027.jpg screenshot_00025.png screenshot_00026.png
     

    Attached Files:

    • screenshot_00023.png
    #1 gigawert, Oct 5, 2015
    Last edited: Oct 9, 2015
  2. Occam's Razer

    Occam's Razer
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    Re: Oakwood Valley (I HAVE QUESTIONS)

    To place non-vehicle BeamNG default road signs, you would just place them as static objects. I'm not sure if you can pull the .dae's directly from a zipped vehicle file into the editor, but if not, you could copy the objects, textures, and material file from the road sign vehicle to your map's folders, and import from there.

    There are more steps if you want the object to have collision, but seeing as no basic road sign I'm aware of can stop a vehicle cold, I'm not sure I see the advantage to doing that.
     
  3. Aboroath

    Aboroath
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    Re: Oakwood Valley (I HAVE QUESTIONS)

    I wonder if yanking the sign .dae and associated materials out of it's vehicles folder and into an art folder would work....too simple?...probably.:p
     
  4. gigawert

    gigawert
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    Re: Oakwood Valley (More progress!)

    Added some more progress pictures and deleted the irrelevant ones. :)
     
  5. TommasoItaly99

    TommasoItaly99
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    Re: Oakwood Valley (More progress!)

    Lovely stuff, improve it with different areas and remember the terrain kind (in the majority of the maps the kind of terrain is the same)
     
  6. gigawert

    gigawert
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    Re: Oakwood Valley (More progress!)

    Thanks! By terrain kind do you mean like forests and oceans or industrial and residential? I was planning on having this terrain being mostly houses with a few town elements and some long roads.
     
  7. gigawert

    gigawert
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    Re: Oakwood Valley (Unable to get listed on loader!!)

    Aargh! My terrain isn't listed separately from the GridMap on the terrain loader. :mad: I can still work on it, but I want it to be separate. I even edited the json and put this terrain in it's own zip.
     
  8. RyMcC22

    RyMcC22
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    Re: Oakwood Valley (Unable to get listed on loader!!)

    Tutorial-A-complete-track-making-tutorial-with-Videos

    If you haven't seen this, watch his videos. He gives you all the information you need to properly setup your files and make your map separate.
     
  9. gigawert

    gigawert
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    Re: Oakwood Valley (Unable to get listed on loader!!)

    Been there, done that... I am lost as to what to do now.

    - - - Updated - - -

    Something absolutely wonderful happened today- None of the buildings or anything loads!!!!!!!!!!!!!! Again!!!!!!!!!!!!!!!!!!!!!!!! Like the last terrain I was working on!!!!!!!!!! :mad::mad::mad::mad:
     
  10. Crayceets

    Crayceets
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    Re: Oakwood Valley (Unable to get listed on loader!!)

    If you want I can take a look at it and see if i find the problem :) just post the files to me
     
  11. Tibi Seres

    Tibi Seres
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    To solve the textures problem you need the art. folder from East Coast USA.

    (When you working on a map you need the the map's art folder from the buildings you use).
     
  12. gigawert

    gigawert
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    With this terrain, I made sure to copy all the files in the art folder from East Coast plus the materials.cs files, which I failed to do with my first terrain. So it most likely is not the problem here.
     
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