WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. JoshD

    JoshD
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    Never mind, I'm sure once one texture is fixed the others will be as well (posted another location with no texture trim but removed it).
     
    #2741 JoshD, Jan 7, 2024
    Last edited: Jan 7, 2024
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  2. bob.blunderton

    bob.blunderton
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    Yes, many high-rise building share that trim texture at the roof-line. There's no doubt about it. It's also shared with the fascia texture on some of the traditional ranch (and similar) houses, too (ones near to the default spawn, behind the Burger World that's there, if you go out the back of that B-W lot). In-fact it's likely on more than 50% of the houses in the map, as I don't tend to re-invent the wheel if I don't have to (don't quote me on the exact % of houses with it - either white or burgundy - though).


    Non-obligatory rant below. You have been warned.
    In other news, there's no less than two cats busy watching my UV'ing (model texturing) monitor here. I use a multi-screen setup here since I got some OLD panels cheaply when a doctor's office closed, as it's too hard to model with only one screen. Why are the cats so fixated? Cats like to catch/play with/tenderize/destroy/munch on MICE.
    Plain and simple that leaves one issue here right now.


    **The plot thickens...**

    THERE IS A MOUSE IN MY MONITOR!
    HOW? WHY? WHY ME?
    THIS DOES NOT HAPPEN TO ANYONE ELSE...
    I've spent nearly THIRTY YEARS computing, 28 of which connected to the internet, and I've never once heard of this occurring.

    The Bob is not very happy with this debacle at the moment, but the mouse is trapped in there now after pestering me awake scurrying about for A WEEK now.
    Time to mix some baking soda and peanut butter together and bait it. That stuff is safe for pets except rodents - it blows up rodents internally, since rodents cannot burp nor break wind. Not fun for the rodent, but it's no less painful than death by cat. I didn't want it to come to this, but I've lost enough sleep due to it, that it's coming down to the age-old "it's me or him!".
    If it wasn't raining outside, and if this monitor wasn't fastened to my desk's rear higher portion through use of an old belt (yup, you might be a redneck if...), I'd take it outside and take it apart.
    However, I'm at wits-end and the resident mouse-munchers I've got employed here (read: cats) seem to be a bunch of slackers, as of late.

    Well, on another note; even if I unplug my computer mouse, my computer will still have a mouse attached to it.
    I need to sleep. It's pouring like no tomorrow anyway, and maybe part of me hopes that when I wake up I will realize this is just a dream. I sure hope so.

    I have been working on models for the map, despite the mouse and lack-luster mouse-munchers, and work will continue.

    There's still time (few days) to get those BUG REPORTS in! It's better to over-report something than pass it up thinking I've seen it by now (I likely haven't unless it's on this thread).

    I wish you folks a better day than mine. I can't say this is a bad day. The weather is bad. My pain of-course is bad. But this is something I could never have guessed would happen.
    It could be worse, of-course it could. I could have found half a mouse in my snack bag. Think the old adage 'Finding half a worm in your half-eaten apple is worse than finding a whole one in said apple'.
    "Some things really cannot be un-seen."
    Or should I say "We interrupt our regularly scheduled programming..." "...insert several lines of Muttley muttering..."
    --Seriously. WHY ME!? I'd sooner have a bunch of venomous giant (15~30cm / 6~12 inch) centipedes crawling about loose than this destructive rodent STUCK IN MY MONITOR!
    MOUSE; prepare to be 'clicked' !
     
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  3. rking.esd

    rking.esd
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    I had a mouse nest inside my stove once, but your monitor? Eep. If it helps, your city's become the only one I drive around in regularly. The effort that's gone into it is much appreciated.
     
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  4. _Luna

    _Luna
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    I came to report some broken textures, but it appears most of them were reported. However, I will slap some images here of some of the missing textures and other interesting stuff I did find :)

    • - Burger world trim texture is missingg
    • - Random trim texture on a building, missing
    • - Roof is transparent on some buildings
    • - The road construction appears to be complete?
    • - Random stuff has broken textures from a distance (LOD texture issue)
    • - I found a building from a warzone just kinda vibing. I'm not sure if that's meant to be like that, but it's something worth mentioning.
     

