Released More Ramps Pack!

Discussion in 'Terrains, Levels, Maps' started by BjarkeDuDe, Aug 7, 2013.

  1. Specht77

    Specht77
    Expand Collapse

    Joined:
    Jan 16, 2013
    Messages:
    88
    Re: [WIP] More ramps package!

    yaaaaaaaay
     
  2. Docteh

    Docteh
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    21
    Re: [WIP] More ramps package!

    I've got V1.5
    I'm not sure why, but levels/BetterGridMap/GridMap.mis brings in levels/GridMap/GridMap.ter


    Code:
       new TerrainBlock(GridMap) {
          terrainFile = "levels/GridMap/GridMap.ter";
          castShadows = "1";
          squareSize = "1";
          baseTexSize = "1024";
          lightMapSize = "256";
          screenError = "16";
          position = "-512 -512 -512";
          rotation = "1 0 0 0";
          canSave = "1";
          canSaveDynamicFields = "1";
       };
    

    Actually the levels/BetterGridMap/GridMap.mis file refers to many assets in levels/GridMap


    it may be worthwhile to do a find/replace on this.
     
  3. BjarkeDuDe

    BjarkeDuDe
    Expand Collapse

    Joined:
    Dec 10, 2012
    Messages:
    76
    Re: [WIP] More ramps package!

    Okay... I don't really understand. What does this do when you open the map? Does it even work? This probably happened when i tried to fix the pit being covered. What do i do?
     
    #63 BjarkeDuDe, Aug 11, 2013
    Last edited: Aug 11, 2013
  4. NINJAHOBNOB

    NINJAHOBNOB
    Expand Collapse

    Joined:
    Aug 8, 2012
    Messages:
    177
    Re: [WIP] More ramps package!

    I just tried that fix and the pit became uncovered. This is the second time I have seen the mis file link the terrain to gridmap instead of the map's actual terrain.
    Open the .mis file in notepad and ctrl + f .ter. This should bring you to a line where the terrain is linked to gridmap. Just type better in there and it will link to your actual terrain.
     
  5. BjarkeDuDe

    BjarkeDuDe
    Expand Collapse

    Joined:
    Dec 10, 2012
    Messages:
    76
    Re: [WIP] More ramps package!

    Thank you so much! I think i finally fixed it now! :D
     
  6. zombiiex

    zombiiex
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    2
    Re: [WIP] More ramps package!

    I didn't quite make it thru. D:
     

    Attached Files:

    • almost.png
  7. Lawrs91

    Lawrs91
    Expand Collapse

    Joined:
    Sep 23, 2012
    Messages:
    211
    Re: [WIP] More ramps package!

    As they were both made on this map, I could post two gifs I made:


    (imported from here)
    (imported from here)
     
  8. NkosiKarbul

    NkosiKarbul
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    438
    Re: [WIP] More ramps package!

    may i be allowed to ask why your colmesh-1 of the MR_twister.dae,
    of one of the first releases, which i use for research of file structure and setups of uv maps ect.,
    does have a UV-Tag but no visable UV-mapping within it? i thougt uv mapping is needed to make collision work.

    any help or answer would be appreciated! would love to start with similair maps myself, but im still having strange problems with the orientation of the model and clipping being orientated differently than the visable object... all i managed so far is getting it working with clipping and visable model orientated on same axis but have to turn it after inserting it in the editor.
     
    #68 NkosiKarbul, Aug 14, 2013
    Last edited: Aug 14, 2013
  9. DToXTR

    DToXTR
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    21
    Re: [WIP] More ramps package!


    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)
    (imported from here)

    Yea Jamp Win :D
     
  10. BjarkeDuDe

    BjarkeDuDe
    Expand Collapse

    Joined:
    Dec 10, 2012
    Messages:
    76
    Re: [WIP] More ramps package!

    The collision mesh does not need any UV map. UV maps are only for when you're going to put textures on, and the collision mesh is not visible. You should watch the video i posted showing the entire process of modeling and setting up an object.

