WIP Beta released Nevada Interstate (prequel to So-Cal Interstate) 9.0 c

The loop of highway in the desert that doesn't know 'it's not a race track'.

  1. bob.blunderton

    bob.blunderton
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    No problem. Cache could have been it. I will append that to the main resource post.
     
  2. IloinenUkkeli (Fin)

    IloinenUkkeli (Fin)
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    How did you make it bigger than the 2048 x 2048?
     
  3. fufsgfen

    fufsgfen
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    First drive on V7, I attempted to make some kind of performance testing video thing.

    However now I'm not sure if I had this cache issue, at one point you can see terrain across the road.

    Usually I'm keeping fps locked to 60 as BeamNG runs very choppy at higher framerate.

    i7-6700, Gigabyte GTX 1050 Ti OC 4GB, 16GB 2666Mhz DDR4, M2 Nvme SSD, lowest was 45 I guess, but that was because of CPU, imo (as usual, if CPU 5 load gets over 80% or GPU load below 99% then CPU is chocking), highest something around 110fps, mostly 80-90fps I guess and as always, BeamNG videos must end with a crash, right? It was really hard to drive because of choppiness, but that is not the maps fault!:


    upload_2017-2-13_18-45-35.png

    This is last 6-7 minutes of the video, very high fps is from main menu
    upload_2017-2-13_18-45-46.png

    Might try to clear cache and do another video with 60fps limit for comparision if there is interest, at least it would make map look nicer as footage would be smoother, that is smoother with less fps, I don't know why BeamNG works that way, but so it is :)

    Update:
    I just realized that I had shadows turned off, so that is why it did look funny, I can be so stupid sometimes, it is ok, world needs also stupid people :)
    Luckily I'm also stubborn, so I try to make new better and improved test :)

    Update2:
    New video, this time with shadows on and limited to 60fps as it was just plain too choppy and horrible without limiter:


    This time graphics thread runs on CPU 1, lowest fps 35, but most of the time easily limited 60fps. Bob considerably had placed run off area on that one turn :)
     
    #43 fufsgfen, Feb 13, 2017
    Last edited: Feb 13, 2017
  4. Latios Jeff

    Latios Jeff
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    I seem to be getting missing textures on most of the highway walls, even after clearing my game cache.

    Screenshot2017-02-13150258.png Screenshot2017-02-13150405.png Screenshot2017-02-13150537.png Screenshot2017-02-13150752.png Screenshot2017-02-13151148.png Screenshot2017-02-13151250.png

    Screenshot2017-02-13150926.png I wonder if this fallen lamp post was intentional? xD
     
  5. bob.blunderton

    bob.blunderton
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    You don't by chance have a dupe of the old version under /levels in extracted form do you? I think this was a problem before, I couldn't duplicate this here (and other's haven't had an issue). There must be a version conflict here, or something such as that. IT's the stone??? texture somewhere in art/roads, possibly stone390.dds or something like that. See if it's there. What's the console error say as soon as the map loads?
    Yes, the knocked-down lamp is intentional.
     
  6. Latios Jeff

    Latios Jeff
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    ugh... I've failed to look at the console and I've just closed the game down. So i'll have to start the game up again.
    I don't seem to see it in my levels folder, plus I forgot what the old version of the map was called. I ever looked in the spot where I've actually installed the game and didn't find anything unusual.

    ....

    okay loaded up the map again... and holy delphinus I see a lot of red in the console. kinda wished my monitor was just a little bigger in resolution to capture all of that text.
    Screenshot2017-02-13161456.png
     
  7. fufsgfen

    fufsgfen
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    Make sure you don't have Nevada_Interstate_OpenBeta_V4.zip in your mods folder.

    I recorded another video, attempted to get feeling of morning exercise there, I think camera angle is better that way. Sometimes it is bit annoying to drive with game pad as it is so easy to turn too much. Kinda like how at the end of video that distant road fools you to think that road goes straight, then it turns and you are in trouble, not sure if that is intentional, but I found similar place in Tennessee, where road drops and too late you find out there is blockage, cruel, but I guess also real :)
     
  8. CarBro74

    CarBro74
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    Wow, great that you updated it! Time to drive as soon as I get it downloaded.
     
  9. bob.blunderton

    bob.blunderton
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    This map was originally a terrain by @Ouerbacker , that had ONE (that's it) road going through it, in an s-shape manner (it's the road that you'll drive on after pulling out of the driveway to the 'secret misc bunker' type thing), just THAT road. The little town and the wind-farms were there, too. There was no highway, there were no other graphics, etc, just what was in the town, the little earthen (not paved) airport, and that one road (oh, and a barn + some trails that was the old 'Black Hills' start). That was it. There was a half-finished tunnel, too (this is finished on my version).