    Attached Files:

    • burger_world_trim_issues.png
    • missing_roof.png
    • Random_distant_LOD_issue.png
    • Road_construction_outdated.png
    • trim_texture_mising.png
    • warzonelmAo.png
  5. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Haven't kept up with the thread for a while, is the drain system getting redone? I can't find sections that I'm sure were there before, or rather, I sort of can but they seem different.

    Big tunnel near the airport is still an FPS destroyer as well.
     
    #2745 NGAP NSO Shotgun Chuck, Jan 13, 2024
    Last edited: Jan 13, 2024
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  6. ElTacoPaco

    ElTacoPaco
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    This with the big tunnel near the airport
     
  7. _Luna

    _Luna
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    So much FPS destruction happens, even on top end systems. Strange too.
    --- Post updated ---
    upload_2024-1-13_11-35-6.png

    It does appear that the car floats above the ground. I am going to assume that's normal and proceed to forget seeing this :)
     
  8. bob.blunderton

    bob.blunderton
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    Orange on roadway pictured shouldn't be like that, will check to see if it's a carving guide left in (likely) or another broken texture.
    Road construction should have been completed in most spots, but I either forgot to update the signs with new dates in spots unfinished and/or forgot to remove some old ones in a few spots.
    I noticed the road construction sign bug myself about 24hr after uploading, but I let it go because it didn't detract too much from the entirety of things in general. Will be looked into!
    I did not know the frame-rate was still dropping hard at the airport tunnel or in various spots of the map. Thanks for reporting that!
    Spawn-point collision block is a bit high, by maybe 2cm or so, I will fix it eventually but this is low-priority compared to others. There's two or three other spots like this, too. Thanks.
    Burger world and (all?) other fast-food joints use the same texture for the metal roof accents as the mid/high-rises do for fascia texture, the latter of which has been reported as broken.
    Never noticed the ultra-modern black-split row-homes / town-homes roof issue. That's my screw-up, likely with the translucent texture settings (that shouldn't be transparent at all). Just thought I'd mention this, for the sake of transparency in my duties. (see what I did there? Okay Okay! I'll see myself out the door now...) The roof is there but rendered in the wrong order due to texture index flags.
    There's bugs on that building with dark/light spots due to a bug in Maya. I'll try re-exporting it again after setting UV's 'to face' and see if that resets it. They shouldn't be like that at all (it was a purchased model I spent days upon days (likely a week) on reducing the draw-call count and fixing UV's, (less FPS-hit).
    The drainage canals should all be there, but they're sporting a better texture now that's much higher resolution (albeit less varied at the moment), this was due to a 'this blurry texture sucks!' criticism that was addressed (and rightfully so, both in criticism and in me fixing it). If there are some missing, take pictures of the areas nearby. It's possible something glitched or I missed something, as my memory these days is atrocious.
    Thanks for also bringing up airport tunnel slowdown, maybe I did something wrong here yet. There was a non-power-of-2 texture bug and some 8k textures nearby, I will see if replacing those with 4k helps things. The models for said tunnel are super-duper VRAM-hogging due to detail levels, as they're both commercial models and something that's supposed to be one of the 'landmarks' of the map. I will have to see if this is able to be fixed in that manner if testing textures doesn't herald good results. Those things are a few hundred MB in size for all the variations of it, and it was 3.5~4.0GB when I received it upon purchase. I then cut it down MASSIVELY and also sectioned it out to lower the VRAM foot-print further yet (and make it more workable inside Maya).
    That tunnel was something I took one look at and absolutely knew I had to have it in the map without question, but I'll figure out how to make it work nicer with other's computers sooner or later.
    Thanks to all who reported bugs! I'm sure I missed some reports but I will be going back through the last few pages since release to confirm I got them all when doing them.
    --24~48 hours left for bug reports! That is all.
    Yeah it was trapped in there and so I carried the monitor out to the (detached) garage. It nibbled a bunch of stuff in there so I'll be replacing that screen with another I have here in short order. I will use the screen out there in-stead of using it in here, so if it blows up with smoke/fire (like the Christmas Vacation cat) I can toss it out the door right quick.
    Never in a million years did I hear about nor expected to be in the situation myself of having a rodent stuck in a computer monitor. Sheesh!
    What next, a dynamite-filled grand piano is going to fall on me?
    I'll make it a point to not drive past the piano store/factory any time soon. Not going to test my luck again, I should know better by now.
     
