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WIP A new *CITY* map - LOS INJURUS

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

  1. bob.blunderton

    bob.blunderton
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    No. The reason it looks similar is because the cliff-face material is shared between the maps (though a different color is applied). When I put the assets together it originally was from Nevada Interstate, but I gutted it entirely, nothing besides road and cliff/dirt textures are shared. So you could say it was based on the assets, but nothing of the physical layout is similar. They are both arid/deserts, though. No road layout is common between them other than 'a looping highway', it's a completely different experience. The map this city is built upon is actually the sequel to Nevada Interstate, and was originally called 'So-Cal Interstate'. I had wanted to build a city in it all along back in 2016, but I didn't have the assets or knowledge of how to do it. I did make reservations that if I did it one day, the road-layout was required to accept it with minimal effort. So the roads that make up a majority of the less-populated areas of the map further from the spawn point are carried over mostly from So-Cal Interstate. Again, there's a lot of those roads now that have had significant asset/layout upgrades to enhance the immersion and enjoyment (and collision models) of the map.
    So-Cal Interstate should still run, but it will conflict with this map, so I wouldn't advise downloading it (and it's unsupported, the only one of my four maps to be deprecated/go unsupported, as this map succeeds it). When this map is done, only the road map / layout of the highways / rural routes will be similar, along with the general hue of the sand/rocks/dirt. So-Cal is also twice the square miles (or more, like 2.5X) of Nevada.
     
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  2. Joobles

    Joobles
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    One of my favorite things was being able to go into some building, explore, then maybe find a ramp out of a multiple story window
     
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  3. Mullethead

    Mullethead
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    Whenever I'm not driving like a klutz, I would usually cruise or drive down the bigger roads of the city.

    I also like going through the downtown too, as it seems to be the most unique parts within a game's city environment.
     
  4. Shotgun Chuck

    Shotgun Chuck
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    For city maps, it's gotta be the freeways. For anywhere else, the passes. Modern games tend to do a notably poor job of getting these right, except Need for Speed, which does a notably poor job on everything else so it doesn't really matter.

    Since someone mentioned driving through buildings, I'd like to say that I also enjoy finding the cool little hidden areas and side paths in maps - the spots that stay out of sight and almost out of mind, sometimes marked on the map but in a place where you'd never bother to look, sometimes not marked at all - until you find them years after getting the game and think "Wow, I've never seen this before! This is a cool place!" Need for Speed Undercover, for all its faults, was actually really good about this - I actually think a lot of Need for Speeds have been.
     
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  5. DutchyGamer

    DutchyGamer
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    The sheer size of a city map and the feeling you get when looking up at really tall buildings, all lit up with different shades of lights..at night. OOF.
    Also just the road and buildings diversity and the freeways really make it complete. I mean, look at the amazing C1 Shuto freeway in Tokyo, Japan..
     
  6. fufsgfen

    fufsgfen
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    Loop, after loop, after loop, I guess you get the loop? :D

    Mafia II map is really nice, they just missed opportunity to make a good loop, like SLRR had
    Image from link search did found http://www.brandongamer.com/archives/mafia/downloads/map-v1_7-m2.jpg
    upload_2019-5-16_0-40-36.png

    There is park and all those side streets, across the bridge places, there is space around buildings, walkways, space for parking,

    In city, that is opportunities of bus routes and delivery missions.



    There is short clip of alley in this, all kinds of cool stuff in these older better movies for map makers, such inspiring world for some chasing AI and alike:
     
  7. bob.blunderton

    bob.blunderton
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    Police Academy - that's up there with Naked Gun 2½ (and 33& a 3rd) & the usual fare from Dukes of Hazzard. Grew up on that stuff, loved every minute of it. If movies only were still that good, I'd have a TV and watch it (even with the 60's and 70's the car chases were recorded and then sped up 2x, you can tell by the physics).
    Definitely will consider some of those scenes, definitely the alley - have the bridge already just have to change the textures / railing on it to the older type.
    It's always fun bouncing at high speed through the alley occasionally ping-ponging off of buildings, etc.
    @Joobles Buildings to explore inside of is always fun where FPS allows it, entirely can do a ramp out - it has crossed my mind. Not sure about breakable glass in this game, but can do everything else.
    @DutchyGamer Will have lots of variety of highways and tall buildings, too. Not sure about night yet, but I'll get this thing illuminated eventually. All in due time.
    @Mullethead Definitely need some more unique buildings, most of that will go in the more historic section of town (that I haven't built yet).
    @Shotgun Chuck 100% on with that 'lots of freeways' bit, they will be modeled as best I can do, reasonably smooth too (if a bit imperfect for realism). About 50 unique miles of freeway is my goal here. There will be plenty of hidden gems or places to explore tucked away where you may not find them on your first ride through, or the 2nd, 3rd and so-forth. Like the abandoned mall that has an interior, or the subway system, for two examples. The city will be designed with various needs of future missions in-mind.
    All good points here, entirely agree!
     