    You can make 4k terrains with L3DT demo for a trial period, and then pickup the commercial version for about 30 USD ($). I purchased the program to make my terrains for my levels better. Not everyone pays for the programs they use (I do), nor do many people fathom the idea that they should purchase a program to make free mods (especially considering I haven't opened any donation links to this day, but may in the future sometime)... but I enjoy modding so it was money-well-spent. Tiled terrain support will be in the future versions of Beamng.drive as-per the goals set by the developers (while this is not set in stone, they list 'true open-world with tiled terrain' as planned features).
    So, yes, I bought a commercial program to do the 4k terrains as it L3DT (by bundysoft) was easy-enough to learn and use and did most of the hard stuff for me.

    Great video, I will most surely use this on the Opening post for the resource here.
    I love the fog/morning settings. Let me know what you set the fog to, it looks beautiful!
    --- Post updated ---
    If you absolutely cannot run this properly and have cleared cache & deleted any other nevada_interstate_ (anything) zips* except this one, try redownloading it. If that still doesn't work, set all graphic options (like shadows and texture sizes) to LOW or OFF to reduce GPU VRAM usage.
    There's no other reason this should not work, you can see in @fufsgfen 's videos that the textures are working as they are here on my end.

    you can also open up the zip file, and find the hiway2 folder (that's this map's codename), go and open Documents\Beamng.drive\levels and drop that folder in there (it'll extract it). If you already HAVE a hiway2 folder, THAT IS THE PROBLEM right there. It will use \levels stuff before \mods.
     
  10. Awesomeness149

    Awesomeness149
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    thank u thank u thank you this looks amazing can't wait to start playing downloading it as i speak. also the runway is exactly how i pictured it no more taking off from those highways lol.

    as always keep up the good work u make maps that everybody wants to play on that have a combination of great driving and are fps friendly.
     
  11. bob.blunderton

    bob.blunderton
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    Thanks buddy, appreciated always. I try to make maps that *I would enjoy playing* and that *Would keep me busy for an hour or two*. My maps only have what is needed for a car driving/crashing simulation. Roads and the nearby land for when you fail a turn and fly off course onto! My maps have very little else besides highways and other roads/jumps etc. Where some people make a super-immersive environment (which is really nice and what many commercial games do), I put more effort into making my own textures, and *MOAR* (more) roadways to drive on so you get more content for your time spent playing. So if you put some music on and just want to cruise, this map has everything you need here. I didn't add all-sorts of houses etc, to this because it is basically functionally and feature complete, lacking only signs and traffic lights (which it doesn't need as it's rural, but may get at a later date), it would also make the map much bigger, tank the fps some, and make it harder for those with SPUD PC's to run. I try and work the roads into the environment, which means the environment is here 1st and the roads come after. This is how to make the most realistic maps. You don't build the environment after the road network or it just doesn't look right. There's always plenty of variation to textures, to keep things interesting (it's amazing how much that does!), and very few roadways are 'flat'. In-face, the only truly flat sections are one straight-away near the mile-long tunnel, for pure speed, and one or two sections of winding mountain road for drifting purposes. When that gets boring, there's always PLENTY of fun to be had in the jumps scattered about the map. There's about (almost) two dozen jumps hidden around the entire map, not including the ones the terrain made without me having to do anything (read: most pre-existing hills near the roadways). Even just cruising around hopping intersections at high speed in a junk oldsmobile is fun, or hopping sand dunes in a 4x4 or trying to rock-climb up one of the many cliff-faces (they're everywhere).
    In the end it makes me happy to bring my own enjoyment to many others. I can't do much because my back is shot and I have PTSD pretty bad but I CAN do THIS. I'd say that's win-win and it keeps my brain positive. A human's brain is best functional when fed with GOALS and kept BUSY, period, regardless of anyone's situation. So for now, and that being said, this is my to-do list...

    Future projects include things like Deal's Gap (Tail of the dragon) for this summer sometime, Abandoned PA Turnpike in the fall, and more work on Tennessee USA interspersed on this timeline. I am also shortly going to be starting more work on Generic City, as I've just acquired rights to update this (though it needs a whole teardown and re-build). I just put out over 200 bucks for a terabyte of Toshiba's enterprise-class SSD's (mlc-nand drives with over-provisioning), to use in my RAID array for content creation here, so let's just say I hope I get my money's worth (this is also why I haven't been making so many new maps, was low on space here as this is all SSD and no HDD's except once I only use to backup stuff and are otherwise not present - not making noise either). I got a steal of a deal on these drives so no biggy here.

    Suggestions on future projects are always welcome. If anyone has building models (with collision) they'd like to donate, with textures (though if the textures are rubbish, I don't mind, even if they're just placeholder textures, I can make my own here), feel free!
     