     
    #70 BjarkeDuDe, Aug 14, 2013
    Last edited by a moderator: Oct 21, 2015
  11. NkosiKarbul

    NkosiKarbul
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    438
    Re: [WIP] More ramps package!

    first i thought aww yeah a video n then i was all like meh... time lapse..
    makes you pretty much missing 8 of 10 things you do in context menus for example, would love to see same video in normal speed even if it has no comments at all. :)

    im having a strange problem where i have to rotate everything 90 degree to make the collision be in same place/orientation as the visable mesh after importing it into the game.
    if i export the model with the mesh upwards normaly, not rotated 90 degree, it will show the visable model on a different place/orientation than the collision is placed ingame, even while the 2 meshs positions/rotations are still congruent to each other ... cant tell whats causing it, assuming my modeling program having y+ as up direction might have something to do with it, even when i turn the origins of everything to fit BeamNG/Blender orientations. but thats just a minor problem i guess, people will be able to turn models 90 degree while using my models manualy until i figured that out and in saved maps it doesnt matter at all.

    still very interested in the video in normal timescale, as i wanted to start with blender and beside that learn a new workflow or get some insights in uv mapping which i still have to train too.
     
    #71 NkosiKarbul, Aug 14, 2013
    Last edited: Aug 14, 2013
  12. Rob_G2102

    Rob_G2102
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    11
    Re: [WIP] More ramps package!

    Really nice work, great fun, i moved the spawnpoint to the top of one of the spirals, and copied it and moved that one to the top of the other spiral, now it randomly spawns me at one of them when i load the map :D
     
  13. BjarkeDuDe

    BjarkeDuDe
    Expand Collapse

    Joined:
    Dec 10, 2012
    Messages:
    76
    Re: [WIP] More ramps package!

    1.5.2 Made a few fixes. Also improved the Mega Ramp :)

    I finally got some more time to work on the mod (school is annoying), so please tell me more things you would like to see in the mod! :D
     
  14. Ltp0wer

    Ltp0wer
    Expand Collapse

    Joined:
    Apr 14, 2013
    Messages:
    164
    Re: [WIP] More ramps package!

    This racetrack is the most fun I've had with BeamNG Drive. It's the only map I play and all I really do is race around this track. I'd love for you to expand on the concept.
    My favorite map ever would be a whole level dedicated to a really long, high-up-in-the-air, guard-railless race track. If you took your current track, made it at least 5 times longer, added some forks to split the track into hard parts and easy parts, and set it over a mountain range to fall on, it'd be the greatest level ever.
     
    #74 Ltp0wer, Aug 17, 2013
    Last edited: Aug 21, 2013
  15. BjarkeDuDe

    BjarkeDuDe
    Expand Collapse

    Joined:
    Dec 10, 2012
    Messages:
    76
    Re: [WIP] More ramps package!


    Good idea! I'm definitely going to make that, but at the moment i'm working on a Lamborghini Murcielago! :D
     
  16. Derelictica

    Derelictica
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    10
    Re: [WIP] More ramps package!


    You have no idea how happy this makes me! You rock!
     
  17. scailman

    scailman
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    16
    Hi, Anyone remember the 4D Sport Driving?



    Something like that could be great. :D:D
     
    #77 scailman, Sep 8, 2013
    Last edited by a moderator: Oct 21, 2015
  18. picsnics32

    picsnics32
    Expand Collapse

    Joined:
    Sep 4, 2013
    Messages:
    3
    So im new to this game and i encountered a problem where when i tried to start the level it said "failed to create resource" for a bunch of different thing and then it spawned me in the air. Please help!

    - - - Updated - - -

    Never mind i found out that the actual map folder was in the MoreRampsPack folder
     
  19. magnum20

    magnum20
    Expand Collapse

    Joined:
    Aug 11, 2013
    Messages:
    15
    First of all, thankyou so much for your excellent work !!! My imagination can't really come up with anything better right now, thanks to all the good ideas from other members and you bringing them alive.
    The only thing that I really wanted were clean pipes and a loop so that's done.
    And what can I say about a Lambo, i would love that so much, especially if the sound of it is realistic ;).
    Keep it up man !
     
  20. softguy456

    softguy456
    Expand Collapse

    Joined:
    Oct 6, 2013
    Messages:
    23
    Im just curious... what folder do you extract it to? if not a level folder... (dont want to risk breaking game)
     
  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