WIP Beta released A new *CITY* map - LOS INJURUS 2020-01-10

The large city of Los Injurus welcomes you with an update!

  1. bob.blunderton

    bob.blunderton
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    Just because it may not SEEM like I am making something for the map, I am, I do hours and hours of work daily on it. Like making this texture for the subways.
    My subways suck! So I'm making them better even if half of you never see them. You will at-least be able to enjoy being stuck down there when you're down there. Giant rats may be implemented at a later date, but no promises.
    Click the attached picture below to see a comparison of the source on the left and the final tile texture on the right. It might repeat a bit but I will have the walls broken up in various spots to keep that from being too obvious. There will be a matching cleaner tile texture for the stairs into the station that tiles vertically, too.
     

    Attached Files:

    • subway_tile_concept.png
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  2. littlerascal584

    littlerascal584
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    well it just so happens that I am exploring the subways now I don't think that they are connected yet are they?
    and also when will the next update become live?
     
    #1082 littlerascal584, Jan 5, 2020
    Last edited: Jan 5, 2020
  3. GotNoLimbs!

    GotNoLimbs!
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    Are walls of graffiti and clusters of homeless heroin addicts included?
     
  4. bob.blunderton

    bob.blunderton
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    I have the graffiti source pictures I've gotten from urban explorers, I just have to edit them so that they look good 'stuck on things' so to speak. I spend hours working on the map daily, it's just really hard to say 'but I've been good, SEE, HERE'S THE PROGRESS!' when things aren't totally 100% ready for show.
    I was going to BUY some pre-made subway things but the NICE ones are 3-digits and up, and the ones for 25$ or less are not really worth showing off (I could make them in two days, then not worth 20~25$, however if something took a week or two to make then it's worth it if I can drop it right in with little effort, for that price or less). I also downloaded a bunch of graffiti fonts for making my own 'roll your own graffiti' solutions. Should be pretty nice when it's done.
    I dunno about the addicts. I want to try and keep any more adult references out of the subways, unless they manage to get pedestrians into the game somehow.
    Still, that doesn't rule anything out, and there's still plenty of things I need to BUY for this map.

    Over the next few days (this week!) sometime I will roll out a new private beta, and expedite a replacement for the public beta, as it's a bit broken due to an editor glitch, which I didn't discover until it was too late and the staff was on holiday.
     
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  5. bob.blunderton

    bob.blunderton
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    Not the best but getting better. Lighting and props will do wonders to finish off the scene nicely.

    Walls are a 1k texture which I created, about the same with the floor. Nothing too fancy yet, floor will get an overlay pattern for wear / grunge effect, and possibly the bottom of the walls too. When I finish lighting and props / illuminated signs, it will look much better. I need to add the warning-edging to the platform, too.
    Don't worry, you can still drive in and out of it, and might get stuck a little less. Fixed some bugs on the collision mesh.
     
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  6. GotNoLimbs!

    GotNoLimbs!
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    Looks like a Gmod horror map. I dig.
     
  7. bob.blunderton

    bob.blunderton
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    OOPS. BUGFIX (fixed), grass layer in the map referenced a Roane County grass model file. Derp.
    --- Post updated ---
    Yes, totally going with the grunge look for the subways, but will have some nice ones too. The ones already in will be entirely grungy though.
     
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  8. GWMan

    GWMan
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    I actually like the look of the grungy subways. It gives it a nice horror feel :)

    Anyways, I have 2 questions for you @bob.blunderton.

    1. Will you add a countryside and farms to Los Injurus or no?
    2. Do you have an estimated date as to when you are going to add telephone poles with wires in this map?

    (By the way, if you don't have an estimated date for the telephone poles, that's fine.)
     
  9. bob.blunderton

    bob.blunderton
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    I don't have an estimated time for telephone poles / wiring in the older parts of time yet, I want to get more of it done and that will be the final set dressing that goes in with the street names, etc.
    Keep in mind I'm also not putting them in all over - newer developments and also inner-city areas with high-rise buildings all have underground utilities.

    Oh, and fields, you mean fields like this?

    (above, showing field grass center into rocky dirt on the top right)
    Yes I am entirely on that, they will be on supporter's PC's in a few days & out on the repo a few days following (by the end of the week, I hope!).
    I made sure to manually add the [expletive deleted] terrain layers (outside of the editor) so that IT WORKS the first time around. Entirely, this will be the wild grass layer that you see in both flat enough and other areas near water / streams / just beyond homes wherever there's not a mountain on-top of it. It's a bit work-in-progress but it should look at-least this good when you get it.
    The mowed lawns are unchanged from their last state (except now everyone will get grass billboards).
    I will add more pictures later as I'm re-sculpting this area.
     
  10. GWMan

    GWMan
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    Thank you for answering my questions about the telephone poles.

    By the way, about the fields. I'm curious as to whether or not there will be farms and villages in the fields of this map.

    Also, I have a question.

    Will you do any expansions to the miltary/hanger/base area at the edge of the map?
     
  11. bob.blunderton

    bob.blunderton
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    Yes there will be farms eventually, small villages, etc. It's not just the city, there's almost half the map that's devoted to rural stuff (it's the area that's mostly untouched).
    There will DEFINITELY be more stuff at the military air strip (and the civilian airport!). I can promise that. Just when is the key.

    I am very busy with the terrain right now. It should definitely work better than last time though. I am trying to upgrade the look so it's not so bland/boring/generic.
    Needs more bushes and trees, rock outcroppings and goodies like that. Not crazy about the look in the distance. Maybe I can fade it out to brown. Will have to toy with it some more.