    • Like Like x 1
  12. Latios Jeff

    Latios Jeff
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    Well... I've decided to redownload this map and extract it into it's own levels folder in My Documents, I still get the same results of missing textures on those particular walls. I even renamed that one texture you mentioned from "Stone0390.dds" to "Stone390.dds" exactly how you've mentioned earlier to see if that would do anything, which it clearly did nothing and I don't have anything else regarding Nevada or multiple folders of the same name. I even checked the levels folder in the place where the game itself is installed... I just don't understand why it's only ME that can't seem to load this one texture file while everyone else seems to load it just fine problem free.
    But... the map at least runs at a satisfactory frame rate with at least one to two cars so I could live with the orange missing textures... at least Beam doesn't use those gawdawful hard to look at magenta and black checkerboards that Garry's Mod uses as a placeholder for missing textures.
     
  13. bob.blunderton

    bob.blunderton
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    Fix is in my most recent post.
     
    #53 bob.blunderton, Feb 14, 2017
    Last edited: Feb 14, 2017
  14. Awesomeness149

    Awesomeness149
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    im affected and im trying ur method now but im having trouble changing it to a note book file
     
  15. bob.blunderton

    bob.blunderton
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    Fix is in my most recent post.
     
    #55 bob.blunderton, Feb 14, 2017
    Last edited: Feb 14, 2017
  16. Awesomeness149

    Awesomeness149
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    managed to get notebook and i tried both methods but they didn't work
    --- Post updated ---
    ok let me try this one now
     
  17. fufsgfen

    fufsgfen
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    @Latios Jeff, I did just drag zip to mods folder without extracting it.

    You could try to move all of your mods to temp folder outside of mods, then put just nevada_open_beta.zip to mods folder alone and try if it works that way, without extracting.

    Maybe there is some other mod that is conflicting, that would give some idea if such is the case.
    --- Post updated ---
    I think that fog density, that number which is 0.000013 or something like that, I took one 0 out from it. Then I set fog offset to 400 I believe, visual distance I think was 2200 or 2800, but I think those settings were not quite perfect, bit more adjusting might of needed to get it really good.
    Can't remember exact numbers now, you see, I don't save any changes so I can keep map original :)

    Evening sunset looks really weird with those settings though, fog gets very yellow, might be that evening fog would need to be with completely different settings.

    Also fog atmosphere, how high fog layer goes, might be better to be something lower than default when fog density is increased. Altitude map has fog, no forest and such presets, maybe you can find how to add different presets to Nevada, like morning, midday, evening etc. Some maps have night and day presets, which is kind of nice as then it looks way map maker wanted, it is always interesting to see that artistic view of the author.
     
  18. bob.blunderton

    bob.blunderton
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    I have found the error that is affecting a small number of users of this map.
    The error is a video driver rejecting loading a non-power-of-2 texture (that's been here all this time).
    D'oh!
    This texture is located in levels\hiway2\ART\BUILDINGS\NE_TUNNEL\TUNEL
    Drop the attached file into the directory, over-writing a slightly smaller file.

    @Latios Jeff , @Awesomeness149 This should fix the issue, now that I have a log and can see.
    It failed to load it, on like 100 calls before attempting to allocate it to the wall, and failed :x
    This is a texture originally from Black Hills. Shame on me for not seeing this sooner.
     

    Attached Files:

    #58 bob.blunderton, Feb 14, 2017
    Last edited: Feb 14, 2017
  19. Latios Jeff

    Latios Jeff
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    Downloaded and replaced that specified file, loading the game up... Yay no more missing textures on the highway walls. Now I'm a happy lati.

    Screenshot2017-02-14143519.png
     
  20. bob.blunderton

    bob.blunderton
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    Yes, thank @Awesomeness149 as he sent me a log file and I was able to trace that error. Here it wasn't the stone texture I was thinking of, it was an original stone texture from Black Hills 2015, which is where the original terrain and small town came from (Ouerbacker's map). It was 700x700, a non-power-of-2 which some video drivers DO NOT like and is generally frowned upon. While it works here, it may not work for everyone. Thanks for letting me know that it's fixed.

    On that note, the map has been positively received with the exception of a few unsightly notexture errors. The wall one is now considered 'fixed' but there's an isolated one with a guide rails (only the steel ones, the concrete01, concrete22 and windstickfinal concrete textures work fine). So if anyone has guide-rails that don't show up or have notexture on them, send in those beamng.log files in private message (or post them on here) so I can trace the error(s) and get it fixed. I would like to wrap up progress on this map for a while (unless 0.9.x update breaks it, the way it's looking, it could technically), to work on other maps but don't want to inherit anything broken as once in a while I copy stuff between maps as there's no point in doing double-work. A picture also helps, too, if anyone has problems.
     
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