WIP Beta released A new *CITY* map - LOS INJURUS 2021-06-21

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

  1. bob.blunderton

    bob.blunderton
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    Consider the pesty ramp issues fixed @silvermanblu . Will move a pole with some traffic lights away from the road, too, then upload.
    Edit: didn't add dock bumpers, those can be in a subsequent update, the doors are fine to use without them.
    Re-updated forest data and terrain, changed description to revision b (not title, the description), otherwise it's mostly unchanged.
    Couldn't send out my 'working' copy due to the fact that it has 160mb more data in it, which isn't even used yet by objects in the map - this is already bloated enough.

    To use the Moist Grocery loading docks next to the abandoned (enter-able) mall, drive counter-clockwise around two sides of the building to the back corner of the lot. Then as you're coming up on the back curb of the lot, go right a little bit to get the trailer angle started. Then when you back up, you can easily get the angle you need in one shot (or two, sometimes, if you're not as good).
    Other times you can go around clockwise and get the needed angles, but this lot has about 15~20 feet less room on the side VS other lots in the area. They're all a little different and each takes it's own technique.
     
    #1841 bob.blunderton, Jun 20, 2021
    Last edited: Jun 20, 2021
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  2. bob.blunderton

    bob.blunderton
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    Added another culvert (and part of another that isn't done yet).
    This one lets out just past the purple circular cursor into the y-shaped flood control canal.

    Ignore the glitchy looking shadow next to the entrance of the tunnel, that's just because that is where the shadows cut-off due to distance (that cutoff is to preserve FPS as otherwise it raises CPU-load on the render engine, which would otherwise leave the FPS low and the graphic card loafing around while the CPU had piles of work to do). Using in-editor shots as I'm not through working for the day, and don't wish to 'lose my place' or layout.
    My fibromyalgia (or however you spell it) and athritis are combining to make my day MISERABLE and crunchy... but this helps ease the pain a bit when I can work in the editor. I think it's about time I do something with those Government Motors towers though (yea that's what it is). Those GM buildings will be moved to the water front, where they will surely be well-seen 'welcoming' folks to the city.
    It's tough planning all this infrastructure sometimes, when you're not sure if the box culverts and building foundations (or other infrastructure such as roads on terrain surface OR subway) are getting in the way of one another. I'd by lying if I said it wasn't fun though. I enjoy the challenge. It's these very limits that make the resulting city interesting and unique.
     
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  3. Ichinose_Shiki

    Ichinose_Shiki
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    This map has a special place in my heart. Absolutely great! Keep up the great work
     
  4. Slugfest

    Slugfest
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    You spelled it right :)
     
  5. bob.blunderton

    bob.blunderton
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    'ichinose', I have cats and am allergic to them but love them too much, so I could entirely relate to 'itchy nose' if that's what it means. I swear my nose doubles as a hoover half the time, and the other half the time it doubles as a horizontal surface to which I watch dust settle upon while I'm editing - quite often. I'm just let down my nose doesn't suck up all the house flies that find the monitor at 2am.
    No worries though, this map will keep being worked on and an update should land on the public servers any day now.
    The goofy red lines told me otherwise, but I'm learning to trust them less and less. If I ever find out who made those little red lines when it thinks you've misspelled things, I will make their legs look like those red lines! Well, probably not as I'd go to jail, but I sure want to.
    I absolutely stink at spelling things, there's just some words that I CAN NOT for the life of me remember how to spell no matter how many times I use them.


    A little more waterway carved, a little more road carved too.

    Please excuse the hideous mess but this is part of the fun of building things.
    At some point I think I will make a 'small river carving tutorial' and add it to the same forum that 'something about roads...' is on/in, as I've found a pretty quick and bullet-proof way of doing it.
     
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  6. bob.blunderton

    bob.blunderton
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    A little more work brings a somewhat familiar scene to this little bit of nowhere. It will be somewhere, soon.

    So while there is strong contrast between this area and the 50+ floor towers across the highway from here, those towers will be moved away a bit from now and thus this will be less contrasting. Those towers will be replaced with some 5~12 floor buildings, occasionally some will be taller. The real tall stuff will be right by the waterfront as is common in cities around the country (USA anyways).

    Oh, and a heads-up on something much more fun than this.
    I've procured a modular concrete pipe set for a few areas that will including underground pipes which you may drive through. These will merely be for storm water abatement and be part of the infrastructure such as the box culverts and such in which they will drain into. Adding hidden underground and out-of-the-way areas adds a lot to the map, for such a small price to pay in draw calls (<2%).
     