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  8. BeamCar

    BeamCar
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    If you want I can make a city for your map.
     

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    • NightCity2.png
  9. DutchyGamer

    DutchyGamer
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    Not sure if it's me, but that looks like a map from Garry's Mod or Roblox..sorry if my assumptions are wrong!
     
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  10. bob.blunderton

    bob.blunderton
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    If you wish to send building models over you may. There's only a few prerequisites to keep in mind:
    *If they're from a commercial game (read: someone else's game), I can't use them as that's covered under copyright (same for the textures).
    *If they're made in Sketch-up, I might not be able to use them, while Sketchup can make models, it's not good for professional modeling. Using Maya or Blender (which is free, Maya is commercial) will help alleviate this issue entirely.
    *Models need to be in OBJ or DAE format, or in MLT / MA format that Maya natively uses. .Blend formats are okay too, I can port those to OBJ or DAE using Blender.
    *Textures can be whatever; just let me know if they're copyrighted textures, or if you made them yourself. I may replace them with my own textures here if I have better ones or if I decide it looks better with another texture to fit the map better.
    *Models are to be send via a private conversation, you may host them on Mega if you need to (or one of the competing sites, provided I don't have to log in to get it, google drive and Microsoft one-drive work too). Beware of dropbox or other sites that can host ads that are inappropriate and/or that can make your computer sick (not necessarily drop-box, I don't remember for sure but some aren't too trust-worthy). I use Mega here and can vouch for it, it's good. Using the WOT (Web Of Trust) add-on for your browser is helpful when sites come up in searches via this regard, too - recommended.
    *I appreciate and am quite thankful for any help (in the form of models and/or textures) or even intersection / building suggestions that I should get. You're not obligated to do so, but if they're nice things that I can use, they'll get reviewed and I will add you into the beta list for a while.
    *Keep things G-rated, it's already bad enough some of the business names that I have in this map (Long Dong Silvers, etc), let's try not to give the moderators and staff any more reason to boot me outta here on my hide any more than they already do.
    *If you send over a building, or something like that, but don't send textures, DO take a screenshot of what it's supposed to look like on your end, in the even you use translucent window textures, etc.
    *Z (axis) IS UP, that's *very* important, otherwise your buildings will import on their side, and all the desks/chairs/people will fall out onto the terrain and make a huge mess.
    *Simple collision meshes are a big plus, the game does *not* like any surfaces narrower than 2~3CM, and if you have surfaces less than a foot wide, break them up every now and then on the collision mesh (the game is not picky about the visible mesh). If you're totally not sure about collision meshes, let me do that bit.

    Again, thanks for the consideration, if you have a map that contains these things, you may submit it via private message with lists of what you do - or don't - want used in this map. Give me a few days to a week to look over things, as my schedule is fairly bonkers before an upload especially the last week or so (as it is now), so if I don't get back to you right away, do not worry.



    MAP PROGRESS!
    Building some more miles of NEW highway (not old highway made new, this is new highway)...

