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WIP A new *CITY* map - LOS INJURUS

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

  1. Shotgun Chuck

    Shotgun Chuck
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    Mine has a volume icon, somehow. Which I frequently find set at 1% when I come back to it after a trip into town. Even at that level, the stupid ads are still slightly audible even though nothing else is.
     
  2. bob.blunderton

    bob.blunderton
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    I will be stuck in the house due to a messed-up ankle (old injury coming back to haunt), and extreme heat for the next few days - so lots of progress coming.
    Doing some work on some airport parking-lots tonight. These needed to get done. Yes, this was why there was a floating lot in the middle of no-where / over the ocean a bit about a mile away. That was merely an example lot so I could see just how much parking I was actually making room for when designing the airport area - and also hence why it's mostly built out over the ocean for the concourses, etc.

    Seawalls are going in after the lots are done / mostly done (barring a few custom models, traffic islands if needed, etc). Seawalls will be very basic and will include terrain on the model itself, so that I can leave you guys / gals somewhere to land after you inevitably fall into the water (if you go too far, you will fall into endless ocean, I will try to keep 'escaping the map' to a minimum though).

    After the sea walls are in, I will carve & do some work on the highway that will actually be going UNDER the airport taxiways / access roads and such. This should really give it some feel like Atlanta.
    Might be able to get some signage in before the next update, not sure. Depends how smoothly it goes together. I have the graphics for some as you approach the terminal already done.

    Remember folks, you wanted Hartsfield-Jackson, you got it*. It won't look 100% like it, as I won't blatantly copy / plagiarize things - period - however, I will make it a close alternate-reality recreation. Atlanta's airport has 195 gates. This currently has 145 gates (and I still have to add another 10 for smaller planes on the back of the terminal itself), and there is still a possibility of adding another concourse or two out there yet, so do not despair. The exterior actually looks a bit like Denver Colorado's airport, as some of my source-pictures for inspiration were of that airport, too.

    *This is a community funded project. This project is all about what everyone WANTS in this game, especially stuff we do not yet have. So it's going to be awesome, as awesome as I can make it.

    I'd like to get most of the airport progress wrapped up by the time I upload this update, though there will still be some more props going in even after the update.
    The next scheduled update will be online hopefully one week from today. This is tentative, and could be moved a day or two to allow extra time, but that's only on an as-needed basis. I try to avoid making any promises I cannot keep.

    Please pardon the very-early WiP screen shot of the parking area just getting started. I still have to bank the roads, but for quicker creation, that'll be done later (still before the update!).

    Parking-lot access is done by a separate lane in a distributor-collector style arrangement of the main access road. This extra lane joins and leaves the main roadway several times on the way to access the terminal itself from the highway. It's separated by a barrier in some spots for safety reasons. Keep in mind as-above stated, it's not got banking or much terrain detail yet. Of course there will be some retention ponds and such, for water runoff and a bit of green space (but much will be used for parking, almost all the open areas on this half of the big stack in the background).
    Total parking area compared to what's here right now will be roughly 8~12 times more. That figure does not include a dual-level parking structure YET, but that will come later as that'll likely take days to make. You will surely get at-least one though, and it may be more than dual-level. Nothing set in stone - or is that concrete - yet...

    --That is all, more pictures as I get more done through-out the week.
     
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  3. bob.blunderton

    bob.blunderton
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    EDIT: Just adding another screen shot or two.

    Slowly coming together, already several hundred spots for parking here. Not even going to attempt at counting all those. Lots & lots more lots to come.
     
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  4. CaptainZoll

    CaptainZoll
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    It also looks like a decent spot for drifting ibishu covets!
    keep up the good work, but don't hurt yourself!
     
  5. Nicelittle

    Nicelittle
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    The amount of parking spots looks to be about 3 universal lots unit (ULU)
     
  6. bob.blunderton

    bob.blunderton
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    There's LOTS of drifting fun around here. LOTS of it, pun intended. That's part of how I am designing this, so that it can be drifted - until you eat a wall or end up in a drainage ditch or something similar.
    Trying not to hurt myself, my knee muscles / ligaments in both legs, and my left ankle, also my lumbar area of my back are just *done*. So I'll have a few non-productive days (physically non-productive), and a whole bunch of time at the computer to do whatever I need to do on this map for most of the week. I think it's my weight going up that's killing my legs (well the weather's not helping).
    Appreciate the considerate thoughts though, I have some meds from the doctor (non-addictive non-narcotic) that do significantly dull the arthritis pain - and lower my blood pressure. Only took the docs 18 years to catch my blood pressure issues, that's been wacky since I was 19 or so! Just glad they can medicate it without making me too sleepy.