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  7. bob.blunderton

    bob.blunderton
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  8. Slugfest

    Slugfest
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  9. geobeck

    geobeck
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    I would love to see a tutorial on that subject. My one and only WIP map will have rivers at some point, so I'd love to learn from a master mapper.
     
  10. TUFFMU Nick

    TUFFMU Nick
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    There's also a really laggy spot in one of the tunnels on the highway that go around the map. After entering it the lag just builds up until it's almost unplayable. Then when you leave it, it returns to normal. And this is right near the big bridge over the highway. From that point till the junction is where it's located.
     
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  11. Agent_Y

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    Yeah the lag is still present, it was reduced in one of the previous updates, but still it's practically impossible to drive through there with traffic because it gets too laggy, I just teleport my car to the other side every time. I think some details there should be removed, nobody notices most of them anyway.
     
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  12. Grind86

    Grind86
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    screenshot_2021-06-22_17-58-57.png

    There's a stop sign error at this intersection. I edited it out in the F11 editor. Also, I do wanna donate to your Patreon someday. Anyways, could you consider editing it out in the next update?
     
  13. fufsgfen

    fufsgfen
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    Where that tunnel is?

    I drove some 70km on this map, but for me fps did stay 60 all the time (vsync on).

    There were small slowdowns due the loading from HDD, but that happens with any map in my mods folder. I should move mods folder to SSD I guess, but haven't got around of doing that.

    This map is something that deserves to be part of base content of the game, imo.
     
  14. Slugfest

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    I think Bob would get paid if BeamNG offered, and I'd love to see it. :)
     
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  15. geobeck

    geobeck
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    I just spent the whole evening exploring the new update. (I planned to do it last night, but it took a little while to download.)

    I love the new area near the air base, and the highways connecting to it are better than ever. Lots of rises where you can catch big air, and even recover if youget your speed just right.

    One question: @bob.blunderton, there are one or two places where the box culverts terminate after a decent run up the river. Do you plan to extend them in future updates? Paths like that add a great extra dimension. I was switching back and forth between road and off-road vehicles to take in the whole neighborhood. In particular, the river that passes the new residential area, going through several box culverts before reaching deep water, is a great drive in a lifted pickup with a snorkel.

    screenshot_2021-06-22_21-33-19.jpg
    (I was kind of disappointed when I was concrete-blocked here!)

    Oh, and I think it's time to stop calling this a city. It's practically a state!
     
  16. bob.blunderton

    bob.blunderton
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    Concrete-blocked, hahaha; that's a pretty good one as far as engineering / construction jokes go. Can always use another.
    That path WILL continue (if it didn't, I'd put some iron bars across it or something similar), though not too much further where it will peter out into a regular shallow drainage swale/swail or two.
    I just had to nip it off there as that's as far as I got with this update on that specific drainage easement / watershed areas.
    Yeah, it is a state, but I won't get to that until it's nearly done. For now, it's definitely a city, with a rural county area as well. I will keep city limits signs in the near future, on the road map though. Those will be in, in maybe two to three weeks. I am working hard on making new models to get them in the map, not sure when the next update will be, probably mid-July not sure.
    Thank-you for your encouragement and kind words and honest feedback on what you like or do not like, it helps me make a better map.


    What's wrong with the stop sign? It's supposed to be just the side road (that you're on in the picture) that has to stop, where it ends at another roadway.
    Unless you're using an APU / iGPU (integrated video on the processor) you shouldn't have trouble with the amount of details / triangle-fill rate rendering the tunnel. Also, the draw calls on that tunnel are not much more than a few buildings or a regular 'ground level' road would be for the same length.
    The issue you are having with the long, curving tunnel by the airport is due to your PC running out of video memory and going over 8gb of video memory on high texture detail. The best way to fix this is to run with medium texture detail on an 8gb card. That tunnel is huge. It eats up A LOT of video memory and in-fact was about the size of this entire map zip file in size, but I trimmed it way down by some 85%~90% or so to only about 10~15% it's original size. That said, I am thinking of simplifying it, however, progress will inevitably put you in the same spot again later on when there is more detail in the map. This same issue I can replicate here, though it doesn't bother my PC as badly it *CAN* be notably different in FPS. I just use Medium detail on my 2070 Super (as I need to when I am modeling on the same PC, or things get all kinds of messed up including Windows Explorer crashing out due to being out of video memory). Now you won't have any issues with Windows on your end, but it will make your game slower if you run out of video memory. Integrated GPU cores on the CPU (APU/iGPU) can now use 'dynamic' allocation of system memory as video memory. You won't get the slowdown as notably but if you're only in an 8gb or 16gb system RAM situation for total amount of installed RAM, you could run out and get a 0xFFFFFFFF memory error.

