sure thing http://www.mediafire.com/download/ikj57vowol75krl/blackhills2015.zip __________________________________________ Also, I dug up the old world machine file. ignore What this tutorial shows how to do- Create the basic stuff in World Machine- Uv it in Blender- Get the distant terrain in game- What tools are needed- Blender World Machine, preferably not the free version that is capped at 513x513 pixels _________________________________________________________________ First, we will start in World Machine. Instead of trying to explain this aspect, I believe that it would best for you to look at how things fit together. Therefore, the world machine file used to generate the distant terrain shown in the picture at the top of this post has been included in the attached zip. However, some things should be noted. For a distant terrain, 3 files are needed from world machine. ---please note the file names and formats shown in the pictures. If you would like for your textures to work with the material.cs included in the attached zip, you will need to keep the current names. -the first of these files is the mesh output. -the second is a bitmap output of the image generated by the normal map maker -the third is a bitmap output of your terrain's texture. For the sake of simplicity, this tutorial simply uses the Basic Coverage macro to create this texture. To generate the above files, you will need to build your world on two separate levels. -First, build your terrain on a high resolution such as 4096x4096. You could build your terrain at 512x512, but you wouldn't get a very nice product. After your terrain has been built, export the second and third things mentioned above. -Second, build yourt terrain on a low resolution such as 64x64. After your terrain has been built, export the first thing mentioned above. -Now, you should have a normal map, a texture, and and .obj. _________________________________________________________________ Secondly, we will run it through Blender. -Start by importing the exported .obj from World Machine. -Usually, the imported .obj will be off by 90 degrees. Click on the mesh, hit r, hit x, type -90, and hit enter. The .obj will now be level. -Enter edit mode. -Change the viewing perspective to Ortho by clicking the view/view Perspo/Ortho. -Change this windows view to "top." -Open up a second screen in blender using the button shown in the picture. -Change this new window to the UV/Image editor. -Create new material in the upper right and name it "distant macro." -Open the macro created in world machine by clicking image/open image. -Now, on the first window, click mesh/ UV unwrap... /Project from View (Bounds) -Change the shading on the mesh to smooth. -Export the mesh in the .dae format. Select "include uv textures" and "copy." For now, the export location doesn't really matter. Just export it to some place that you can remember. _________________________________________________________________ Lastly, we will get our distant terrain into Beamng. -This section of this tutorial is based on the idea that your map is a wip. Therefore, your map should be sitting unzipped in documents/BeamNG.drive/mods/levels/yourlevel'sname -Create a file named "distant" under documents/BeamNG.drive/mods/levels/yourlevel'sname/art/shapes -Place the Blender .dae, the normal from World Machine, and the texture that bender tossed out in this "distant" folder. -Also, place the material.cs and detaildistant.png that are included in the zip at the end of this tutorial in your "distant" file. -Open Beamng and enter your level. -Place the .dae in your map. You will need to scale it up. Personally, I prefer upscaling the distant terrain in Beamng, but this scaling could also done in Blender. -Be happy! You should have a distant terrain now.
Seeing that instigated an immediate question I am currently seeking an answer to, can the macro be used to texture a distant terrain like the Shorty's Pass DT I used in Baja Hills?
yes, absolutely. The Shorty's Pass DT also uses the Normal that can be created within World Machine. If you want a little tutorial, I can toss together a video when I have some free time, which will be around Thursday.
That would be fantastic if you had some time. I pulled the Shorty's DT into Blender and was taking a look at it. I also noticed one of the reasons it looks so good in any light is due to the normal map. Normal maps for DT's will be a necessity I think.
I found a glitch that has to do with the tunnel. it seems to be clipped into the ground and is impassible. EDIT: Nevermind, i just ran into an unfinished part of the map.
The tutorial is now up in the content creation sub-forum. Unfortunately, it's not a video, but I suppose it works. Those look pretty good. I would probably give them a weathered texture, though. However, if you want for them to be in Blackhills, just toss them my way, and I'll put them in Blackhills. I thought about adding a track in the past, but I never could come up with a good way to it. However, I've got some fresh ideas for how to do track, so I'll look in to adding some track. _____________________________________________________________________ Also, in my head, I'm messing with some different ways of laying out the roads... black= normal roads yellow= interstate
All buildings are stuck about 200m underground. Also the spawnpoint is. What maybe causes this issue? And I have a suggestion for the map (maybe it has already been discussed, i dont want to read through all 10 pages so sorry if I missed it). The map should have some kind of background picture. So it looks like the desert continues behind the mountains. This would definately give it a more realistic feel to it
A larger highway would be really nice! I don't think there are any maps that include full sized highways going through terrain.
verynice map ive noticed this kinda tunnel that has a road leading up to it but all it doesnt it have a really bumpy entrance and then go into the roof but i really think that there should be a road going through the tunnel and connecting to the other road so it becomes a big loop but if not ill just avoid that strange place known as the tunnel...
Checkout Nevada Interstate then. The roads have been smoothed, a highway has been built, dozens upon dozens of miles of roads added, many tunnels added, and the tunnel you mentioned was finished. That unfinished tunnel actually inspired me to finish that roadway and then build the highway later on. This is a truly awesome map. Just a note, that the Nevada Interstate was created with Ouerbacker's blessing. --- Post updated --- My thoughts exactly, That's Nevada Interstate & why it was built out of Black Hills.