    Will append evening's progress pictures to this post later on tonight as I get more done, so check back later. Got me some Sega Genesis soundtracks to edit the map to, tonight. Let it rain the Nostalgia.


    Added an overview shot. Most of the asphalt on this side of the highway (top of shot) is done, except for the left-end sides of the two lots. It will get the full AI treatment so you can have plenty of good parking-lot crashes. A (small) retention pond was added to help prevent flooding in the area and to give more immersion / another place to land in when you crash. I have to watch height here as the flight path may literally sheer off tall lamp-posts or even blow them over from jets taking off - the runway is just out of the left side of the shot on the second shot (a tiny bit is shown). That being said, I could still add pedestrian walk-ways (for crossing the road) when I need to. These lots are all heavily batched (meaning, draw calls render simultaneously filling dozens of surfaces for concrete at the same time, asphalt at the same time, striping / parking stall lines at the same time, etc), so FPS will be fairly nice here even when it's fully detailed - always a good thing with that huge crash-worthy intersection right adjacent to the airport lot. There certainly won't be many / any tall trees near here. I have plenty of height for signs, however.
    I will also make sure the seawalls are very conservative to render, as there will be a lot of them.
     
    #746 bob.blunderton, Aug 14, 2019
    Last edited: Aug 14, 2019
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  7. Theodore The Class B20

    Theodore The Class B20
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  8. bob.blunderton

    bob.blunderton
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    I wouldn't be too mad, it's enabling me to use commercial software to make a close-to-professional-quality map. I'm only one person, but I'm trying harder than I ever have, to make this.
    Besides, I will be happy to announce, that once I am done messing about with the airport here, I WILL RELEASE A FREE VERSION. The FREE version will be updated 2~4 times a year. Supporters will still get roads or businesses named after them (I'd like to get those in before it goes public), and supporters will also get regular 1~2 times a month updates.
    Sometime in the next month, by mid September I'd like to have the FREE version out. Don't worry, there won't be any Nag Screens (tm).
    I had wanted to release some more MRK stuff over the course of the summer, but the DSL line finally died, was without internet for 2~3 weeks back in June - that stank - then my PC started acting up after running just fine for FIVE years (I BeamNG'ed my Seasonic 750 watt power supply to death). Things only last so long, I reckon. So I will do one better and let everyone in on the fun. Then the supporters can enjoy city maps made by others in the near future, as I'm not going to mind who uses my models for the good of the BeamNG community.
    But wait, we already have West Coast, what does LOS INJURUS CITY MAP project have, that West Coast doesn't?
    A completely modular city roadway, highway, tunnel, SUBWAY, and train kit. Bridges, surface roads, interchanges and intersections, they all fit together like Lego's (just without the 'click').

    More work on the California Regional Air Port! :)


    Still don't have the lines on the airport arrivals / departure drop-off roads yet. They will get there, likely just after this next beta release. Trying to get this lot done by Monday-Tuesday at the latest.
    Should have a basic Industrial Seawall set done by then (just a few pieces to do what I need), and in-place around the airport. If not, no biggy, just have to get a runway or two in on the sea side of the concourses so people have a place to take-off or land large aircraft.

    As stated, once I get the Airport done up decent enough by mid-September, the FREE version will release which means:
    Anyone can download a copy of the map, which won't be updated as often as the supporter beta.
    Anyone can build a map off the models contained within Los Injurus City Map, but may not modify and then re-upload the existing map (to eliminate confusion or conflicts).
    The modular road kit already contains over 800 models that all fit together some way. So figure it out and make an awesome city, or just a 'road roller-coaster' if you wish.

    The supporters who keep supporting this map will still get the 1x~2x per month betas, and my gratitude. I am on a fixed income and commercial software is EXPENSIVE. Free ones don't always do the same duties as the commercial ones in some respects.

    Oh, and since I built this new machine, I still have my old machine (which I fixed, it mostly works aside of some Sata ports and the front USB), as a backup.
    Pardon the unfinished parking lots, obviously not done here yet!
     
