1. Stuck, Having problems with creating your mod? Let us help you: Mod Support

WIP A new *CITY* map - LOS INJURUS

Discussion in 'Terrains, Levels, Maps' started by bob.blunderton, Aug 9, 2018.

  1. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    430
    Will there be any sections of track that is above ground with an abundance of rail crossings and over passes? Similar to the area of Anaheim, California?

    upload_2019-4-10_19-52-58.png
    upload_2019-4-10_19-53-21.png
    upload_2019-4-10_19-53-58.png
     
  2. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Yes, I actually do want more level crossings, but there already are some on the far side of the lake from the spawn point currently, that area just doesn't have much to it at the moment. I will surely take this into account, thanks for posting the pictures, they will be super-useful (and including the location of the town/state you got them from, which I can pull up later with a quick google lookup).
    In the older section of town (that might not get put in for another 4~6 weeks at the current rate), there will be a lot of raised track and crossings, too. Possibly a raised station if I can pull that off, not promising that though, as it may just end-up inside of a building where the station is (but you'll be able to drive the train through it / enter & exit it).

    The goal of this map - aside of the MRK set letting you build your own city however you desire provided you have tons of spare time and a lot of patience - there's also this map's primary objective: That's to be the one-stop shop for everything you'd want to do in a map, or at-least as close as one man can bring a single mod to doing that. Why switch maps all the time? There will be hours of fun and exploration packed into this map both above and below ground (the subways, road tunnels and such). Surely it'll be realistic but it'll have a bit of that 'San Andreas' fun in it where there's loads of things to jump off of / ways to catastrophically clobber up the vehicle / ways to fail spectacularly etc. Plenty of miles of scenes for the car-crash guys, too. Missions are planned, too, but those are at-least 2~4 months away and much more of the city needs to get done first, so that there's a place to even have them.


    On other map-related topics...
    Note:
    A decision has been reached this week regarding signs and collision on them - signs on their little green posts as-seen in Roane County, will *NOT* have collision on them, due to it eating the cars when they hit (they're next to impossible to make collision for unless you use an oversize box). A vehicle would go through one completely at anything more than 8~12mph anyways. I will do my best to mount signs on street lights and utility poles when and wherever I can do so. I will eventually back-port the signs back over to Roane County without collision (you'd have to clear your cache when that happens for it to take effect), so that it will be helpful to the car-crash compilation folks (yes, that's who's been voting for this decision, and why signs aren't in yet). Signs are coming next month (tentatively).
    Also...
    I will be beginning work on the AI Friday or Saturday night, when I am done building more roadways. I've put down miles of road lately, but I want to get this substantial amount done before I do any AI work. There's been more miles of NEW road added more than any other update previously (except maybe when I re-did four miles of highway over the mountain, but that's another thing entirely). It may not seem like a whole lot, but there's almost 1.5 miles of fresh built subway tunnel in the mix, too. The AI work could take two to three days, or possibly 5~6 days, I am entirely not sure. It depends how buggy it is and how hard it is to work with (things like cars getting stuck in the street and so-forth, and the AI getting glitched out around intersections). I am making no promises, but all-in-all I am pretty sure I will have zero issue getting a beta release out to Patreon folks next week, during the week sometime. I was going to start AI originally tomorrow night but I've been on a building binge the last few nights, and well, I as much as anyone will say "it's nice to see progress, and actually making it look like a city!", and YES IT IS.

    Other suggestions welcome!
     
  3. Shotgun Chuck

    Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    969
    Can't wait to melt my CPU and GPU with this when it goes public.
     
  4. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Brand new apartment complex, which is comprised of two large, long buildings, and some nice landscaping. Such nice not-really-spacious brick boxes to live in...

    Of course there would be a jump added to the mix, surely you can spot it. 2nd last shot is a bird-brain view, last shot is from the default spawn point/shows default spawn point.
    I spent hours making new buildings / making variations of older ones... such as these!

    Don't worry, they won't STAY there, that's just where I could test them out if they worked. They're all just slightly different (textures, entrance locations, windows, etc).

    That's another new one above, pretty sure it will stay there, too.

