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WIP A new *CITY* map - LOS INJURUS

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

  1. Spicymeymeys420

    Spicymeymeys420
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    The gtx11-series should be good value, because the 10- series has become way overpriced and i need to get money myself for a new card because my msi 1060 gaming 3gb is just a bit bottlenecking for my I7700k.

    Also, i have accepted windows 10, and im not complaining, windows 10 is fine.
     
  2. Joeyfuller2000

    Joeyfuller2000
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    Windows 10 haas been the most unstable version of windows I've ever used. With every update, something else always breaks. I have to use it at work, and one time I tried to edit a WORD DOCUMENT and the entire machine blue screened! Not kidding! I hate Windows 10. For my intents and purposes, Windows 7 has been my go-to OS for 10 damn years now (I'm old now) because it works. No touchscreen-friendly nonsense like what Windows 8 had, just a decent desktop interface with no useless features like Cortana, and don't even get me started on the frustrations of having 2 configuration programs and certain things can only be changed with one program, but not the other, etc.
    Anyway, rants aside, I put Windows 7 on my Kaby Lake system over a year ago and it works a whole lot better on Windows 7 than Windows 10 ever did. If you want some help getting Windows 7, let me know. My Windows timeline has been Windows 98, Windows 2000, Windows 7.

    Anyway, software rants aside, the map you are creating is beautiful. I have been checking the progress of it off and on, and I must say, you are doing a superb job! Keep it up, and I look forward to the next steps you have planned for this map.
     
  3. bob.blunderton

    bob.blunderton
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    Yeah, I am 90% sure it's Windows 10 + Radeon driver that's giving me crashes. I have a Radeon card on the other machine, it's going to be a pity if I have to use the old computer to edit with.

    If it turns out to be Windows 10, then it's GONE. I have zero patience for this rubbish OS.

    Thanks, I'll let you know if I need any assistance.

    EDIT: 17.0.0.2 STILL crashes to desktop.
    Another EDIT: 16.x does NOT crash. Thankfully as-always I have that stashed to the side here ready to go. I learned my lesson many moons ago on the 0.8.0 game-version. Trust nothing, trust no-one.
    As usual, as promised, update will ship Saturday sometime. If worse-case it will be Sunday morning but it's unlikely to be an issue. I only say this just in-case my Satellite internet doesn't like the 60% thunderstorm chance we have over the next 3~4 days.

    Wow TREES!

    I have some road-edging done too but you can't see it as 0.16 (what I'm using to take this picture while testing) doesn't support the graphic format that the files for the dirt edging are encoded as. It does load and play the map fine otherwise, however. ...and it doesn't CRASH. So that is ruling out defective / flaky video card. That's good because my wallet's staying shut, I can't be paying out more money and more money just to keep running this game.
     
    #763 bob.blunderton, Aug 22, 2019
    Last edited: Aug 23, 2019
  4. Regenworm

    Regenworm
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    That parking lot looks massive. I dont know if its possible or people will like it, but maybe there is a way you can put cars as props (lower detailed than real beam cars to prevent lag) in a couple of places on it. I feel like your maps are the best maps for beam, but on the parking lots they can feel very dead because of lack of vehicles.

    The parking lot does look very nice, i do like all of the kerbs/walking paths making it not look like a big square. Also, those entraces and exits look very interesting, very nice
     
  5. bob.blunderton

    bob.blunderton
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    Thanks!
    Yes, I am already doing my best to source some vehicles, specifically automation vehicles (for lack of simplified props otherwise), to do concept tests of exactly what you mention - fill many but of-course not all of the parking-spots with vehicles. They would only be visible within a city block, or a few blocks distance, depending on the FPS hit. It would certainly help with making the city feel alive - something that definitely 1000000% needs to be addressed here!
    So as-always to reiterate, If anyone else has automation vehicles, vehicle props of any sort, give me a shout so I can check them out!
     
  6. CaptainZoll

    CaptainZoll
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    automation cars would need some serious work to make them usable, they're pretty high-poly models.
    Screenshot51.png
     
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  7. bob.blunderton

    bob.blunderton
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    WOW, but that isn't TOO bad if I can reduce them decently. Maya has some functions for that for auto LOD's, though I generally always make my own.
    Poly-count isn't a big deal as a video card can render hundreds of those with ease (and the scene isn't TOO busy at the airport, draw-call or triangle-wise). However, I am sure with enough of them, there could be issues. That said, it's the draw-calls that bite me after a while. Hopefully, each surface isn't it's own render.
    I will likely make my own if needed, using submitted vehicles as a base IF possible. I have to test it with a concept 1st. It might be easy to reduce them but it could still be more work than just making from scratch (I am not so good at making vehicles here though I used to draw some as a kid).
     