    Some of the decal roads fade out a bit prematurely, I'll fix that later on. The highway also goes on a lot further than can be seen in the last shot (on the left side of the shot).
    Four new interchanges, and one of them is the 'Texas U-turn' style of interchange. I never built one of those and felt I should add it/a few in to the map, because I see them frequently on (real) car crash video compilations on Youtube.
    Again, this low-lying area will be the industrial district. There won't be many / any homes down here unless it's low-rent stuff. The airport will be at the FAR end of this long raised highway.
    I might be able to build in a flyover interchange near the airport, depending on how much space I need for the airport, haven't even put much thought on it yet. There will be AI use of the highway on the next beta. I am cutting off work by the end of next week (25th at the latest), and shipping the beta out the next day or two following to Patrons and anyone that contributed models and such. I hope folks will be happy to cruise the new miles of highway that have been added, and the 3.2 miles of revised highway that were completely demolished and re-built (interchanges, overpasses and all). I will be going through and adding what AI I can add back on the last day or two. I still have the 0.15.x traffic tool on here, so I will test using that. I can only give the map a cursory glance in 0.16 but can not test AI with 0.16.x as it's a slideshow here - this bug only affects ~100 of the thousands of BeamNG users here (it would affect you now with the current map if it did, so no need to fear if it will suddenly start lagging hardcore on you if it's not already with the version you have).
    I was going to ship out following the 22nd but I want a little extra time to finish up this highway so it connects, as I spent some time in the modeling program that I should have spent mapping, and had to take someone to the hospital ER again (no worries, she's fine). I also spent an entire morning installing new rocks for the garden, VS the ugly construction lumber edging that was going to be used "Oh no you don't! Not in-front of THIS house you're not!". NO. MORE. WOOD. One word. BEES! We have more BEES around here than I care to elaborate beyond 'it would make any experienced bee-keeper salivate with thoughts of profit' ...So now I hurt like all get-out but the house will still look OK from the street. Ouch. I'm not regretful, however, no not one bit. At-least I know I won't increase my chances of encountering an angry bunch of "Mr. Stingy's" while keeping up what needs keeping up around here, any more than I already do (carpenter bees, while not fond of treated lumber, will nest in it after about 3~5 years of being outside). When the bees figure out how to drill into rocks or buy diamond-tipped stingers, and make bee condos in them, I'm throwing in the towel & getting an apartment!
    Modeling progress...
    Aside of the new concrete Jersey barrier (straight, slopes, curves) that I've made, I also spent a few hours fixing up one new / one existing highway piece(s). Made a new solid 6-lane highway piece seen in the 1st two shots (yes, it's new, and it's a low-draw-call piece too), and revised the 6-lane highway bridge piece for better performance/collisions.

    Over the next week or two I'll be checking out industrial buildings from the base-game and adding them in, or simplifying them a bit on draw-calls and then adding them in, as some of them are pretty good actually. Of course I will be adding a lot of new buildings in, in due time (as time allows), once the highway is complete in this area (it is a driving game after-all).

    For those who have sent in models or textures (or both), I'll take time to review these this coming week before I send out the beta (or just after), and I will hook you up with a copy of the newest beta, that includes anyone that's send anything since the beginning of April, I have not forgotten. I have just been hectic busy lately (both with the map and IRL).

    --That is all for now. Sorry for the unfinished looking stuff on some of the shots, this is an all-new area that was open sea before. Doing my best here.
     
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  11. BeamCar

    BeamCar
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    Alright then. They should be ready in about a week or so. I hope you like them and good luck on your amazing map!
     
  12. bob.blunderton

    bob.blunderton
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    I'm just going to say that half a dozen hours into this flyover interchange that..... @#$%! this thing is COMPLICATED!

    It's maybe half-done....maybe. Four levels of car-crashing goodness. It still needs LOTS of work, this is only as done as 6+ hours got it. What's done is 100% perfectly aligned & where it needs to be, though. Y'all will love it though. I promise! This interchange is access to the airport on one side, and on another is the road that runs towards the city, up to the retail district (see, I do plan things). The road on top here at the highest level is the highway that runs through the industrial district, after winding down the mountain from the highway on the high side of the city area.
    Considering some type of tunnel here (in the last shot, it'd be dead center, in the mountain-side in the background). The base-level highway (missing it's median at the moment) will dump onto a 4-lane surface road for now, if the tunnel shows up eventually it won't be for many weeks yet. I just don't contemplate the 4-lane surface road handling all this traffic very well (up-hill grade non-withstanding).

    It's going to take many hours yet to get this flyover interchange up to par. Then I have to finish the rest of the (1~2 miles of) highway, until it dumps off onto another 4-lane surface road that runs along the cliff side (I've contemplated some 'route 1 California' type scene I will put in for it). Then I get to build the AIRPORT. Hopefully I can rough-up a decent-enough looking airport in time for the beta - the parking-lot should be decently done enough though, the building itself may or may not make it into this beta (it should make the next one for-sure). I believe this highway that I've made though is one of the longer straight roads in the map (there's a few, likely not the longest though).