    Vastly different buildings will start showing up in future betas, but for this next beta, most of the buildings are of similar styles for cohesiveness (though I will always throw the oddball different style building in some areas just to spice things up, hence the few open spots left in rather built-up districts, like where I put the apartment complex tonight).
    14 new buildings created tonight, 1 is currently broken (It's fixed I must restart the editor though), 2 new window textures (1 is a variation of an existing one).
    I really need to make some BIG BOX STORES soon.
    --That is all!
     
    • Like Like x 7
  5. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    430
    pNpTWsF.jpg
     
    • Agree Agree x 2
    • Like Like x 1
  6. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136

    Just another day of 'map until you drop' because of deadlines. I still have to fix the AI, too...
    A *LOT* of things got done tonight - namely: parking lots, and lots of them. I also made four new buildings, with a choice of two brick textures on them (for a total of 8 unique buildings). So, entirely, aside of some more lots I must finish off, things are looking full speed ahead for a beta next week sometime during the week. I also took the time to add more trees, but I still haven't noticed the FPS going below 60fps anywhere here (maybe there is a spot, but I couldn't find it). That's great news, as I test with reflections ON (though not cranked), and the venerable RX 480 8gb card doesn't even throw a fit. Seeing as the RX 480 / RX 580 cards are very popular among those in the gaming community (along with the GTX 1060 6gb Nvidia equivalent card), this should mean great performance for the masses if you have a similar card to mine. Tests of performance were not conducted with traffic in play, however, as that's going to be murder on any system these days.

    Look for new 4k textures to appear more commonly in the beta that comes out next month; next week's beta is still on schedule and I do not wish to push it back any more than it already is by messing with (and possibly breaking) some of the textures if I can help it. I will be purchasing textures for this map with Patreon funding, so a big thank-you to folks who supported this. A resolution of 256 pixels for every floor of a building isn't so great when modern games often have 4~16 times that much. That will raise video ram requirements a bit, but it will sure look so much better.

    AI work will commence in the next day or two, after I get a few more of the lots cleaned up and finished; so that scenes are finished and immersive more than they are now (and are of use to Car Crash Youtubers).

    If you have a favorite BeamNG loving Youtube personality that you'd like to see review this map, please give them a shout and tell them to get into contact with me, as none of them have answered emails lately - not even YBR.
    --That is all!
     
    • Like Like x 4
  7. TommyAssassin

    TommyAssassin
    Expand Collapse

    Joined:
    Dec 5, 2016
    Messages:
    51
    Aren't the parking lots too dark?
     
    • Agree Agree x 1
  8. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Yes I will address that a bit, lighten them up a tiny bit. It needs a new 'new asphalt' texture is what it needs, really, as it's supposed to be new or seal-coated asphalt. Getting to that - good feedback though - the kind I need.
     
  9. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    430
    Tbh, I kinda like dark asphalt, but at the same time, I like light asphalt on Highways.
     
  10. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    The dark asphalt on the highways is fine (as is the lighter stuff, but it'll all be upgraded eventually like I did Roane County's highways but different looks), but the stuff in the parking-lots is a tad too dark, but I am going to see if I can get another asphalt texture I can put in it's place that's similar if a bit lighter. The driveways (they make up the burger world parking lot by the spawn, and many of the house driveways) is just a noise-texture in a choice of two tones of asphalt (new and faded / older), concrete, or parged-looking pavement surface (a rough finished concrete for traction, really). The noise-texture is just a place-holder so I will eventually replace it with something better.
    I will be starting AI stuff tomorrow. Lots of loose ends to tie up tonight. AI work will take a few days, minimum. Then it's Beta time.
     
    • Like Like x 1
  11. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    So entirely, I haven't started the AI yet... but that's GOOD, because that means I'm still building more map!

    Doubled the size of the already MASSIVE (3 blocks!) apartment complex. Continued same theme throughout for cohesiveness. As a benefit, these buildings are a breeze for the CPU/GPU, so good FPS is staying with it. Lots of jumps here, all over there's jumps. There's even a ruined bridge, like the kind remincent of Louisiana after Hurrican Katrina. The bridge won't really go anywhere, but it'll be fun to crash off of, and good scenery. Plenty of parking for the inland beach in the lower section, too. The bridge in the background of the last shot (the not-ruined one), will connect to the lower road by the beach parking, with some more buildings on the high side of the road (the inland side), and beach to the water side.
    I should be able to finish this up by tonight, then start on the AI tomorrow. Going to put 2~3 days MAX on the AI, that way I can still get this out before the weekend.
    You guys are going to LOVE this. It's super-fun to be jumping and crashing, and there's tons of jumps. If Roane County was any inclination, I was just getting warmed up.

    Edit:
    Did lighten the parking-lots some. The texture is supposed to depict 'recent' asphalt, but not brand-new as in laid down yesterday type asphalt. Don't worry though, this transition will match up a few minutes from now, I deliberately left that for the screenshot so you could see the difference.

    --Cheers!
    --- Post updated ---
    Did a quick performance check of all the built-up areas, drove all around, rarely did I even see the FPS dip into the 60~69fps range, and never went below that. Generally getting 70~100+ FPS everywhere, most common is high 70's to mid 80's, that means this is FULL SPEED AHEAD for great performance just the way I wanted to build it.

    So surely getting fancy reflections on the skyscraper windows will knock a few FPS (just a few!), but there's plenty to spare for more detail as-needed, and as things get built up in all directions. Woohoo!
    As tested on the following, rather reasonable settings:

    Notice, reflections are ON, SSAO is ON, Anti-aliasing and 8x (not 16x, not needed) anisotropic filtering is on. Shadows are fully on, set to 'all', along with DoF. So no trickery here.
    Remember, I only have a lowly RX 480 8gb card, they're on the cheap used these days.
    No, really, I mean it, check your local Ebay or Facebook marketplace stuff, for used RX 470, RX 570, RX 480, RX 580 cards (or an RX 590 but not worth extra cost unless OC'ing it), or snag a used Vega 56 and overclock it if you have a beefy power supply with lots of room to spare, and happily join the ranks of high-performance RTX 2070 users... and heat the house by yourself. You can snag used RX 470 / RX 570 cards around 100$.
    Yes, even a 4gb RX 470 will do 60fps on this map, in generally all areas (I am sure somewhere it could briefly go below 60fps, but it'd be for a split second only, and only on that model, the 480 or 570 won't do that). You will only be using MEDIUM textures though, I will promise nothing that a 4GB VRAM card will do high detail without swapping to system ram (and lagging) when the map is more complete. This will use 6GB of VRAM when it's fully fleshed out, give or take a gigabyte here or there.

    TO DO before beta:
    Get skyscrapers to have some reflection, after-all, this isn't Doom for MS-DOS.
    Build a few more roads tonight / tomorrow to link a few things up that need to be linked up (they're 1 block short of being connected).
    Get traffic working in the city, that needs to happen (that'll take a day or less, maybe a few hours, depends how much it gets stuck in the road, grrr).
    Get traffic working on the highway (that could be a bit finicky as that stuff dates from 0.4~0.6 game-version, not sure, haven't even tried it). Could take a day or two. Will truncate it @ two days.

    --That is all for now.
     
    #551 bob.blunderton, Apr 15, 2019
    Last edited: Apr 15, 2019
    • Like Like x 4
  12. Brother_Dave

    Brother_Dave
    Expand Collapse

    Joined:
    Aug 16, 2012
    Messages:
    776
    Them details making all the difference! Impressive as always :)
     
  13. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    So, another day, getting much of the stuff done I needed to do. Got all the roads graded (for AI, it's picky!) in this part of the city, where most (95%) of the buildings are. Also, the tunnel has been prepped for AI. That's the time-consuming stuff out of the way. I just need to slap the decal-roads down fast - and yes that is the easy part. So then I'll be testing. I'll make sure the highways are all set to one-way while I am at it, I will do my best to get them to stay in lane but the highways won't be perfect yet in this beta (except in the city, and freshly built areas, as I'll be changing other things / old sections).
    Yet-another-apartment-complex (tm) was built, this time down close to the flood plain level, so entirely, these are smaller as to not block view of the taller buildings. There will be plenty more tall buildings though and you can see some taller ones in the shots.