    Hopefully when I pull out the guide-rails on the internal tunnel sections, it won't be as bad. There's just so many surfaces (they batch render, so no big deal there), that the actual size of the model is exceeding what the GPU can fit into it's own dedicated memory. This is why it only happens to some computers and not others. Those with a 1080Ti, 2080Ti, 3080/3080Ti, 3090, or AMD 6700xt or above will *NOT* have this issue - these cards all have over 8gb of video memory and can run high texture detail just fine.
    Mesh detail should never be adjusted to anything less than max, it won't make much of a difference and the map models already heavily reduce detail when far away to make a large map possible on even lower end hardware.
    I hope this clarifies things.
    @fufsgfen Long time no see buddy, good to hear from you, and glad you like the map. The laggy tunnel is the one near the airport, it's very long and makes a 90 degree angle under the corner of the terrain next to the HUUUUUUGE civilian airport (the one with 145 gates and the 2x 4 mile long runways and 2x 1.1 mile long runways). It's the fancy one with fans over the entry areas.
    For what it's worth, there will be a large factory or something similar above that necessitating a tunnel bypass.
    I'm not sure the staff would want to make this part of the game or not, but if I make it any larger I don't know how they'll foot the server/hosting bill generated by it!


    I will put this on my sooner-than-later to-do list for you.


    The highway graphic misalignment is known; it happened when I changed the texture, and it never bugged me enough to prioritize it (even though YES it looks AWFUL I agree). It will be fixed sometime soon - as yes - it bugs me too.
    The hidden things underground are my totally-not-trademarked 'iSore' road carving guides, with which I can quickly get the terrain into the shape I want it without having to re-make my carving guides all the time. I leave the hidden under the terrain, and if there's not a ton of them, they don't impact performance as most buildings take more effort to render than those do. While they should be edited out / removed for public releases, it's just extra work to do and I put that extra work into play-testing or making the map itself.
    Still valid/good points; and I have taken to hiding my more recent carving guides further under the terrain in more recent times, so that when you fly a half mile+ up in the air, the floating-point (FPU) math imprecision doesn't result in them popping out like the iSores they are. The same math that does physics, the same math that does cause the shaking in Roane County near the north or east parts of the map, is the same reason the view gets garbled from very very high up. If surfaces are close together, the error margin will cause the goofy 'window blinds' look on the terrain. I am going to get that better corrected IF possible though I can't cure all of it (I may be able to reduce it some). When the project is done, you won't see those orange bits anymore.
    Always feel free to give input, it's how I can make a better map after-all.
    The fact that I work with Maya (monthly cost) in my workflow versus Blender (which is free), is both because I need human support/feedback on short-term notice from Maya, and because it's generally stable / more straight-forward to use. Blender, while it has a wonderful community behind it and is free, was just not something my brain could pick up. I finally managed to learn a little about it and then I hit a pay-wall on the tutorials. I was quite disgusted and went back to using Maya. Maya aside of being commercial doesn't really hit me too hard with limits (except the stupid tunnel that can cause out-of-VRAM lag), and is something my brain is okay with.
    The team here at BeamNG uses BLENDER in it's work-flow. Since I don't have that mastered or do much in it besides fix a buggy model or switch formats of things I purchase, it precludes me from being part of the team no matter how good my map is or will be, or how good of a person / valuable of an asset I could be. Honestly I felt that was a bit short-sighted on their part, but I cannot complain really, plus being physically disabled doesn't give me a great (or verifiable) work history in the sector either. So it's six-of-one half-a-dozen of another. I am not upset, not a bit, and very much so enjoy making Los Injurus. I already mentioned to them in passing that I wouldn't mind it becoming part of the base game, at some point (though I'd really want to be part of the team then). I've also offered them free use of any of the models I make however, just in-case they need something.
    However, even without me being part of the team, I still contribute to BeamNG Drive as a whole, by making game environments that absolutely smash straight through limits (sometimes multiple times), exposing bugs, streaming issues, performance problems, short-comings, or just plain cause wonky behavior that no one would expect to happen under normal circumstances. However, this really does show what the game is capable of given the right approach and mind-set. My mind-set differs from the teams' collective mind-set a little bit, and that's normally a good thing and not a bad one. I see this map and this game-engine for what it could be, and I take what I find fun in all other relevant computer games and stuff 10x that enjoyment into my maps and just run with it. So even though my only contributions are map mods (as that's what I can do, plus make resource kits for other map makers), I always make sure to air any suggestions or grievances with the team if I feel it would better BeamNG Drive as a whole.
    Object limits (4096 max) is gone now. AI limits (65536 node limit) are gone now. Carving options added to the editor in 0.6 or 0.7 game version years ago. Invisible road trick to get AI to do exactly what you want. Even stuff as simple as testing/ making suggestions for the traffic app before it became part of the main game when Gull was writing it as a mod with using then-current Roane County (that's why my Roane County mod updated when the traffic mod publicly landed), I try to make any contribution I can towards BeamNG land here. It's not just for me, it's for everyone. This game is so much fun if you just give the right things in the right amounts to the player to keep them engaged for hours and not minutes in a single (or maybe a few) game environments. I am a game player too, and you have to be to know what goes into a map. I've wanted to do this for 25~30 years now, so I sure hope I am doing something right here now that I finally can.
    So no worries, lots more Los Injurus updates will be coming. I can't always nail my schedule down perfect when it comes to releases... but they run! No day-1 patches with this project (or so I hope), sadly we can't say the same for some games (Fallout 76 comes to mind, Cyberpunk 2077 is pulling in a close second).


