On Hold BeamNG International Airport

Discussion in 'Terrains, Levels, Maps' started by gigawert, Nov 22, 2015.

?

On a scale from 0 to 5, what is your interest level for this?

  1. 0

    1.0%
  2. 1

    0.6%
  3. 2

    1.1%
  4. 3

    5.0%
  5. 4

    16.1%
  6. 5

    76.2%
  1. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    So yeah, my first terrain project with I-15 was obviously too ambitious especially with the fact that I hadn't released one terrain yet. I'm pretty much finished with my Track Civetta terrain but I have not gotten around to uploading it yet.

    Anyway, I decided it would be cool to make an airport, heavily based off of the San Jose Intl. Airport.

    Here are some assets I am currently modeling or that other people can if they want to:
    2ndairline sign.PNG airline sign.PNG another sign.PNG building.PNG cars.PNG entry sign.PNG entry.PNG freeway sign.PNG interior.PNG lamppost.PNG overhead 2.PNG overhead sign.PNG rental cars.PNG signexit.PNG

    Checklist ( any shade of green is finished, yellow is wip, red is not started):

    Signs:

    Entry street sign

    Overhead terminal sign

    Ground terminal signs

    And another one, not pictured

    Other stuff:
    Bridge
    Road Structure
    Buildings: Currently working on Parking Garage as of 12/29/2015
     
    #1 gigawert, Nov 22, 2015
    Last edited: Dec 29, 2015
    • Like Like x 7
  2. Driv3r1142

    Driv3r1142
    Expand Collapse

    Joined:
    Feb 15, 2015
    Messages:
    1,941
    Got any development screenshots or in game screenshots?
    Because last I heard, you needed some in game pictures for your work.
    Goes for all the mods sections I believe.
    But still sounds like a great idea here.
     
    • Like Like x 1
  3. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    Yep, I set up all of the files and folder structure for the terrain, but an annoying bug in BeamNG makes all terrains crash before I can go into them. Hopefully this will be fixed in the next version.
     
  4. Jake Miller

    Jake Miller
    Expand Collapse

    Joined:
    Nov 21, 2015
    Messages:
    27
    Cant wait XD
     
    • Like Like x 1
  5. The Creeping Squid

    The Creeping Squid
    Expand Collapse

    Joined:
    Nov 22, 2015
    Messages:
    3
    Great idea man! Hope it works out.
     
    • Like Like x 2
  6. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    Any modelers?

    BTW, the map will be about 2048x2048 and I am currently setting up all of the roads.
     
  7. Jake Miller

    Jake Miller
    Expand Collapse

    Joined:
    Nov 21, 2015
    Messages:
    27
    That's a big map!
    Good luck
     
  8. torsion

    torsion
    Expand Collapse

    Joined:
    May 31, 2015
    Messages:
    1,600
    I strongly recommend handling the rest of the map yourself before asking for modelers. I'd bury the request for modelers as quickly as I could in your shoes. If you build the rest of the map, implement everything, and then mention that you could use a model or two... you'll be in a much better position to ask for help. Just my 2 cents of course.

    ... eg if you build it, they will come.
     
    • Like Like x 2
  9. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    True... But I will need more than just a model or two.
     
  10. 1185323118

    1185323118
    Expand Collapse

    Joined:
    Oct 11, 2015
    Messages:
    868
    You should make Jungle Rock Island a famous interest point and make the JRI airport into a international airport with 2 runways:rolleyes:
     
    • Like Like x 1
  11. torsion

    torsion
    Expand Collapse

    Joined:
    May 31, 2015
    Messages:
    1,600
    That's exactly why I'd hold off. With all respect - you're asking for a lot, but so far you haven't demonstrated how much you are going to put in. I'm sure you have the best intentions, but that doesn't mean you'll actually be able to hold up your end of the bargain when the chips are down. Creating a nice level takes a lot of work, some of it can be tedious, complex, challenging, etc. One of those challenging jobs can be creating models. I assume you are asking someone to texture the models for you as well, so you're actually looking for complete assets. There's nothing wrong with not being able to do this yourself (I can't either FWIW).

    A key point here is that anyone who can do what you need must pick what project to spend time on. They are more likely to put in good work for you if they have proof that they'll be part of a high quality and complete project. Nobody wants to contribute to a project which is either never finished or ends up being of low quality!

    The best way to prove that you can do your part is to actually do it. There's nothing stopping you from doing the rest of the work now. Once your level looks good there are several folks around here and elsewhere who might consider making assets for you.
     
    • Like Like x 4
  12. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    Alrighty then I will continue laying out the roads and trees.
     
    • Like Like x 1
  13. torsion

    torsion
    Expand Collapse

    Joined:
    May 31, 2015
    Messages:
    1,600
    If you really feel that the success of this level depends on assets you can't create, maybe it would be best to go for something slightly less ambitious for now. (eg work on a map that does not depend heavily on custom models) An ambitious project which includes all the things a good map should but does not rely as heavily on models could be your portfolio when trying to recruit modelers for a map like this.