    So fans of DALLAS TEXAS, this industrial district takes it's highways from there. So if you've ever wanted to get lost in Dallas, well this isn't quite as good, but it should still provide similar driving experience. The mission of this map is to have a little bit of everything in it - something for everyone!

    --That is all.
     
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  13. fufsgfen

    fufsgfen
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    Insanity, it is nothing but that, you have put all your snakes going between each other, that will surely make a knot! :D

    That must be most complex intersection in BeamNG, looks really good!
     
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  14. Shotgun Chuck

    Shotgun Chuck
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    Swiggity sweet!
     
  15. BeamCar

    BeamCar
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    That looks like the Tom Morland interchange in GA. We call it spaghetti junction!
     
  16. bob.blunderton

    bob.blunderton
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    That's a logical name for it. At-least if you crash here you'll have a good view from your choice of four different levels - oh and the ocean, provided the 'industrial zones' aren't blocking it - or smogging it out heehee.
    Glad you love it as much as I do - always wanted one - it's now possible! The best part is - ANYONE can build with this when this map comes out (Patreon backers can do it *NOW), as 100% of it is stock modular pieces of the MRK (Modular Road Kit). Just pick and place your pieces from the 800~900 objects in one-half dozen different road sizes / styles, throw them together and line them up, angle and turn as needed (in that order, for best results). Then decorate with pillars, barriers, and possibly decals or decal roads, and you're all set. You can make almost anything provided you have the room for it. Anytime I update pieces - I try to make them all drop-in replacements to seamlessly upgrade whatever is already built by myself or others (otherwise I give them a new name). All the four/five lane routes are the same size, too. The four and six lane highway pieces (bridges, and those that are solid underneath) are all the same size, so pillars and abutments (ends of bridges) are interchangeable. All ramp pieces are the same width too, and have conversion pieces, so you can go from 1 to 2 lanes or 2 to 1 lanes, etc. Need some for the highways though, so you can add or remove lanes as-needed without using decal roads (decal roads are best for maximum flexibility especially in cramped quarters, or one-off intersections / use-cases). The highways with 30-foot wide dirt medians already have 2~3 lane (per-side) converters.
    Highways, bridges, tunnels, surface roads from two to 6 lanes, this MRK kit has it all, train and subway too! Move over SimCity!
    Insanity is a good description. Snakes too, and yes it might entirely be the most complex intersection yet built in this game and it's not even done yet. I was considering a bog-standard pair of trumpet interchanges (one for the road coming off the mountain meeting the highway, another nearby for the airport meeting the highway, but that would have used 3x the space up).

    Glad everyone loves it. It wouldn't have been possible without support from kind community & folks on Patreon.
    Thanks - now to keep building this thing!
     
  17. bob.blunderton

    bob.blunderton
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    OK so a little lee-way on getting good performance on 0.16 (though, for the record, I still won't be using it for editing). Turning OFF shadows *completely* (in 2019...) stops the performance issue for the small minority of folks who get the extreme hitching slide-show FPS. You'll know it if you have it, if you have it on this version that you currently have, you will have it on the next map update; and vice-versa, if you DON'T have hitching, you won't have it on the update. So in other words, due to the fact that even rendering ONE shadow on this PC takes FPS from 100 to 0 in a hurry, I will keep using 0.15.x to edit and test with.


    Tonight (for a short bit, was busy today), I will be finishing up the highway, but I did test earlier with 0.16 and it seems all is well (if the shadows are off for me, surely most of you can run it with full effects).
    There's roughly 6 miles of new highway, and I've re-done 3.2 miles of existing highway, for a total of 9.2 fresh miles of highway to try out, and 6 miles of new highway that didn't exist at all in the map before. That brings the total highway miles to OVER 50 in this map. There's also about a mile or two of surface road that's changed quite a bit and re-aligned to integrate into the industrial district.