    That said, I playtest the heck out of this map, and may change a section of the city or of a road many times until I get just the right combination of fun and risk for the driver. That way you don't end up like this guy did...

    I was doing about 150mph or so, and was heading toward the camera on the surface road (grey roadway) to the left of the buildings, and NAILED the end of the raised stone-filled median. I landed with a big resounding CRUNCH right into the median barrier. I got a good laugh out of it though. I test the heck out of this map for hours, at-least 3~5 times a week. So it shouldn't be too buggy.
    I hope I've answered everyone's questions and comments. Thanks to all for contributing whether monetarily, or by giving assets (buildings/props/whatever), or even by commenting and saying how I can improve this or a simple thanks. It means a lot. So do look forward to seeing new Los Injurus updates for the perceivable future, and keep those great ideas (and feedback) coming!
    --Cheers!
     
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  17. Grind86

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    Well. The stop sign is actually on the pavement.

    screenshot_2021-06-23_11-50-18.png
     
  18. geobeck

    geobeck
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    We need a BeamNG archaeology mode so we can discover sculpting tools, old buried structures, and other easter eggs! :p

    I frequently end up like that guy. For me, it comes from spending a ridiculous amount of time trying to pack more power into pickup configurations with little regard to the vehicle's stability! One of the configs I slapped together last night blew all four tires half a second after I floored it.

    On the other hand, it's great to have a new drag strip where I can max out almost any vehicle's speed and just keep going... and going...

    You know, if those runways are a full 4 miles, they're longer than the longest runway on the real Earth, which is over 18,000 feet long only because it's located at an elevation of 14,000 feet ASL. Even the space shuttle landing facility's runway is "only" 15,000 feet.

    I think I'm going to see if I can max out one of the more insane mods, like the Deo Volente Vertex.

    And thanks for putting the river tutorial on your to-do list. I'm sure every map maker will benefit from that.
     
  19. fufsgfen

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    I have been working on carmod, it is american sports car called Vector, top speed is almost 400kph and it needs a lot of room to max out, on that spot where car is crashed on Bob's picture, I think I did manage around 330kph when I lost control and ended up the same :D

    So this sports car of sad history is claimed to have anything between 600 and 1000hp depending from version and none of the posted figures seems to be possible, but it is with big turbo engine and lots of power combined with 3 speed automatic, it really does not make sense on European roads or most of the BeamNG maps.

    However this Bob's map, there are actually makes sense, it becomes clear why Americans have their huge engines and automatic transmissions of few speeds developed as on this kind of roads it makes perfect sense, but on European tighter turns and narrower roads those kind of vehicles just are not really at their element.

    SBR4 at Targa Florio is really a dream though, but thing like Vector not so much fun, however this Bob's map is where Vector really get's into it's element, so this is very important map as BeamNG has quite many of older american cars too which really need this kind of roads.
     
  20. Slugfest

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    Yeah, Americans had too much space to really care about small, nimble cars. There was no point in adding complexity to a car that didn't need it when that money could be spent on mor powah. :) (or space or luxury, or anything else :D )
     
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