[Need help] How create a custom size map ?

Discussion in 'Content Creation' started by Ulrich, Aug 7, 2016.

  1. Ulrich

    Ulrich
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    Hello !

    So, I would like to create a " Infinite" type of map.
    As you know the maximum size is around 2x2 km. But I would like to create a map which make around 500m x 25 km.
    But I don't know how to do that :/
    I know I can create a "3D" object and import It, but I would like to be able to use the terrain editor...
     
  2. NaxNir

    NaxNir
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    It's not possible to edit it with the world editor.
     
  3. Ulrich

    Ulrich
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    And by messing around in the files ?
     
  4. clayton8or

    clayton8or
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    you would have to create a custom heightmap, but those can only be exact squares.
     
  5. Ulrich

    Ulrich
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    Hum‚ this would probably be a lag machine... It's hard to creat a custom heightmap ?
     
  6. clayton8or

    clayton8or
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    most people do it easily, its just a madder of changing a few dimensions.
     
  7. bob.blunderton

    bob.blunderton
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    Create a custom heightmap with free blender or L3DT, a paid program with a 90-day trial.
    World-machine also does heightmaps, but is 3x more expensive for the paid version than L3DT.
    Checkout the trial of L3DT and put out a few 4k x 4k height maps (4096 x 4096), to keep you busy for the next few maps. These are both square and power of two.
    They will need to be saved in 16-bit PNG format, that's what you export to. This way beam can read it properly.
    other format-depth heightmaps WILL NOT LOAD OR LOAD PROPERLY and will result in the wrong heights being translated into the game engine or reduced functionality.
    Bundysoft L3DT (A program which I purchased) is a paltry sum of US 34.95 for the paid version and offers not only heightmap exporting, but a full 3d .ter export if you'd like.
    The most easily worked-with large heightmap for beam is going to be 4k x 4k. trying 8k (though one person got it to work) is wrought with failure and hung application problems as it is not yet reliably supported.
    The largest squaresize you will reasonably want (for most folks) is about a size 3 square. This gives you about 6~7 miles E-W or N-S (directions), about 36~49 square miles total. Or you could go bonkers and make it a size 5-something square like Desert Highway or my Tennessee USA map, which being based on real terrain, Tennessee is the current 'Largest' practically detailed, smooth driving Beamng.drive map.
    Don't even bother making a 4k map larger than a 3-size square in the game if you don't have atleast 16gb of ram. My large Tennessee map requires about 7~8gb of ram space for just Beamng.drive alone. It's only got half the forest it warrants due to this ram restriction - and about 1/4th of it on the low-detail version with reduced-forest patch applied. I frequently run out of ram space when editing it heavily.

    So seriously, think what you want to make, and unless you have serious amount of ram, don't make a super-large forest map. Keep it to desert, or something semi-arid with not much trees. You will thank yourself later and so will the people enjoying your map. If you need road textures, please consider looking at my maps I've made. So-Cal Interstate and Tennessee USA have some of the better road textures I've made. Have a good one & good luck.

    P.S. Beam supports power of 2 heightmaps, this means the follow numbers:
    128, 256, 512, 1024, 2048, 4096 (8192 will hang the application on import and is not yet supported)
    All maps must be perfectly SQUARE, such as 2048x2048 which is the number most in-game maps use.
    Numbers such as 768 and 6144 aren't power of 2 and hence aren't supported, and hence, won't import.
    You can scale heightmaps you get off terrain party (1081 resolution by default) with L3DT and WorldMachine to fit Beamng.drive's power-of-two requirements. Do not run smoothers on your terrain in the editor or in the heightmap program if you want to preserve the road beds.
     
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