    The shadows now render for about a city block or so, not quite a full block. They rendered 400 meters before, now it's 896 meters. A little over double to almost triple the work on your CPU. So if you have a CPU barely able to run shadows, set them to player only. Most folks who like this game a lot will have a CPU enough to do that (even an i3 2100 / any X58 processor 1366 socket @ 2.93ghz or better should be good enough to run shadows with a half-decent video card!). This makes for more immersion (not surprisingly) and better video recordings.

    Heavily WIP right now, so will send a beta out towards mid-week or end of week. I need another 3 nights on this minimum. Once I get the repo-version updated, there won't be another public update until mid-March, but the supporter betas will be continuing every 3 weeks or so, or sooner if the shape of the map allows.
    I don't need a repeat of last time.
     
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  12. GWMan

    GWMan
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    Thanks for answering my questions bob.blunderton.

    I hope that the map development goes well for you :)
     
  13. bob.blunderton

    bob.blunderton
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    @GWMan you're welcome. I am doing the best here. Trying to be bug free.


    Got this area behind the mall adjusted into a ramp in the even someone falls off the freeway by accident, they can try getting back up.

    Tried to make the grass render sufficiently far out so that it's not so barren. A tiny little bit more work on the cpu, but it should be fine as it is here. It's limited in it's effect on performance, if it can't render fast enough without slowing things down, it just doesn't keep up rendering all the grass objects VS slowing the game. So it shouldn't be much issue. Over-all performance shouldn't be affected more than 5% or so. I will make that back later easily.
     
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  14. GWMan

    GWMan
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    My goodness, you're putting a lot of work into Los Injurus :D

    I'm so glad that you are trying your best to make sure there are no bugs. Thank you for all of the effort that you have put into this map @bob.blunderton. By the way, the grass textures look really good :)

    By the way, I'm just curious as to whether or not you are going to put telephone poles by the mall. If you're not planning on doing that. That's totally fine :)
     
  15. bob.blunderton

    bob.blunderton
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    Thanks!
    Yes, I will be putting the poles in. I just have to get some sets of wires made up so it looks good. They will be 2d wires but 3d poles obviously, and the collision shouldn't eat the vehicle as they'll be sourced from the game itself if the ones in game look decent here. I think they're already in actually.



    I've actually been working by the mall to help induce that feeling of desolation a bit...


    The mall is just out-of-shot in the last pic, but this was a road added in the last update, now looking somewhat like it's supposed to. Still needs the line down the center, but I hope y'all like the post-apoc look of the rest of the shots. Things are finally coming together for this map, to really help the immersion.
    --That's all for tonight. The rest is goof-off time for me tonight for sanity sake.
    Lots more work tomorrow + I get to fix my sister's truck because she CRASHED it. BOOM. Still will have lots of map time.
    Oh, and testing of course testing, even the desert dirt areas look better, if only I could say the same for the hood...

    and yet somehow in the 2nd shot IT'S STILL GOING, with a good rad, and all four wheels - even after I death-rolled it for almost TWO blocks.
     
    #1095 bob.blunderton, Jan 6, 2020
    Last edited: Jan 6, 2020
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  16. GWMan

    GWMan
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    You're welcome @bob.blunderton. By the way, I hope repairing your sister's truck and working on the map goes well tomorrow :)

    By the way, I have 2 questions for you.

    1. Which of these telephone pole models will you be using?

    screenshot_2019-12-08_16-08-06.png screenshot_2020-01-02_21-00-02.png screenshot_2020-01-06_00-55-08.png screenshot_2020-01-06_00-54-05.png screenshot_2019-12-17_20-00-49.png screenshot_2020-01-06_00-55-57.png

    2. Will you be using any sign models from the new Utah update?
     
  17. zagdima

    zagdima
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    Are the platforms fits My subway Cars. Are they working for you. If no. I will send you new one fixed if you want.
     
  18. bob.blunderton

    bob.blunderton
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    I keep mods very slim so I don't have inconsistencies in releases / weird bugs etc (even though I have enough bugs!). I will pull up the train mod(s) and check them again this week before I send the map out, and make adjustment where necessary. I haven't made by platforms by exact measurement but it's *close* by eye measurement only. That's why I haven't stuck the warning material onto the platform edge yet (because I must re-do that portion when adjusting the platform).
    I will keep you posted, and thank-you for your offer. I will make sure to send you a beta link before the week is out.
     
  19. Mola

    Mola
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    Since the 0.18 update (Dec 23, 2019) the map is missing roads and textures. Idk why. I've cleared cache several times. :(
     

    Attached Files:

    • PicBeamNG.png
  20. bob.blunderton

    bob.blunderton
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    So I've spent a few hours working over this area (pictured) and upgrading it to what it will look like in the next version...

    Added some missing curbs. (to the right of the bridge in the last shot with the drainage easement). Easement is new, another place to fall into I guess.
    Re-graded almost all of the 'green' areas in the shots except what immediately borders the mall itself, the rest is all re-graded. Some of it so that I can stick houses on it (the houses built on the high side of the highway won't be abandoned).
    AI routes added to the two roads in the small residential area that has the yellow speed hump. The AI will happily go crashing over it like it doesn't even exist, so enjoy, heh heh.
    Added more detail to the road with the exit ramps on it by the mall. As far as road surfaces go, it's one of the most detailed in the entire map.
    That is all for tonight.
     
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