    I have to do the following before the beta can go out:
    Finish a pair of on/off ramps, and integrate the end of where I re-did the highway (in only one spot) into the old highway so it can be driven without cars flying, it's rather deadly at the moment.
    Add the last of the 8 on/off ramps at the big fly-over / stack (?) interchange, yes, it only needs one yet. Needs a few columns under the flyover ramps, too. Needs some Jersey barrier.
    Decorate terrain as-needed to fix up rough edges & do something with the hideous missing bridge abutments (new one didn't make it in yet, trying on that).
    DO AI STUFF (this could possibly delay the beta a day but not sure, it'll be out by Sunday though). Trying to make the AI work well on the fancy interchange & double-decker might be a feat, might not. If it works in 0.15 it should work in 0.16 but I'll post a warning if there's any issues. I will be using way-points for that when needed - thankfully, you can make them directional in 0.15.
    Fix a nasty case of bush-in-the-road (derp, putting this here so I don't forget to go after it, this stuff is here for me too, not just you folks).
    Connect the highway by the airport to the old surface road in a temporary manner (it will get some more updates beyond which point, but for now, I want to make it able to be driven/enjoyed).
    The airport, well that didn't get nearly as far as I wanted it (there's two scrambled-looking runways at the moment), but it's a start. Nope no building yet, I got very busy with real-life this week as my sister got (some of her) things back from her abusive boyfriend, so there's been a lot of working moving the stuff around...says the guy who's not supposed to lift anything due to a bad back. Airport hopefully will make next beta along with much of the industrial area (likely will be a few open spots though).
    When these things are completed, I can confidently ship out the beta for Patrons to enjoy.

    Until then, there's a new police department in town, a new set of on-/off ramps in town, and outside of (currently built) town, half-a-dozen new interchanges and around 10 new / refreshed miles of roadway (when I say refreshed, I mean, completely re-carved & re-aligned, might as well be brand new road from scratch, not just texture update, or simple turn banking etc). The total road miles (not including modeled city streets generally) is 100+ miles or so at the current total. If you include the city streets there's likely easily a dozen more miles. The highway that was blocked off up the hill from the town is no-longer blocked off and in-fact is completely changed there. I hope you'll find the new roads top-notch, as I've tried to go all-out and out-do any previous attempt of mine at road engineering.
    For what it's worth, I've always wanted to do double-decker roadway for some of the highways as I used to have to daily-drive through a partial one on route 248 just south of Palmerton, PA, where it cut in against a mountain-side on super-steep terrain and under a (now defunct & removed) railroad trestle for the mining operations (which is mostly shut-down too, hence the tracks were pulled in the 80s when I was a child). So that was over 3 years in the making, for this map - but that's not to say there won't be more.
    Remember, with the MRK (Modular Road Kit), if I can build it - so can you! You can build anything, provided you have the room, the time, and the PC to do it.
     
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  18. Regenworm

    Regenworm
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    I gotta say i love this map, ive been lurking here since the start and its always looking better and better! There will be lots of hours in this map when it releases, the amount of work you put in it is simply amazing.

    But next to saying how damn good this map is, lets answer your question.
    I think one of the things i love about some US based cities in games is that their kinda realistically grid-shaped, but dont feel like a boring grid. This map looks like its going to be something like that, so that will be amazing to drive around. I also like it when cities are realistic and have nice districts who really blend together, and well, looking at the progress on this map, i really feel like this is gonna succeed on that.

    Also, what i think is pretty fun to do, is just to find amazing buildings and nice stuff on places. Like FH4 with Edinborough, it has a few huge classic buildings and a modern office, which are very different to the rest of the city, but just feel so perfect in the city and really stand out.

    Also, this. I love it when a city has lots of hidden things to find and explore. Just some nice easter eggs to find and laugh about.

    But at all of these things, i really think you will absolutely succeed in it. Looking at your other maps and the progress on this one, its gonna be amazing.
     