    On another, less positive note... The more I look at it, the more it seems that an airport would be very heavily model dependent. The BeamNG.drive team leans on models in order to create the roadways in a relatively simple town (like in East Coast USA). Unfortunately I think that creating a great airport of the scale you indicated will require that the level artist also be proficient at modeling.
     
    • Like Like x 2
  14. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    I am publishing a Track Civetta terrain very soon which does not require custom assets.

    Anyway, there's a very small chance I could model the assets, but exporting them and texturing them seems to be the hardest. I was taught how to use Autodesk Inventor in school but I've been told it's useless for real modeling. :confused:

    My motivation is about to go down the toilet for this terrain... :(
     
    #14 gigawert, Nov 23, 2015
    Last edited: Nov 23, 2015
  15. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Don't get bummed out gigawert. Every single person who's made a map has gone through
    major frustration and anxiety periods. Working in this medium is a never ending journey of
    blissful times and depressing times. Sooner or later we all realized our grand dreams of
    becoming master map makers overnight were pure fallacy.

    My suggestion to you is start small, stay focused and most of all start with the one thing
    you know the most about. Work from there in baby steps. Get rid of the anxiety to
    build a masterpiece overnight, it just isn't going to happen. Set a learning goal for
    yourself somewhere in your range of abilities and go from there. Master something,
    anything at all, until you can do it your sleep. After that ask yourself what you want to
    master next, heightmaps?....terrain painting?....creating a new terrain material and making
    it stick?.....mastering decal roads?.....absolutely anything at all it doesn't matter right now.
    Learn things in small manageable blocks and never lie to yourself that you will be a master
    map maker in a week.

    We ALL go through this process whether it's vehicles, maps, props, buildings.........and it takes
    time, lots of time. Channel your frustration into learning and mastering individual parts and
    pieces and before long you will enjoy times of fantastic accomplishment and satisfaction.

    I guarantee it.
     
    • Like Like x 6
  16. schumacher

    schumacher
    Expand Collapse

    Joined:
    Sep 1, 2013
    Messages:
    1,054
    Thats is normal with the editor and all that things, I was also very frustrated as I saw the result with the roads in my Ghost Town map, also the textures wont save, many objects were invisible bla bla bla ... that are all things where I could freak out and think : why the hell beamng just can be easyier but in the end you will be very happy if you find a way how it works and this is , why I love it to create terrains.
     
    • Like Like x 1
  17. Driv3r1142

    Driv3r1142
    Expand Collapse

    Joined:
    Feb 15, 2015
    Messages:
    1,941
    This is a really ambitious project. Do you even know what you are trying to do? You should have atleast an idea, a drawing of what you want to do before you even jump into the terrain. All I see are reference pics and none of your ideas.
    Start with a clear idea, otherwise, you can get a mess of a map.
     
  18. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    Yes, I am doing it based on an airport I am familiar with and Google Maps.
     
  19. Driv3r1142

    Driv3r1142
    Expand Collapse

    Joined:
    Feb 15, 2015
    Messages:
    1,941
    I could say I had a mental picture when I did Foothill Mines. But look at it, its overcrowded since I didnt have a framework to go off of. I kinda was doing it the way I felt it should be each day, which was quite different from day to day.
    You should atleast put what you want to see down on paper, and start by limiting yourself to that picture.
    Its easier to work on paper first than jump right into it.
    You can have as many refference pics as you want, but unless you are trying to build the actual airport, where you know what you need to do, you still will stray off of what you originally wanted.
    We're not saying you cant do it Gigawert, but you need to take it slow.
    Ihad issues with Foothill Mines since I had absolutely no idea what I wanted in the end.

    So here is what I would do if I were doing this;

    1; Draw it out on paper. This gives an idea of what I want to do, how I want it to look, and the layout. Even the pro's and the devs of this game do this.

    2; Create your terrain, making sure your heightmap is setup the way you want it before you import it. This reduces the ammount of work you have to do to your terrain in the crippled Terrain Editor given with BeamNG.Drive.

    3; Once you have a good chunk of your terrain done, and you can convince others of your idea and what its going to be, Make a thread in the forums for it. Then ask for support where you need it. Like modeling. People will always want to be apart of a project that is coming along, not one that is super spread out.

    4; Once you have a terrain you feel comfortable with being complete, package it and release it in the forums.

    5; Get feedback from the terrain. You can post as many pictures as you want but until you release the map people cant really experience the map and tell you if they like it.

    Hope this helps, anyone else can chime in and say if I missed a spot in a good workflow.
     
    • Like Like x 1
  20. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    I have quite a few map ideas drawn out that I haven't done yet, but I want to finish this first. I probably will draw a map of the roads I want here. Thank you for the advice! :)

    By the way, here are some progress pictures:
    screenshot_00058.png screenshot_00059.png screenshot_00060.png

    I didn't really need a heightmap, as this airport is in a totally flat area of town.
     
    • Like Like x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice