WIP Beta released A new *CITY* map - LOS INJURUS 2021-06-21

The large city of Los Injurus welcomes you with an update!

  1. MPL78

    MPL78
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    Jun 10, 2020
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    Bob,

    Looks great as always and can't wait until the next Patreon email!

    Don't forget about the traffic light bug too.
     
  2. bob.blunderton

    bob.blunderton
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    Detailing the highway is done up to the tunnel entrance. The part beyond I won't make quite as detailed, but this gives this a really realistic look. I will have more detailing patterns done in the future, but for now, each one of those darker areas of concrete is it's own decal. There's 100's of them in just a one mile stretch of road, each one meticulously placed by hand. IT TOOK HOURS.

    That said, the end result is entirely worth it; and when it's striped it'll really be immersive to drive down with traffic. The shot(s) below are an area I worked on grading and adding in. I changed the grading and hill crest (of the wider road) position to better suit a truck possibly coming up the side of the mountain/hill/lump/whatever, keeping the grade consistent so you can find a gear and just stay in it for the duration of the climb. That said, it's pretty steep and despite the frequent curves, the highway will definitely be the better option. The shots below also now have road textures, just basic stuff but it's a start. I will try to get these striped before the beta goes out, but can only promise the highway gets it striping before the beta. If I have the extra hour or two, I'll get to these.

    With all this new infrastructure, I will have plenty of places to put modern California / Mediterrainean (SIC) style homes around here, and some businesses and industries, farming/vinyards and the like. Vinyard models will be sourced from the Italy map, as there's not enough use of them to warrant a change to a custom model when the in-game one will work fine (I will go over it to reduce draw calls and customize render distance specifications though, I can be very very good at keeping draw calls down when I try to). You will surely find plenty of places around here for some air-time in the vehicle without even truly meaning to leave the road in the first place, and these plentiful grade changes and hill-crests will definitely aid you in your quest to mimic bird flight - until the inevitable landing and crash, wheels coming off and all, of-course. But that's what this game is about, isn't it? We cannot neglect the main mission objective here, not for a moment, not now, not ever; for this is FUN.
    The last picture is include for comparison to yesterday's / last post's shot of the same area (further out). The road with the big jump I mentioned that goes over the bridge is more consistently graded near the far end (from the camera) now, and will handle high-speeds a little more predictably now.
    --That is all.
    My mower's still not done. It's going to be days... my poor lawn :( THIS WAS NOT IN THE SCRIPT!
    On a brighter note, I'll never want for living in a rain forest anymore...
     
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  3. bob.blunderton

    bob.blunderton
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    THANK YOU for reminding me about the traffic lights!!! I might have forgotten - in fact I haven't touched it yet. I'll drop the graphic in and clear cache, fire up the game & switch to LOW graphics, then shut it down, restart it and load the map. Then I will be able to do a good test on low detail. Keep mesh detail high if you don't want the map looking ugly though - there's a lot of pieces that disappear fast if you fly over the map (if you drive, it's mostly fine if a tad imperfect yet, typical alpha/beta stuffs). I will make sure to check the signs and the lights before I ship this beta out.
    I DO read the last few pages of posts (here!) before shipping the beta, just in the event I promised something I can either make sure it's all set or put a release note saying 'that didn't make it yet', etc. My memory has been made A LOT worse by some of the meds I take for all kinds of physical-health related things such as but not limited to: inflammation, arthritis, high cholesterol, high blood pressure, migraines, burning nerve pain, diet pills, a rotten gut, etc. I'm up to 7 different kinds of pills plus 2 or 3 benedryl every morning. Gotta love it. Surprised I haven't eaten a hole through my stomach yet. So yeah, my memory got trashed completely by it.
    Luckily I still know things ingrained into my mind that I do often, such as slapping the computer tower when it's bad, 3D-modeling and Beamng mapping - usually some combination there-of, that stuff is doing just fine. I don't slap the computer actually, I'd probably damage my hand as it's rather heavy, but I'd love to sometimes... especially with Windows 10.
    I want my Windows 2000 Professional back, Microshaft, or at-least Windows 7 Pro, those two were absolutely positively perfect. Those two were so functional that nothing's ever topped it for productivity, short of bailing to Unix/Linux, and very clean looking without all these gaudy picture tiles and fancy unnecessary decorations. I'm not 3 I don't need a picture book (tiles in Windows 8.0), I can read thank-you, I like words as they tell me what the heck I'm clicking on. Sorry. Rant lives matter.


    Shouldn't be too long on the beta, in-fact I got the other section of concrete highway on the other end of the tunnel detailed properly. It just needs striping (like the rest of the new stuff). I only have 2~3 hours a night to work on my map in-stead of being able to cram 10+ hour days before the release since the lawn mower tried to go to heaven without me (IT DOESN'T LOVE ME ANYMORE! *cries a river and floods the map again*)... Maybe California needs the rain.

    This is starting to look properly done now. Just needs some random plant life (some will be auto-filled by the terrain engine like the grass is, eventually), and it needs it's striping and some more AI routing. I will be doing the AI routing so that the right lane will be a bit slower than the central & left two lanes of highway, and will be trying to keep vehicles from entering/exiting the highway from lanes other than the one directly adjacent to the on or off ramp. I've got some new tricks up my sleeve, and I tested them when I re-worked the AI at the cloverleaf (that you end up at when you keep going for two miles from where this picture was taken) and it really works quite well. I could have released it unfinished, but what good is it if bridges were missing, roads so uneven you can't drive on them or lacking textures altogether and no AI support??? So I will get striping on and AI in, on the same night likely. I MIGHT be able to finish tomorrow night but I really think I'll need until Sunday to get it done properly. Then it can be out for the new week. If cross-version testing or other testing in my editing version reveals bugs such as the stop signs or traffic lights or something else, it may delay it a day at most but otherwise it shouldn't be a problem. I often can fix bugs in mere minutes but sometimes I get a stumper that I absolutely cannot solve (without seriously damaging stuff when ripping apart the map desperately trying to fix something, costing me progress sometimes), then which I come back the next day and have it nicked in under 10 minutes without much ado. That's the best way to do it. I stopped rushing and making mess-ups, and giving things the time they need to make a properly prepared and finished release that you all deserve. When I rush things get messed up - the whole haste makes waste bit - but there is progress, if a bit slow... and I really honestly like how this new section flows/plays when driving around in the beater Pessima Bob-mobile. Plenty of new hills and curves to slide around on, things to jump off of (unintentional and intentional) and lots of other goodies to turn your unsuspecting run-of-the-mill Pessima into a Honda Accordion in no time flat.
    That said, I will make it up to all for the delay as I've got some good things that were almost done in my modeling pipe-line and some things I bought, which will really spruce up the place quite a bit. These things were almost done when the mower disassembled itself partly while in use (as I mentioned it trying to go to mower heaven - or mower hell - without me earlier), so that really messed things up, for that you all have my deepest apology. However, when an elderly family member who literally has no one else to turn to, needs you, you must be there. That's just how I roll.
    In the end though, you'll have a quality release in-stead of seriously buggy junk that might not even load.
    --That is all for tonight. More tomorrow night. Hoping to get my AI tests started tomorrow night.
     
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  4. geobeck

    geobeck
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    Do you have an ongoing relationship with your pharmacist? Or at least get all your meds from one pharmacy? My wife got to the point where she was on a large number of meds, and our pharmacist helped sort out a few drug interactions with her doctor. A couple of meds were prescribed by a different doc, so communication wasn't perfect. A pharmacist knows more about biochemistry than almost any doctor--their degree takes as long as an MD, but focuses on pharmacology, so they're highly specialized, and can often find interactions a doctor might miss.

    Not saying that it will make a difference in your specific case, but a lot of people miss that link in their medical team. I imagine you stay away from grapefruit. Somehow, that one food interferes with more medications than any other because it blocks one specific metabolic pathway in the liver. (Blood oranges too, but they have less of the problem chemical.)

    It never ceases to amaze me how your "starting to look properly done" would be "good enough, we release tomorrow, forget perfection" in a lot of software studios. You've set such a high bar for the game, the official maps look like early alphas by comparison. Hmm, well what do you know, the game is still in alpha, so I guess that's okay!

    I grabbed most of the resources for West Coast USA for one of my sandbox maps, and was surprised that most of the city in that map consists of single models that encompass entire blocks, rather than modeling individual buildings. I guess that reduces resource demand. Do you use that method at all, or are your buildings all individual models? (I was going to strip mine Los Injurus for resources, but it's just too much for a beginner sandbox!)

    Speaking of your resources, is your commercial content in a particular folder? I may eventually release a map, and I want to make sure I only use what's freely available.

    I understand that completely. That's why my family uprooted itself and moved 1300 km from Edmonton to Vancouver this year, taking me from being the safety guy in a welding shop to the safety guy in Canada's best chocolate factory!