    So yes, lots of high-density medium and high-rise buildings in the last few days, but this is the denser part of town, and there will be two very dense sections like this one I've been working in, lots else will be suburbs. So, to put it frankly, if you've been longing to simulate your commute from the suburbs into the city, this might be just the ticket.
    Expect AI work to continue, and possibly some more texture-work to get done. Keep in mind the dark lot textures shown in the last few days are to be considered place-holders only. I don't have final ones in yet. To bad there's no bunnies or dolphins to hit like in GTA (yes, I hit a dolphin near the military base in GTA V in the shallows, more than once)... Maybe one day (but not from me!).
    --That is all!
     
    • Like Like x 6
  14. HadACoolName

    HadACoolName
    Expand Collapse

    Joined:
    Aug 3, 2013
    Messages:
    1,771
    This looks really great, but can I make a suggestion. I believe the one thing that this map is lacking is some low ground shrubbery. Small bushes & grass patches. Other than that it looks terrific
     
    • Agree Agree x 2
  15. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Yes, I am aware of this. It does look entirely 'too clean', the parking lot also needs some wear marks / variation textures. Not there yet unfortunately!
    Not entirely sure if I will do this via terrain layering or if I will do this manually.

    It also needs a heck of a lot of Traffic signals installed, signs, etc, never-mind the city is barely 20% complete, if that, 15% would be closer to reality.

    So thank-you for your feedback, I do know this however, do know I share your sentiment fully. So please pardon our lack of mess and too-clean-looking map until it's completed, as it's entirely being worked on.
     
    • Like Like x 3
    • Informative Informative x 1
  16. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    430
    Will there be abandoned and overgrown lots in residential or commercial areas? Here are some example pics from my city, Wichita KS:

    upload_2019-4-16_16-11-33.png upload_2019-4-16_16-12-49.png upload_2019-4-16_16-13-6.png upload_2019-4-16_16-14-10.png
     
  17. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Yes, if you mean rust-belt state stuff, there will be lots of it, but confined to one section of town mostly. Over by the abandoned mall, and past it, when traveling from the spawn point along the highway (or just driving counter-clockwise around the large central lake from where you spawn). I am going to do custom road objects, in-fact, if you have the beta and head over to the abandoned Packard plant (just before the abandoned mall), you'll find a concept piece of an abandoned-looking road object. I was testing the scene there.

    EDIT:
    To clarify about before, when I mentioned my response on 'it's too clean and fresh', which I agreed with the poster on. I want to do stuff like that last so I can be sure I have the FPS room to put that kind of stuff into the map. Just so we're 'on the same page' so to speak.
     
  18. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    AI tests have commenced. Lots of bugs to fix but I should get most of the area near the spawn point, if not all of it, done tonight!

    For what it's worth, have 9 vehicles + 1 vehicle for me with the AI active goes between 20~48 FPS on this map on my 4790k. Usually 20~22fps when there's a big steaming pile of cars all at one intersection... or if all 9 are directly in-front of you when you first spawn them. Go old CPU go!
    --Might have more pictures later, nothing new though just AI antics.
    OK, entirely flew across the bridge (very top center) then took that steep road that equals instant jump, cleared the apartments, just missed the elevator 'house' on top of the building, cleared the highway, had a GREAT landing, SLAMMED a white van, and ended up at the bottom of the screen. That jump is A LOT of fun though.

    Inserted a picture of the jump below, the steep section of road, hit that going FAST and you'll clear the apartments easily - and the highway past it, especially with a fast Hirochi vehicle.


    So entirely, the AI is pretty much 100% implemented as good as it can be for now, on all the completed roads in the city, and even did the ramps too. I don't see it getting stuck anywhere, and it's not hesitating except at one end of the tunnel (pictured above), will try to fit that but it's already sleeved nicely, so not sure what I can do there. Will try to fix. The AI *mostly* stays in lane. I'll have a chance to refine that in the future.

    I will be working on this tomorrow night and that's it. I will upload it tomorrow night and Patrons should get it the day after (Thursday sometime). So do check your emails at which point for a Patreon email.

    A lot of intersections don't yet have traffic lights, and a lot of the skyscrapers don't have reflections yet, that didn't happen yet, but I am not holding up the beta because of it.
    --See you then!
     
    #558 bob.blunderton, Apr 17, 2019
    Last edited: Apr 17, 2019
    • Like Like x 4
  19. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    430
    yeeee
     
    • Informative Informative x 1
  20. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,136
    Well, the AI is working, apparently I have found a bug in the Traffic Tool AI.

