Hello, I am a long term BeamNG Fan, and I want to build my fist real BeamNG Map soon. (Nothing Big, just testing a few things..) My Question is: Can I work on that Map with Unreal Engine 4? I have Experience with that Engine, and it would make it much easier for me to begin with my project.
If there is a way to convert it into Torque 3D, then I don't see why not. I think Mt. Shell by Nadeox1 was made like that a long time ago.
It's the rendering engine that the game uses. The physics engine that the game uses is called beamNG(I think).
I think you cannot create a map in Unreal engine 4 and port it over to BeamNG, only the assets though. You have to use BeamNGs Map editor to create a map for the game. Torque3D is the game engine that BeamNG uses and Unreal Engine 4 is a different game engine and they are not compatible.
Ok, I will look into the built-in map editor. Maybe I can't even use the assets, they are saved ay .uassets That sounds like they only run with UE4.
I wouldn't assume that you can move anything from UE4 to T3D. I believe that the devs use a workflow which entails World Machine, Blender, and the built in map editor. There are certainly other tools brought to bear on some aspects, such as Substance Designer being used for some textures. For some of the official levels I think that the texturing was possibly done in World Machine (almost certainly the diffuse map was). Creating assets is done in Blender and/or 3ds MAX depending on which dev is doing it. Manual tweaking of the terrain and some placement of stuff may be done in Blender or the map editor I think. All of this is potentially advanced and tricky. FWIW here are some dev posts about content creation: Creating urban environments Adding heightmap roads using Blender Vegetation overview – Part 1 Substance Designer – procedural textures A look at vehicle workflow: Part 1 A look at vehicle workflow: Part 2 Content_Creation FWIW I'm aware that many of those blog links may currently be broken and I've reported the issue.
Nah, I used CryEngine 3 only for the terrain tools, in particular the roads. Then exported the heightmap from there and imported it in BeamNG.Drive. Although, for roads there are better methods: https://www.beamng.com/threads/tutorial-adding-heightmap-roads-using-blender.16356/
Ahh, darn... well, I remembered from the development thread you used some sort of engine to make the roads at least.