  19. bob.blunderton

    bob.blunderton
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    Awesome, yes, entirely doing mostly a grid here, but not always 100% boring boxes, of course. Grids work not only due to ease of making property lines, but utilities, safety of right-angle intersections (you can only bend your head so far you know), and plenty of other reasons why often is the case, in America and elsewhere, grid rules to the roost.
    I am glad you have confidence in me to succeed (thanks!), but there's a few pointers I'll just lay out right here that helps this project and all of us see this through to the end:
    *I am disabled and really can't do much of anything else without ending up in a broken pile of my former self - so lots of time and not lots else I can always do - keeps brain busy too.
    *Use of only assets I am allowed to use, including models or textures, or completely going around this by making most everything I can by myself. NOTHING from AAA-games or anyone else's software or games will be in here, period. This way we don't get DMCA'ed and lose the project or the ability to host it - both game conversions and other maps using commercial assets without permission can, do, and have fallen because of this. I will not using anything but my own or BeamNG (or user-made) objects here.
    *Use Patreon to help fund the project and cover purchases of software (monthly Maya costs money, but while I couldn't figure out Blender, Maya came easily), and cover costs of assets, sounds, or textures purchased for the project from commercial sources (like Rockstar does) or sites specializing in such. I make what I can but it's nice to be able to purchase some better ones here or there when I can't seem to make a good enough one myself (plus, we don't want this to look like a reshuffled West Coast or East Coast USA - gosh knows we have enough of the latter).
    *Possess the necessary skill to complete the project and see it through - from mapping to modeling to scripting to even backing up the stupid thing every week or two.
    *Don't shy away from others that wish to help - seriously - are you good with textures or modeling in Blender (*NOT* Sketch-up!), then contact me in private and post some pictures of your models/textures, maybe they will work for this! IF anything I can always touch up models or textures, an hour or two saved is an hour or two closer to the goal.
    *It's a driving game, but more than that, it's a car crash game. Open stretches with good opportunity for SPEED and *LOTS* of ways to go airborne (jumps a plenty!) is the Primary Mission Objective, let's not forget that. I certainly didn't with Roane County and it's many hidden jumps - even ones hidden in hedges - kudos if you found the two hidden ones in hedges in Kingston in Roane County! A game is supposed to be fun, and if I can cram a jump in without it detracting TOO MUCH from the realism or immersion (like the Roane County jump at the airport - that's not real, but face it - it's fun), then I can cram a jump in and will do so. There's jumps everywhere. In-fact, until I get around to doing more ground-model stuff, the mountain sides have asphalt traction - so get some speed and drive right up them while you can because, why not?
    *It's got to be FUN, and INTERESTING. It's already a bit. The subway you can drive into, the abandoned mall with interior, and more recently: the parking garage under the police department - all these little out-of-the-way hidden places that reward the player for exploration. That's fun. It made Doom and Wolfenstein 3d fun, it made original GTA rewarding to just do nothing and explore (hidden packages, weapons, armor, health, even police bribes). So yes, I will cram as much stuff into this while keeping the FPS up, to keep it interesting - not just jumps as in the above bullet.
    *It's what the community wants in a map. Speak up - even if I don't add it in tomorrow, next week, or next month, it still can get added in. I have a lot of work to do, but I don't mind doing it, it's fun for me.
    *It's what the community NEEDS in resources. This is the main deal with this mod. It's not just a map. For any mapper, it's virtually unlimited ability to craft the cities you desire, with the models you need, it's like a newer version of Sim City you can drive around and crash about in! How is that not enjoyed by more people already? So help me help you all raise the bar for what BeamNG maps can be. Not everyone can model, heck one year ago I barely could. But I pushed myself to learn, and I hope it does what I only dreamed of doing (without these city road/asset models I made) 3.5 years ago when I started mapping.


    Mappers wishing to try out this model set that have already published assets or maps for BeamNG should contact me about trying out some of the road and highway models for use in a map, for performance metrics, and user-feedback.


    Now onto the good, the bad, and the no-longer-ugly because I've worked on it lots more...
    New highway is up to 6 miles now, or just within 2/10ths of that (close enough!), I finished the highway and blended both sections that needed to be into the older, existing road alignments so there's no unwanted surprises when speeding about and getting to (or to the end of) the new highway sections.
    THE STACK, the huge interchange I showed bits of, is completed structurally, with all it's barriers, and all of it's ground-model stuff for now, it could use some bushes in the future.
    I have *not* done a lick of AI yet, I will do that tomorrow, and possibly over into Sunday as needed. I will test traffic tool then when I have a chance to afterwards, in 0.15 and possibly 0.16.
    I can not run 0.16 yet except with shadows OFF. I am editing from 0.15, but from what I have seen, the assets work fine in both. I am one of a select very few that has issues with shadows on 0.16.
    I expect the developers to have that bug with this map on Radeon Rx 480 drivers fixed within a week or less, Luis is kindly working with me in private about it, I am doing everything I can to expedite this issue for the few affected folks. Turn shadows OFF if you have issues (but I don't expect you to, and definitely not if you already ran it on 0.16 and it's fine).
    The industrial district that I've just created has no surface roads, only highways that seemingly only link to each other outside of interchanges (which are done only enough to enable completing the highway ramps), so it's not going to be a full district with TONS of buildings yet. The airport is off to a start but only the pair of runways is *mostly* there thus-far. The highway just seems to end right before it, where the parking-lot and airport terminal should be. I will get to this after the beta, but you can easily turn around at the end of the highway for now, the stack interchange is fully able to be driven in all directions on all ramps (I made sure of that!).
    Did my best to polish up any rough edges on the terrain for now. There's one pair of on/off ramps I must finish up before starting AI work tomorrow but that shouldn't take more than an hour before I get to the AI stuff, and testing phases.