    As you can see, it's a decal road, it's four lanes wide, bi-directional (underneath the MRK objects I use as roads), but since the traffic spawned on the part ahead that's TWO lanes, one each way, it ignores that each side of the road had gained an additional lane. That's a bug with the traffic tool, just so y'all know that. You won't see that on the ones with a turn lane in the middle for both sides, or a median in the middle, as those are done with separate sides. So yeah, just making that clear. I have one or two little annoyances to fix, but other than that, this should be starting an upload within the house.

    So doing last-minute fixes, adding occluders (so when they work for forest objects, this thing will get a nice FPS boost, all the TALL buildings have occluders, as do the wide 5~15 floor buildings), got my zones working in the tunnel so the car doesn't blink (you NEED to use portals wherever you see into or out of a zone). Speaking of tunnel...

    @#$%!!!

    Grrrr... There's a stupid plant in my tunnel ceiling. How does that even happen? I'll get THAT fixed...

    So yeah, stupid bug hunting, getting scenes finished off enough that it looks nice. There's still gobs of unfinished stuff but there's also now plenty of blocks to mill-about in that ARE finished.

    If you fly out of the tunnel on the right at about 140+ in a Pessima, you may smash into the outside of the bridge rail, or just below it. This may cause a 'stuck' situation making you reset the vehicle. I will work on this for the next beta so it doesn't happen. That being said the SBR4 or the other Hirochi (Subaru WRX looking thing) will easily clear the entire over pass here. So do mind that when jumping - try to miss the bridge if you can.
    I will start uploading in minutes. So I hope you folks look in your emails if you're a Patron when you get home from work Thursday (today!), USA time, and you should have something unless my interwebs goes belly-up, then it'll just delay it 5~8 hours or so.

    Remember folks, places like that last shot aren't done yet, but are close enough for now. I don't want to tank FPS with too many bushes and have to murder them all again. I will add them in as I need to and as FPS allows (70~75FPS everywhere pretty much, until you get out of the city, then it's as fast as your system will run it), when the rest of the buildings are in. I can always pave it as a last-resort.

    Needless to say, I've decorated this scene a little better where I'm done toying with it for now. There's a jump added so you can clear the gap if you somehow ended up in the subway tunnel with a CAR (why did you do that?). I will do more as I build past this point (behind the camera in the last shot isn't done yet past the cross-street). Just a note here, that the raised route that goes under the underpass, (NOT ground-level it's the middle part that is level with the TOP of the rail tunnel) does *NOT* have AI yet, I have to do that one with way-points. Do not report that as a bug. Curved overpasses if they're long enough or varied enough MUST be done with way-points. The top-level of the highway, and the ground-level under all of it BOTH have AI implemented, as does the other roads on the camera. (there is no AI in the rail tunnel, and likely will never be, I don't intend to put any down there). Pretty much everything else on this side of the map has AI now.

    This is the less finished side of the lake. I didn't mess around over here at all since the last release, EXCEPT that I added the two bridges and leveled a bit of ground with the ends of them, so you can take the route from the highway interchange on the right, and get to the rest of it. Those bridges are just temporary, as is the road connecting to them, and are just there for convenience.
    Don't worry folks, this part will build very very fast when it's time for it. I am trying to build as I go around the lake, except where the buildings aren't done yet, but obviously some buildings are going to be used more than once.

    These two decal road stubs, that's the OLD rural route, that end there is just temporary until the city expands more (and it will, there's barely a quarter of the city built). The old rural route has it's AI removed, and it won't have any until the next version as the city gets built up more (it will get completely removed eventually). There is AI on the city roads however, at both ends, too. So just ignore that old rural route for now unless you need it to drive somewhere.

    Finished off most of the 3rd Burger World lot there (and nearby stuffs), it's got it's striping / spaces marked. Swiss Raton meal is on sale... yum yum...

    *muffled barfing sounds behind the couch, like the cat makes*

    *comes back out & wipes face with dog's chew-toy thingie*


    So yeah, I'll get to uploading this very very shortly.

    See y'all tomorrow on that, look for the Patreon email in your box tomorrow.
     
    #560 bob.blunderton, Apr 18, 2019
    Last edited: Apr 18, 2019
    • Like Like x 7
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice