huge! --- Post updated --- its really fun to drive really fast down the strips, trying to land wallrides or crazy long drifts. Heres me tryin to do a double filp wallride! good old memories. Hey you think you could port Midtown madness 2 map? with the bridges up also id try a different browser to upload to the forums. try opera if your firefox or chrome dont work.
I never would have thought I would see someone port an old Driver 2 level to Beamng for me to drive on, definitely brings back the memories of screeching tires, whailing police sirens and getting my car completely smashed up by them. Good times, good times. Also... here's a gif of when I was pushed over the draw bridge by the manic cops of Driver's infamous Survival Mode.
Having had a look, somone over at GTAForums was able to load some geometry from the city map although they ran into problems after they discovered that the game renders roads on ther fly as splines. I don't think any more progress has been made since then. Midtown Madness 2's San Francisco was one of the maps that I was looking into porting initially. The models were simple enough to extract but there's no way to import the city into 3DS Max. The format itself has been broken wide open as map viewers do exist. I'd do them in a heartbeat if the tools were there to import the cities into 3DS Max
Midtown Madness 1/2 uses a model format called .PKG. An importer for 3DS Max can be obtained here: http://forum.xentax.com/viewtopic.php?f=16&t=9977 The maps themselves are in PSDL format which to my understanding loads external .PKG models via co-ordinates and generates geometry for the land/roads/pavements independently: I'd love to port these across. Such a tease :`( Apologies with how rough Goose Island looks. That area was by far the hardest section to clean up as it was missing lots of geometry and entire sections of the warehouses had to be recreated or removed entirely due to being too damaged to work with. Some of the warehouses had doublesided polygons for the interiors which again made them harder to work with. Before (initial import dated November 11th during planning stages): After (as it appears in current release): Roofs were notably added across the warehouses due to how you see them from an elevated angle on the highway. On PS1 hardware, the warehouses wouldn't have been visible from the highway due to the limited draw distance. Edit: I've since noticed 2 major holes that I overlooked in Goose Island (normals facing wrong way which wasn't apparent in 3DS Max) and a couple of missing barriers I overlooked on the first exit ramps of Highway 41 towards Navy Pier. I have a new version ready and will make an attempt to upload it as soon as I can get my internet connection stable
Nice would be so much fun. I used to spend hours upon hours on the beach ramping off those concrete platforms.
I have uploaded an update to this. I fixed 2 large holes in buildings on Goose Island, added some barriers I missed near Highway 41s exits that lead to Navy Pier and fixed a sign that was flickering near Navy Pier. Don't forget to clear your cache otherwise the changes might not show. Updated version has been added to first post.
I've seen that. It affects some of the tops of the houses as well. I think the UVs on those sections got messed up by the level exporter as it happens all along that stretch of highway on the same set of polygons each time. I don't understand UV mapping so I don't think I'll be able to fix that.
You forgot to mention the INST-Files...which are like PKG-objects, but with groundmodel-support and the viewing-distance settings of a PSDL. PSDL files are very complex. There is no way to convert the mesh to another file format. As I remember correctly, some parts inside the mesh (like devided roads, railings, sidewalks, tunnels, buildings, etc.) are defined by values inside the mesh and will be only rendered correctly inside the game (or fre_ber's PSDL Editor ). There was another attempt for an PSDL-Importer by Oleg (ZModeler) ...but it only imported the vertices, and nothing else. Some very interesting threads about PSDL-research you can find here: http://forum.mm2c.com/viewtopic.php?t=2693 http://forum.mm2c.com/viewtopic.php?t=5023 Anyone remember the small "city.psdl" file, that was hidden inside the game files...and used for many other custom maps? I've re-created that "city.psdl" with the same size 1:1 for BeamNG a long time ago...because I wanted to convert my old MM2-Map "Lost City" (Don't know if anyone will remember...it's 16 years ago ) to BeamNG. If anyone is interested in the SketchUp-File...let me know...I'll upload it.
Won't know until someone tries This map is amazing btw, so many memories flooding back. Thanks for taking the time to fix it up and import it!
Or at least remove things like collisions of buildings, lower the LOD a bit (but not to hideous SLOD)
I wonder if Twisted Metal 2 maps can be converted. There was a limited PC release along side the PS1. Quake Zone Rumble would be interesting with actual physics lol Or how about Red Rock International Raceway from NASCAR 95. It was converted for NASCAR Racing 2003 Season so the track should be in a very ordinary format.