  8. bob.blunderton

    bob.blunderton
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    So I managed to get this thing to run enough to complete the progress (most of it) that I needed done for now. I put temporary walls in one spot as sea walls so when you approach the airport, you don't see under the concourse buildings - that way it doesn't spoil the immersion so much.


    There ARE AI paths here! The AI will follow the main ring-road using 2 to 3 of the 3 lanes (depending on where it is), and will run a few (but not all) of the roads bordering the edges of the lots. I don't have nearly all of the AI implemented yet here, please be patient. I also HAVE NOT tested it yet, as it's getting late here. It should work, though, and I'm sure people will let me know if it does not. There is also a VERY mundane / boring lot in the back of the terminal building (last picture). It's only just been placed there a few minutes ago, with two access roads going to it, it DOES NOT connect to the rest of the airport yet however. That'll come in the next beta most likely. Bare with me until then, please.
    I added some plant life, though likely not enough, to the map here, though some of the first lots I did here don't have any yet. They will get some, next beta for that also.
    Currently about to package this up and ship it out. Expect a beta notification via Patreon, and anyone else who's been personally invited in via content contributions or other help.
    Working with the developers on figuring out this crash-tastic issue here.


    Evidently the AI does not care if you tell it 'there's no left lane there' buddy.

    Odd things may happen near the airport!

    Thanks!

    EDIT:
    Car stuck in long bridge when using AI traffic near airport bug has been fixed.
    Missing building model near spawn point is still missing... dunno why, will look into it
    Tunnel does not get dark anymore... I didn't do it! They changed the game again, and it's not just 'this map' doing that. Zones do not work as-expected right now. Please keep this in mind when bug reporting.
     
    #768 bob.blunderton, Aug 24, 2019
    Last edited: Aug 24, 2019
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  9. alex_333

    alex_333
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    hey bob, if you want, i could make some pretty bland and generic automation vehicles if you want. cars that look like the pessima or covet etc
     
  10. thegaming11

    thegaming11
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    can i download it?
     
  11. bob.blunderton

    bob.blunderton
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    Well from what CaptainZoll said above, that might be a good thing. Yes they can be very plain or low-poly (this is good!), just not so obvious that they detract from the scene - I think you know what I mean. Just going to be using them as a prop, so they won't be dynamic or anything (unless you make them actual vehicles where-in they'd be user-spawned only).
    Appreciate ya!
     
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  12. bob.blunderton

    bob.blunderton
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    To help keep draw calls down (the enemy of BeamNG maps), I am making a new road kit (yes, another one!), and it will feature standard wide city roads, with no 'road surface' so the terrain may be used in-stead, as that's already drawn so as it is. This will enable folks to carve the streets however they want, make them as smooth or as uneven as they wish, and do all those odd angles, especially in hilly areas. Can't gaurantee [sic] it will be perfect, but do check for progress on that over the next few days. I will make normal sized and longer versions so that they can be installed quicker. I will be using a LOT of these in the commercial area, and in the industrial area - which is why I haven't laid these areas out yet more than a basic road or two going through.
    This above set will blend seamlessly with the existing four and five-lane versions, and I will try and make single-sided curb sections for blending into the avenues somewhat seamlessly.
    Why though? This will allow much more detailed and varied road surfaces for driving, and is the best use of CPU and GPU resources to do so.
    Much later on down the line I will also make a side-walk-free version for the residential area that will pretty much just be curbing, for all those newer subdivisions we've been driving through since the 1950's or so.
     
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  13. 808

    808
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    Hey Bob, I've been following your map progress, and saw that some automation cars needed to be designed for prop use. I have some automation car files that may or may not be useful to you down below. They are all relatively boring cars that should blend into the scenery pretty well. If you like what you see, I would be happy to make more!

    Cars:
    https://drive.google.com/open?id=1IWFaBxVNwEgkKU_2lDpbDWYPm424v1p7
     
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  14. gabester

    gabester
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    A little birdie gave me this map ;) and I've been really enjoying it so far. I love the detail in the road surface, especially on the highways. It's always a lot of fun to drive on realistically engineered roads and highways, and you definitely know what you're doing in that regard :cool:

    Can't wait for more!
     
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  15. bob.blunderton

    bob.blunderton
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    The vehicle master graces my thread - THANK YOU - I appreciate your comments highly.
    I try to take road engineering very seriously here. I've always had a knack for making roads/highways, buildings, various infrastructure bits etc. Just starting to really be able to do what I need and wish to do with the game finally, in the last year. I will make sure to do my best to pleasantly surprise you and others, be it with features/things plainly visible from the get-go, or even hidden places (such as the subway, or abandoned mall interior, which are both already in to some extent). Above all, while being fairly immersive, it's got to be FUN & not forget the main mission objectives of this simulator.