    Looking forward to the next release. Now that I've solved one of my biggest challenges, I'll be taking even more inspiration from your world building.
     
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  5. Slugfest

    Slugfest
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    This won't impact performance, will it? Asking for a friend, who happens to be named GT-710 :)
     
  6. bob.blunderton

    bob.blunderton
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    No, that doesn't effect anything really. The CPU load is minimal, and the graphical load is really next to nothing. There are already test areas with this (just one currently) and it is fine. They're decals / decal roads, easy render stuff.



    Half the highway is striped, or about that much. Have to do the surface roads in the area tomorrow night. Maybe I can get done early enough with my things tomorrow to finish it, but I doubt it. I really have to sleep if I intend to be doing what I am supposed to be doing tomorrow!
    Of course if it rains me out, I really won't be able to do some of my shop work, as the humidity will be too high, so I might just have a ton of time to work on this - not sure at the moment though.
    This map needs less than 8 hours of work to complete the next beta, and a good two to three hours to test it.
     
  7. geobeck

    geobeck
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    Hey Bob, I've got a question about striping. I assume you're layering up decals on top of decals.

    Do you set the zBias for each decal individually for each road, or do you have a system: base road is 010, wear marks are 020, lines are 050, etc.?
     
  8. geobeck

    geobeck
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    Found another opportunity to add my own little touch to this map. I was driving along the highway when I thought this slope looked too inviting to pass up.

    screenshot_2021-09-19_15-47-48.png

    I switched to a crawler, reached the top, but the downslope wasn't quite right, so I made some minor modifications:

    screenshot_2021-09-19_15-48-41.png screenshot_2021-09-19_15-49-49.png

    Painted it with rockydirt, and there's an alternative to the highway with a nice view.

    While I was up there, I noticed a shelf on the cliff that's on the right in the first pic, so I'm running a dirt track up there too. I know it will disappear in the next release, but it's a fun exercise to modify stuff like this.
     