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  9. Shotgun Chuck

    Shotgun Chuck
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    I've been meaning to say this since forever, but: I'm not sure if it's in your plan, I'm not sure if it's already there, but this map absolutely should have a big, fancy hotel somewhere. Not even drive-through-able, but there nonetheless.
     
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  10. Regenworm

    Regenworm
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    Sometimes i hate how less effort people take to post random crap. Its literally everywhere that this map is going to be free. But ofcourse, seeing you cannot even type a proper sentence, i doubt you can read them.

    READ stuff before typing random stuff. If you wouldve done that you could have seen that this map is made by 1 person, and he has been spending literal months of his life on making it. So why would you, some random dude, be entitled to have it?

    Also if it was a free map, you would probably be here complaining about it being unfinished, i doubt you even read that part....
     
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  11. bob.blunderton

    bob.blunderton
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    YES! Agree 100%
    It will have a Nodeway, which is a budget motel, a RUMP hotel chain with at-least one location, which will be rather up-scale and snooty. It will also have a Dave's Inn which will me some-where in-between cheap and pricey. So no worries, that's on the list, too.
    I like these suggestions, because I tend to build these things, and put them in the map in places where I wasn't sure what to put 'there' (there = anywhere).

    I have to admit, BeamNG finally updated to the new version last night, so I spend a few hours getting to figure out what's new in it, and quite a load of fun it is. Was very impressed by ECA updates, too. Finally, they FINALLY fixed that map. It always bugged me a bit. So I wasted last night updating things and goofing off actually playing the game - but that's all good, as I was able to look and see how they did things on the map etc, for tips/use in my own mapping.
    GOOD NEWS, is that since I waited this long to put signs into this map, I can now use the ones from ECA! That's always a plus, folks. There's also some bushes and under-brush I can make use of for the various gardens in the city, and maybe a few trees, too.

    So yes, once the airport lot is finished-up decently and the seawalls are in, I will ship this out. It'll be a few days yet, but it seems to work on 0.17.x no issues.

    That's a big improvement from the last major game update!
     
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  12. Shotgun Chuck

    Shotgun Chuck
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    You seem to have just a little of the Grand Theft Auto Naming Syndrome when it comes to naming businesses.
     
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  13. Mullethead

    Mullethead
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    Is it possible if there could be like a museum in the map, maybe a car museum?
     
  14. bob.blunderton

    bob.blunderton
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    Yes, that's entirely the point. Roane County map shows a lot of that, but I figure this: If I must name something, and go through the effort of putting the building, grounds, lot all in, make the sign graphics, the laugh is FREE at that point, so why not. If it can be funny and not offend *most* people, then why the heck NOT? Businesses were parodied in many games before GTA, GTA just made it much more noticed by the masses. But in all honesty, pulling up to 'Sausage Fest' or 'Burger World' (kudos if you know where Burger World is from) or Worst Buy is much better then 'Mcburger', 'Burger Queen' etc.
    I can seriously consider this. The vehicles wouldn't have interiors, but could be simple vehicles and such. They wouldn't be dynamic otherwise they'd interfere with the amount of vehicles the player spawned or could mess up the traffic etc. Maybe I can get some of the models from folks who make them in Automation for the project, and simplify them (lower poly-count), and it could be a possibility.

    In other news, not as good, I've had an issue with (mostly the decal road) editor in the 0.17.x version of the game bombing my video driver here.
    I don't think the card is going, as that's a bit unlikely, but it could happen (my RX 480 is almost 3 years old, it's due to be replaced before the end of the year). Hope it's not the card. I have some spares, but it'd be in LOW~MEDIUM gfx detail only with no extras. If worse comes to worse I'll use the standard lighting mode (it's deprecated and hidden) and use one of my surplus Radeon 8490 1gb GDDR5 cards in 720p to run this. They're old Terrascale architecture so not sure if they even have DX11. Also have a 7850 2GB Radeon card here if need be, as I don't generally sell my old hardware. I'd have gotten a better video board too with the bulk-purchase discount I got on the new PC components, but my retired mother's vehicle (2013 Chevy pickup) is in the shop right now for a *random* no-crank no-start wiring gremlin I can't find for two days now, and my vehicle needs a whole exhaust from the exhaust headers back, with the cat blocked half way (slow up hills...) and my muffler held up by coat hangers (did I mention I am cheap and on a fixed income!? Those coat hangers were put on in Dec 2015 btw, still holding!), and right now that's our only transportation, we wouldn't have anything if I wasn't capable of repairing most things on vehicles. I would have pulled her Chevy apart but she just had part of the dash replaced by the dealer, (yes, it took 5~6 years for a Chevy truck dashboard to crack and basically fall in, cheap plastic interior!), and now it's acting up since work was done to it.

    So yeah, no video cards in my budget... I will find a way, as I always do, but, THE SHOW MUST GO ON!


    @Nadeox1
    While working on the map (incident here https://steamcommunity.com/app/284160/discussions/2/3185654583887106683/ which I posted) I keep getting video driver crashes, complete blank screen (white) and then it comes back and BeamNG crashes. However the game seems fine if I just otherwise play it. There's weird hitching in my map though it's rather odd, just while editing and looking downward sharply, before it crashes out finally. It's not consistent skipping and doesn't happen outside of the editor at all.
    Windows 10 Pro digital license, validated & activated, Ryzen 3700x, Asrock x570 cheapo ATX motherboard, 32gb RAM, Radeon RX 480 8gb Video card, etc.
    Last computer was hit by lightning multiple times (whole house gets hit several times each summer/spring), the old power supply slowly died, stuff on the old motherboard started going in the last PC. This video card was part of that machine for a bit, so I can't 100% rule out faulty video HOWEVER it has worked all-night in other 2d and 3d DX11 games, and still runs them, but crashes the editor within minutes or at-least the first hour. I have 0 issues on the desktop from it, however, and bios/bootup is fine too. Passes bench-marking just fine and also the power supply voltage while idle and under moderate load is good from all the numbers I can read on it (HWINFO64 numbers & numbers in BIOS monitor page).


    Other than that guys, I've gotten more work on the parking-lot done. It's taking a bit longer than planned with having to cart my retired-age mother around who's currently car-less, picking up / dropping off my 10-year old niece to school a few miles away, and the video driver bombing out (hitting CTRL+S a LOT) when editing. In Maya it's fine, however.
    Got better asphalt terrain default texture scripted in (TEXTURES CANNOT HAVE FILE NAMES WITHOUT PATHS IN THE MATERIALS FILE IN 0.17, THIS IS NEW!!! WHY?)
    Going to integrate road signs from the new ECA tonight or tomorrow. Trying to get my seawalls done, too, but lacking a decent texture for them. If I don't get something together by Friday it will be shipped as-is but fully functional.

    Worse comes to worse I can use 0.16.x to edit the map and 0.17.x to test it. There's not too much different from that perspective. Yes, as always, backups and lots of backups are made.

    So no worries, just trying to be transparent here with things.
    Next beta going out this week goes to ALL patreon supporters, and anyone who submitted models to the project or otherwise helped with it.
     
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  15. AgentMooshroom5

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    About the museum, maybe leave it blank/have a blank area? It would be cool if you could drive your own cars there (or teleport them but close enough) and would make for a cool display/showroom

    Also, I've been following this since the very start and it looks bloody brilliant if I do say so myself, one of the best looking maps I've ever seen and easily one of the things i'm most excited about right now.
    I would donate because what you're doing is amazing and you deserve it, if only I had my own money and the means to do so. Keep it up!
     
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  16. Mullethead

    Mullethead
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    It'd definitely make for some nice screenshots, and could add some pizazz to it (usually car museums have a pretty unique selection of vehicles on display).
     
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  17. bob.blunderton

    bob.blunderton
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    Thanks a bunch! It means a lot, especially when I can spend all night and get a parking area, a retention pond and a few hundred feet of roadway done decent and that's it... can feel like I'm getting no-where fast. However, when I look back to June 2018 and remember placing the first sections of highway by the spawn point, it does feel I am achieving something - just never fast enough. While it's usually apparent that not everyone realizes what all goes into level editing (it's easy just to place props, but to take the time to make them, perfect them for optimum look VS FPS, then test them out for good collision, and make the textures to go on them - if some aren't already available, it does take quite a bit)... I must admit that quite often even I don't realize how much goes into it, and end up missing the window of time I'd like to put a beta out in.
    That said I will try my best to stick to my word, and upload before I turn in for some shut-eye on Friday night / Saturday morning. It's going to rain lots and lots in the interim, so plenty of indoor time here until then (it actually just got done storming for a good hour here, but THANKFULLY cooled things off a bit out there, it was like a sauna the last week or two).