    New pictures! The dark asphalt and the worn concrete road surface areas are where I'm using the new 'base-less' road kit. This allows wanton levels of detail using decal roads and terrain as the road surface while providing pre-fab sidewalks and curb-cuts, VS the other kits which provide a fixed mesh road surface in addition to the aforementioned sidewalks. This takes a little longer, but the reward is better so long as it enables you to get exactly the asthetec you're going for. You can also make the road surface as smooth or as worn and imperfect as you wish to make it this way.

    I managed to get some things done, and as always, a bit of extra detail will be here as it's just off the highway (obviously, work in progress and not finished). Beyond this intersection is access to industrial areas and, as such, there's a few fast food places between it and the highway entrance (and some assorted commerce nearby). Can't just plop buildings haphazardly, there's a few levels of planning that go on before everything gets plopped down - to keep it logical and help immersion. You can't quite see it, but if you speed 'left to right' or vice-versa through this intersection, you'll surely get some air-time as the road surface is quite tapered here.
    So yes, entirely unfinished, but progress is progress. That's all for right now. Stay tuned for more later on in the week.
     
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  16. killstreak451

    killstreak451
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    Wow, Gabester has come from hiding and is helping bob out.

    now that is extreme epic.
     
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  17. Shotgun Chuck

    Shotgun Chuck
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    Gabe is officially back. This is a good thing.
     
  18. bob.blunderton

    bob.blunderton
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    So I did one better. This is MUCH more interesting!

    I am quite happy with how this turned out. What a wonder an extra 2 hours of work does. Sure is worth it though. If this can't confuse the AI, NOTHING WILL. :)
    *That 'flood control canal' isn't intended for vehicles, it has 2~3 meters or so of water in it. I am sure you could get a boat in there, but there's barely 1 meter of clearance under that bridge above the water level. This area is pretty flat (it's made to look like mostly 'land-fill' area, where land was reclaimed from the sea/ocean), so it almost requires some flood control canals.

    Expect more like this - lots more. I'm loving the freedom I get with this. Will try to get a spawn point down here before the next update when things are a bit more 'done'.


    @killstreak451 It's not that Gabester is working on the map, he is however offering his feedback which is awesome, and plenty enough. I always give a warm welcome to any comments the staff should have, especially considering their busy schedule. I did pass a copy of this to some of the developers/staff, mentioning that 'if they wish to pass it to other members of the team, or a good friend, feel free'.
    They sell this game for 25$, which is a paltry sum considering the fun I've had with it for THOUSANDS of hours. The least I could do is send them something fun I made with it. I don't even play my city builder games anymore since I started making this city. This is just 'so the next level' of making your own city.


    *RANT, a tad off-topic*
    Now if only AMD and intel will hurry up with the Processor Wars (tm) we can go ahead and fill this thing with traffic. Kudos for Ryzen 3xxx processors though, they rock with this game. The 3700x and 3900x absolutely get my recommendation for this game, any game, and general content creation. If you're looking for your own dozen-plus cars worth of traffic (while still smoothly running), that's the ticket - pun intended - can do up to 15~21 vehicles here depending on the map and how many are on screen at once. I figured I'd share if anyone was interested in upgrading one day soon.
    OK, so maybe, just maybe, a little part of me is kicking myself inside for not getting the 3900X, and getting the 3700X in-stead. The other 98% of me is just quite grateful to have a PC with a fully-working motherboard this time. I had no secondary sata controller, or front USB, on the old PC after the substation blew up, then lightning struck* (multiple times) and the power supply FINALLY gave up the ghost - let's just say it made backups difficult, but not impossible. I can't wait until we can see what the 16-core Ryzen 3950X does in this game for traffic. One thing's for sure. We'll surely have some maps with plenty of roads to test it in, when the time comes.
    *That PC survived DOZENS of lightning strikes over the last 4 years of being in Tennessee, Hats off to ASUS and SeaSonic... This house has a metal roof and *ALWAYS* gets nailed during any storm of decent strength. The roof is grounded, in more than one spot, but that matters little on direct hits. There's at-least one hole in the metal roofing material that makes up the roof, where the lightning melted/burned through already.
    *RANT OFF*

    --Cheers!
    I'll be working on this more tomorrow and through the weekend.
     
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  19. gabester

    gabester
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    I really admire your passion and attention to detail :D I also love city building, and all the interesting spaces and places created by infrastructure in all its different forms. I enjoyed driving up and down the parking garage on this map way too much :p I haven't spent nearly enough time blasting around Roane County yet - that map is also fantastic :D

    I'm excited to see what you build next! :cool:
     
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  20. alex_333

    alex_333
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    you have said so much - where is this mans developer badge?
     
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