  9. bob.blunderton

    bob.blunderton
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    The commercial folder that has things not cleared for re-use by other modders is in /shapes/buildings/metrocity/commercial. The stuff in this folder, if re-uploaded/re-used by other users, can result in a DMCA take-down notice being posted by any number of authors who made the models/graphics/etc which I purchased for this map. Most things I purchase are royalty free and can be used in any way that does not compete with the original model offering (e.g. don't re-upload it and re-sell it as your own, that type of thing, generally considered a non-compete clause). The stuff that cannot be used is as-stated in the commercial folder. If you should find a model or building that needs such a texture, there's plenty of substitutes in the map or in stock maps (houses or buildings such as the fancy houses up on the hill in the nice development - Beaverly Hills as it's called on the spawn screen, these use commercial folder's stucco textures). Textures for models are linked to the MAP TO field in the texture indexes, so you can easily put another texture in there. You can use the materials.cs / main.materials.json files if you like, but just leave the textures and models in there alone otherwise.
    Everything I made, is in the main Metrocity or MRK folder (MRK for infrastructure stuff, Metrocity is the project code name for phase two of this map which is building the city and is where all my buildings of all shapes and sizes are). It's pretty organized in a way but in other ways is getting too big for it's britches so to speak (I know the feeling well), so it will likely get a MASSIVE directory structure overhaul one of these days when I feel like diving into the two-week-long "convert-textures and reorganize the 8gb+ map folder" tasks.
    I am working on a WIP map here with a WIP game. Nothing is perfect. However, I try to set a high bar out of respect for the community which has given so much - not just to me - but to all fans of the game with great mods and great ideas. It's an awesome game, even without a campaign - plenty to do and of-course the obligatory 'who doesn't love the Garry's Mod of cars?' appeal.
    However, I see differently than the authors of the game itself - I see a different goal. A stronger game engine capable of streaming, something that could run large maps and load/unload the assets on the fly like all modern game engines do. This game engine can't unload unused assets on the fly, it can only load them (usually when the map starts but sometimes later). Once you exceed this VRAM or system memory limit (depending on your system and GPU), you end up with 1/4th or 1/3rd the FPS (like sometimes over by the huge airport). So I am begging begging and more begging for this feature. Please help beg for it if you have the time. We need on-the-fly streaming in and out of objects so that unused objects aren't in VRAM, even if it causes a late draw or pop-in (vs a lag fest).
    I have dreamed of doing exactly what I am doing and how I am doing it over around THIRTY YEARS now. Nothing, and I mean nothing, is going to get in my way of making the best thing I possibly can, even if it takes half a decade! It's also something I enjoy, too, so that always helps things. I don't have ADHD/ADD or something like that, so I don't leave tasks unfinished if I can help it. This helps me keep mapping and not give up or get tired of it (no offense for those who have it, you can master it though and control it if you're strong enough and use it to your advantage to multi-task).
    Remember, I'm not just making Los Injurus City for everyone else, I am making it for me too. I enjoy this map just like many of you do (I hope!, If not please make me aware of it & why!), so I enjoy making new areas as if I was making it for GTA SA back in the day. I enjoyed that game and it is a lot of inspiration for how this map flows and is designed. I played that one MUCH, MUCH more than any other GTA and I don't feel that any IV or V has even come close to character development or map design like they had in GTA SA. There's just some magic to that one, and it really inspired the design of a lot of things in this map. However, I stop far short of plagiarism or blatantly copying things from other games - that's not my style. If I cannot make it and no one has contributed it, I purchase it when I am able from one of several places on the internet. As I've said before, this certainly won't be finished overnight, but when it's done it will be a heck of a lot of fun.
    Oh, and my pills aren't interacting with one another, they already watch for that automatically and so does my doctor (she's pretty good with that!). Grapefruit and some oranges have a chemical compound in them that can cause you to up-take more of the medication than normal, causing a higher than intended dose, which may not last as long as without ingesting the foods mentioned. Many medications are taken that are only absorbed to the tune of 5% by the body, and those foods cause a (sometimes massive) increase in this, which can cause all sorts of problems. I avoid those foods when possible, as I don't want to know what will happen if I do not avoid those foods. Bad things. Enough bad stuff happens without that, so let's not pile on more to the steaming pile that is my physical health right now...
    The buildings in my map are all individual and generally will NOT be grouped unless it's good for draw calls (if they share a LOT of surfaces such as windows and other architectural details that are very complicated to render). I generally keep things individual so that it's much easier to piece the city together in the editor where I can immediately test my work at any moment's notice. West Coast USA used-to be all one giant building model, with all-one-giant road model too. They fixed that after I told them about it (yes, I did) and why it slowed down the map. Now the map is WAY better with the buildings grouped by block. You can split them up easily enough in a modeling program such as Blender or Houdini Indie version (both 'free' but can't use Houdini Indie for 100k + income commercial application or large company). I made my entire city as modular as possible so that it cuts down on the size on disk and the size in VRAM by not storing as much redundant data (such as identical lights, bridges, intersections, so-forth) in the models - which can REALLY add up. If I took my city and made it one big model, it would need a good 20gb or more of video memory. We don't have that yet. Until we do, I am pretty limited - heck I have to run this on medium unless I want some serious slow-downs by the big airport, as I 'only' have an 8GB GPU. I don't plan on updating the GPU anytime soon though, but if anyone wants to trade a Radeon VII 16gb for my 2070 Super 8gb EVGA model (no coil whine!), I am totally open to that as I need the extra VRAM.


    It rained, it poured, and my paint refuses to dry. So yeah, I had time to map for some hours, yay!

    Decided to add the opposite side ramps for this interchange in the mountains here. A bit long and drawn-out literally, but still, will be handy to have as I found it was needed while testing. This will be easy access for the housing developments, farms, wineries, and the like out here. The road leading to the ramp isn't 100% perfect yet but it's perfectly driveable never-the-less
    More striping is done include a whole interchange and almost half the freeway as stated earlier. I got some more of the interchange done since I last posted, too
    The decal roads are set according to the render order. I don't generally use bias unless there's an issue. You used-to have to set it, but it's mostly a left-over from before they had proper layering of roads. Lower number decal roads are a higher priority and will draw over-top of higher numbered decal roads in the priority box. Also, don't use solid / non-translucent materials such as those meant for meshes and then try to layer things over-top of it with decal road tools. Problems happen and there ends up with a conflict while rendering. There's essentially two types of textures, solid mesh texture, and translucent decal road textures. You can see which is which when you open up the texture indices and see 'translucent = 0' for mesh or 'translucent = 1' for decal road textures (or translucent textures like railings and windows you can see through, small grass plants that appear randomly on the terrain, and that sort of thing).
    Oh, and I don't think you have to worry about that modification you made with regard to the hill between the highway, that part isn't touched, but areas adjacent to it are (1st shot you showed, on the left of the highway some is changed but not much near there). Eventually there will be a road over the mountain up to Captain Bunsen Burner's evil laboratory building, because every map needs a mad scientist lair.
    .
     
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