    Do provide input, and again, sorry for the hold-up here, just want to put the polish on the ugly spots enough so this turd doesn't stink too badly.

    Little touches on the very unfinished snake-like road such as the drainage easement collecting runoff are important - especially when you blow through the turn and land in it. The last shot is a very unfinished area for now, and leads to the slightly-more-finished Stack flyover interchange. This is one of 3 roads that leads to the lower industrial/port area of the city. Beautiful and polished-smooth for drifting pleasure. I'll give these steep hills some matching rock-texture later on or in the next beta.

    A gently banked sweeping highway bordering the airport leads away (or to?) one side of the Stack interchange. Too much speed and you'll slide into the median barrier or go falling off yet another of the many cliffs in this map. When it's more polished, you'll even have a nicer view as you plummet into whatever happens to be below.

    A mind-numbing amount of lanes and general weaving-inducing horror awaits you in 'possibly the most complex interchange in BeamNG'. So glad it wasn't 'just another cloverleaf interchange', because we have enough of those, and I have made so many of them that it's getting boring. I still enjoyed the DAYS I spent making this and I hope you enjoy driving/getting generally confused/crashing off of it.
    Not sure I would be sane if I said I looked forward to getting AI working on this, but ah-well, every dog has it's day.

    --That is all for now. Hopefully I can get this wrapped up in the next 48 hours for y'all to try out.
     
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  20. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Most of the AI paths are in except what needs to be done with the way-point system.

    So I will do way-points tonight or tomorrow. Pretty beat tonight, but I should be beginning my upload tomorrow sometime (Sunday!). The last off-ramp took a good hour to do, it's done now though, all roads are connected that need to be, and everything that needs AI has it (except way-points!). Tomorrow will be testing with the traffic tool.
    *GREAT NEWS* AMD ZEN 2 (3000 series) is looking great - buy that AMD stock guys, it's gonna FLY (big announcements / reveals MONDAY)!
    https://wccftech.com/amd-zen-2-6-core-cpu-benchmark-leaked-faster-than-ryzen-7-2700x-in-geekbench-4/
    I know when it's in the budget I will snag me an 8 or 12 core processor from the Zen 2 lineup, I am tired of the hot-box intel chips with next to no overclocking ability, with no CPU upgrades available (on intel). While this thing has lived a good life, at over 4.5 years of age, something will give some time. So when she's 5 years old, there will be a retirement party for the tower and I will have to put together a new one (though it won't be as fancy as this one). Never kept a computer this long - was always 3 years and time for a new one - sometimes only a year or 1.5 years. How time flies.

    EDIT: Way-points are ALL in (including the ramp loop by the school, that was put in months ago), they have to be scripted but that shouldn't be more than ... minutes? I hope so, anyways.
    Fixed up this spot that was missing bridge abutments / retaining walls. It looked terrible before, it looks okay now.

    Much better than ugly terrain sticking out where it shouldn't be.
    So everything is on-track, and looking good. I should be able to wrap this up (scripting stuff, AI testing) tomorrow.

    The new miles off highway go off into the distance, through a short tunnel, then along a double-decker section along a mountain-side, down to the industrial area (out of shot to the right in the distance), which is mostly sea-level. This section of highway (at-least until it gets down to sea-level) should provide one of the most interesting drives in the map, if highways are your thrill.
    Los Injurus awaits... Patreon Supporter Beta should be out (barring my internet acting up) by late Sunday night to Monday morning/mid-day.
     
    #660 bob.blunderton, May 26, 2019
    Last edited: May 26, 2019
    • Like Like x 3
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