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  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    That's the thing though, I don't see any empty spots were canals "should" be. It just seems like the layout has changed. I specifically remember one section of it which split in two, with one half going to a dead end (I think?) and the other coming up for air near the train tunnels on the back side of the city. It was featured in FrizEris's movie. If I remember correctly, earlier versions of the map had this open out into a fairly wide LA River type drainage canal before reaching the water.

    Now that section stays narrow and runs straight into the water as a functional dead end.
     
  10. ltntai

    ltntai
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    Tree stumps are missing chopped and splinter textures

    Terrain hole near the science building

    another


    I noticed this "blue mineral" bug got worse after the last game update. It happens on some other maps too, Canyon of Speed for example. The rock texture's macro and detail values can be adjusted to turn the blue back to black, but the textures go all mushy in the process. Cooking/resaving to other .dds formats didn't help. The last thing I haven't tried yet is to manually repaint them to some other shade of black. Do you have better ideas how to fix it?
     
    #2750 ltntai, Jan 14, 2024
    Last edited: Jan 14, 2024
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  11. bob.blunderton

    bob.blunderton
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    Blue mineral bug... well that's an interesting name for it. It's likely something with the _s specular texture maps (reflective textures). If things get blurry maybe there's the wrong mip-map setting or the blend/shader setting is wrong in the texture options for it (lerp-alpha, none, etc). I'm not looking at my texture settings right at the moment so my memory doesn't serve so well, but yeah I get what you mean. It's an older texture (it's originally from 'Black Hills' that was turned into Nevada Interstate, so that texture needs updating). The reason mountains look different is because the mountain shader got broken in the game version 0.29. I haven't been messing with the terrain too much until they fix this.
    Also, thanks for noting the terrain holes folks. I knew there'd be some due to the editor cursor jumping about strangely. I knew it put a hole in something somewhere, but couldn't find all of them. Stupid editor + blundering & bumbling Bob = swiss cheese terrain. Hope your hungry.
    You don't have to paint the graphics, try disabling the specular or normal mapping on it (it's an old-format texture, I will be updating these soon) to see if that fixes it. I don't think the diffuse/colormap texture is at fault.
    Normal and specular maps started using different formats now on DDS files.
    Specular is BC7 sRGB and normal maps are BC5 linear unsigned (double check this one, it should come out yellow-ish and not grey).
    I haven't gotten really into PBR texturing much, though that's well overdue for a year or two now. So I'm still using diffuse-normal-specular mapping for my textures and then converting over to the new stuff (replacing a lot of the old textures in the process). I just haven't had time to mess with it yet.


    We're about to get at-least a half foot of snow, and we rarely ever get more than an inch or two. Got tons of water and snack foods, so I'll be okay here in the mean time. Plenty of time to model and texture stuffs.
    Included is what I've spent some of yesterday and today texturing, it's basically a prefab building at this point, I just have to slap some pieces together and now we'll have buildings that look like this. UV's include many shared over multiple pieces, so it'll render fairly efficiently. I tried to improve parts where possible, and have made a few extra variation pieces to improve the usefulness of it.
    Different texture variations will probably be a thing sometime in the future, if the models don't end up too massive. Finally had a use for the domed/sun crest window texture though, so there's that. It's only been sitting on the drive for what, a few years now? heh.
    Well that is all for right now.
    --Thanks for the bug reports (there's still a bit of time to send those in; better late than never!).
     

    Attached Files:

    • mnsdrf_bldg_kit1.png
    • mnsdrf_bldg_kit2.png
    • mnsdrf_bldg_kit3.png
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  12. Blue Bird Gaming

    Blue Bird Gaming
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    I never realized it was even possible for a mouse to fit inside a flatscreen monitor. I would believe it in the time of big CRT monitors but that must’ve been one skinny and flexible mouse to get into the flatscreen
     
  13. _Luna

    _Luna
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    It's an LOD texture that may be missing if I am correct. As a world designer, I cant unsee stuff I come across :cool:
    Road construction is just another season to those who live anywhere near a city or town :D (There's a construction sign still posted dating back to 2019 that's been abandoned on a roadway in my town lol)
    I try my best to avoid areas of high lag, especially with my slightly beefy PC. It tends to bake me in my own office when it gets usage, however, this slideshow is strange as it appears to generate over the alotted VRAM of my GPU, thus dropping usage to next to nothing and causing the whole game to run at a blistering 2 frames per day. Almost like my boss' powerpoint presentations during mandatory meetings...
    Spawn point doesn't bother me. I am OCD about a ton of things, but slightly floating cars (from a content creator standpoint atleast) helps narrow down issues with cars. That's what I use that spot for now. :D
    Transparency is nice, but too much transparency makes one way too transparent that they become a window. Such like those roofs (Rooves? I'm not an english expert!).
    I personally have never used Maya, but I heard it's sometimes a pain in the ((( when exporting mesh and whatnot. I am however an average Blender enjoyer, mainly because it's free, and does what I need it to do :cool:

    I appreciate the amount of work you've put into Los Injurus so far, and I am always excited for updates to come out. Thank you for creating a wonderful drivable road trip map.

    (I have to ask, How do your roads remain smooth? The roads I have on my project are worse than the roads in New York City, and have a tendency to cause major traction loss at times. It seems using the smoothing tool makes it worse as well, so I am just curious, that's all :) )
    --- Post updated ---
    Update to my previous post

    Are you considering PBR textures, or has that already been done and my observant nature has failed me?
     
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  14. bob.blunderton

    bob.blunderton
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    Smooth roads are made using mesh-roads to plot where I want the road to go, and then carving to it. You can get a better road result by using smaller break-angle numbers on the mesh road before carving along with increasing the width-divisions up to 30~50. don't make the mesh too long or wide or it'll carve VERY slowly (this is using raise to mesh or lower to mesh, or even 'carve from mesh' in the terrain tools after making a mesh road). I make sure the mesh is where I want it AND angled/banked how I want it. Then I smack it silly with the smoothing tool. Then touch up the edges and stick some decal roads down, removing the mesh road now in the same steps as you won't need it anymore. It's pretty easy really, especially since I was the guy who recommended they add this feature in the summer/fall of 2016 to the editor - which they did. Make sure to keep the points in mesh AND decal roads CONSISTENT or they'll bend wonky and corners won't look natural; or in the case of mesh roads, wouldn't be much good for carving if looking like modern art or a road roller coaster. Not every road needs to be a theme park ride.
    I work out (or even add some) remaining bumps with the other (raise terrain or lower terrain) tools on a very low pressure so that it works slowly and predictably. The terrain tools do more than they might seem to be able to do at first glance. I am sure the 'something about roads' thread is still up that details carving terrain with mesh roads. Sure it's not 100% elite-pro-level like doing such inside a professional terrain software package, but it sure is time-efficient and works quite well. If it's not broke, don't fix it - though sometimes I forget these orange roads under the terrain where I temporarily hide them before deletion (or for later re-use) after using them and carving (but before test-driving / detailing terrain nearby).
    I then test with a car with rather stiff suspension (souped up older Pessima, or use the Covet), and see how things work out, adding (yes!) or removing bumps as-needed. These vehicles reveal bumps more easily that the legran, grand marshall sedan/saloon, or roamer SUV would otherwise hide surprisingly well.
    The slowdown near the airport may in-fact be from overloading GPU VRAM. It's very very possible as both the airport and the tunnels there are a huge chunk of real-estate in VRAM, along with the many textures (some 8k!!!) used. If the GPU driver can't discard enough stale models or textures when loading in the airport and it's nearby tunnel, you'll overfeed the GPU VRAM and things will pour over into system ram - much much slower than GPU VRAM.
    PBR for most things is not yet implemented. I figured not to mess with textures that currently (most times!) work until an update breaks a majority of it. I think a lot of what is broken in no-texture manner is due to the resource deletion done incorrectly with the map slimmer tool (run by the staff, file was too large before by about 300mb to fit on the server here, so it needed to be run, though it is slightly imperfect especially if I missed an entry in the texture indices or inside the models). So this explains why these textures work on my end just fine. I will get around to this in short order and run the tool here on my time before uploading next time, when next doing a public update.
    There will be a test release with only compressed DAE files shipping sometime in the first quarter of 2024 (within 2 months? hope so!). This will address file size on disk, download size, and loading speed (especially first load). This is not an official way of distributing the map, and is *NOT* supported, but does 'seem to work' in my limited testing. This may help some folks with slower internet or limited data plans, but is not currently encouraged since compressed DAE format and mannerisms may change between versions.
    Thank-you for your comments and compliments, as it is very much an understatement to say I've spent thousands of hours mapping/modeling/texturing/learning related stuffs here!
    Maya can be a real pain in the rear, but it's also where the scripts I have purchased for various building and city-related stuff (not to mention my UV tools) are at home. I poured a lot of money into it, so I don't want to really get into Blender until I really have no choice. Many many times I have needed the quick turn-around time that support from Autodesk provides, and I have been normally peachy with the service received here on that note. So no Blender until I must, I will learn by necessity only (though I can already get around in it quite well and do several rudimentary things in it without too much burning brain matter smell filling the computer room).


    MAP PROGRESS:
    I added more variations to the building kit I mentioned previously
    (earlier today / yesterday/24 hours ago/whatever)...
    NONE of these pieces require more draw calls (read: lag) than the pieces they're derived from; and in-fact often use less, sometimes much less. This will also give the building more variety and increase the use-cases for it.
    I also fixed a small handful of texture and geometry errors (gaps, crooked texturing, non-square pieces and one case of misaligned brick columns).
    Now I can start slapping together some buildings with it, yay the fun part! Well, at-least until I notice more bugs with the kit or I break something else...
    ...or until another small animal / woodland creature ends up in my monitor again.
    --That's all for now, my back is going for broke here tonight. Likely due to carrying cases of water before the impending storm + the weather coming in.
     

    Attached Files:

    • mnsdrf_bldg_kit_extra_pieces.png
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  15. _Luna

    _Luna
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    I was honestly considering using meshroads over decal roads anyways, so that's a bonus to know! Thank you!

    As for limited testing, I'm sure you've had offers before, but I would 100% be open to helping test out different ways to download/file compression methods with you if you need, I have a few low end PCs capable of running BeamNG on gridmap at 40FPS, so stress testing on low end machines could be done :)
    That being said, I am open to helping out whenever/wherever necessary :)
     
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  16. Loser2817

    Loser2817
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    I just got interested in this map, but 3GB+ of download... I have a good laptop, sure, but I still doubt it'll stay in one piece attempting to run it. Any plans for a smaller version of it?
     
  17. ElTacoPaco

    ElTacoPaco
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    My laptop runs it decently fine, just ignore the airport is my biggest suggestion until some fixes in the FPS department go that way.
     
  18. _Luna

    _Luna
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    upload_2024-1-15_21-30-2.png

    Just discovered a meshroad hanging out off the side of the map.
     
  19. ElTacoPaco

    ElTacoPaco
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    I think I might've already reported that a page or two back.
     
  20. Angry_Bird

    Angry_Bird
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    Yea the airport itself is fine, just stay the hell away from the underground tunnel with the surface road ontop of the tunnel, that is a real killer especially when you run normal traffic on ultra settings.
     
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