    So entirely, I will try to post some pictures in the next few days before the beta goes live.

    Yes, I would leave plenty of room for folks to showcase their own vehicles. I will try to make an open garage door in the back so you can drive vehicles in, and keep the floor-plan rather open (if there are 2D small rope barriers around vehicles, they'll be just for show and not collide, otherwise placing vehicles there will make a better junkyard display than a museum).



    Speaking of which, I will be building a junkyard near the dirt track (yes, that's what's going near there along the highway). Or at-least somewhere out there will be one. Maybe further out of the city.

    If folks do work in automation, and wish to make a shell of their car (doesn't have to be mega-detail, or can be whole-model), and wish to upload it to me in private or on here, feel free to let me know if you'd like it included (you can always link me to your automation mod). I can use them for museum cars and even for vehicle props in the junkyard (oh my what a once-in-a-lifetime honor, I know that sounds so mean but actually, I do need vehicles for that, though someone has volunteered some rusted shells of older game vehicles for a few of them). Be sure to specify if you mind your vehicle appearing 'junked' and want it only in the museum, as I'd rather this project brings joy and not anger.
    For a car crash game, surely we are lacking in wrecked vehicle 'props', I am not alone feeling that?

    Edit: These are not the props I wanted from the car crash simulator...
    but I guess it'll have to do!
    I would say it has something to do with the editor, but unfortunately, I started the game up, loaded the map, and never touched it for 5 minutes while I was filling out bug-reports and the game crashed at the spawn point, not even in the editor, without me touching it. Sometimes it lasts an hour, sometimes it lasts only a few minutes, but surely it quite hates decal road manipulation (though it does crash in the f1 object editor, too).
    Yes, this crash simulator is very realistic at simulating crashes, in-fact, I'd never know that wasn't my desktop - except, in this case, it is, quite often too. I still have other GPU's if it's hardware failure, if it comes down to it - so Show goes on!
     

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    #757 bob.blunderton, Aug 21, 2019
    Last edited: Aug 21, 2019
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  18. bob.blunderton

    bob.blunderton
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    So I got a few more hours done on the lot entrances/exits. I have to use somewhat of a hybrid of roundabouts, collector/distributor (separated lanes along the main route) setup, and lots of traffic-calming islands (that's technically what those sidewalk chunks are!) to keep traffic-flow in check and some semblance of both realism and 'safe'. I've crashed the editor a good half-a-dozen times since I last posted, but if I don't zoom in too hard on the f1 object editor, it doesn't crash as much. It has something to do with being close enough to see the icons for everything inside the f1 object editor in the f11 map editor, as often when I go to shift-drag copy an existing decal road (for consistency as much as speed), it likes to go BOOM. Though, even if I let it sit (as I often walk away) not even when in the editor, it will go BOOM and crash. I can sometimes get lucky and get a good hour or more between crashes though, and as luck would have it, the lions share of the progress happens then.
    I also got a lot of warning stripes down, as it can help eliminate some confusion of where you're supposed to be driving, especially if your vehicle happens to land here from somewhere else.
    On to the good stuff, as no one likes books without pictures...


    Still have to put the ends on two of the earlier lots, and still a bit to do here and there (and another whole entire lot to do in addition). Needs trees, misc plantings and such, to make it more immersive, and it still needs signs. Haven't touched the seawalls yet, but being as we don't drive on them, they'll come after I do the above stuff. Hopefully I get seawalls in by the next beta - I'm trying! I will be doing more tonight before I turn in my chips, and have two more evenings of work before I package up the beta. I will have to put up with the crash-tastic behavior until then as I'll have to show the developers what I did to their precious game THIS time...
    --That is all!
     
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  19. MrCin

    MrCin
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    Getting a new PC in the fall.
    Windows 7 is ending support. Will probably get Windumbs Den.
    Please help me.
     
  20. bob.blunderton

    bob.blunderton
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    I hate Windows 10. I will never love this OS, period. God save your soul.


    In other news I'm about to toss the damn RX 480 8gb out the window. I'm pretty much done with this Radeon card, and to avoid issues with the next one, I am getting an Nvidia card. Whatever I can get without ray-tracing dumbness attached to it; because if I wanted to be stuck at 60fps, I'd put the old Radeon card in from years ago.
    Anyone have a used 10-series Nvidia card they want to get rid of cheap with 8GB of VRAM?
     
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