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

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

  1. TPWTB TV

    TPWTB TV
    Expand Collapse

    Joined:
    May 21, 2021
    Messages:
    336
    I tried many times and still no
     
  2. Slugfest

    Slugfest
    Expand Collapse

    Joined:
    Jun 28, 2020
    Messages:
    943
    That is quite unusual - is your internet connection normally very good?
     
  3. MrAnnoyingDude

    MrAnnoyingDude
    Expand Collapse

    Joined:
    May 4, 2016
    Messages:
    1,973
    You can even become a near-billionaire.

    However, that requires an ability to help form new genres of rap, a drug dealing friend who lost the genetic lottery, but can invest cash in your company, having your own audio line, and also bringing us Eazy-E, Ice Cubes, D.O.Cs and Snoop D O G Gs. And a group that said, "Muthafuck the police".
     
    • Like Like x 2
  4. Grind86

    Grind86
    Expand Collapse

    Joined:
    Jul 29, 2018
    Messages:
    1,689
    Yeah, good point.
     
  5. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Very very busy lately making models, integrating resources into the map. Sorry for the quiet spell, but maybe it'll give your brain a rest from reading my normally book-like posts.
    Just a quick modeling snapshot of a few 25 floor high-rise office buildings. One might even end up being condos, not totally sure yet. I haven't been doing much in the map itself since my last pictures in the game, but that's due to spending all my time modeling. I want to get us some NEW CONTENT not just more of the same old same old stuff.

    EDIT: Also, I am going to be buying a plug-in for Blender (yes I am figuring that out also as I go), that's going to be around 100$ USD, so if folks are feeling like contributing to the cause, please sign up to the Patreon for the map. Every dollar helps. This is definitely not worth starving over, or giving all your game-buying money etc as we all deserve nice things. However, if you have a little extra and don't mind contributing, awesome!
    Regardless of the choice, don't feel guilty, as I don't treat folks different if they are rich or of they are poor - I've lived both lifestyles in the past and we're all still human.
    The next update is 2~3 weeks out. I should have a lot more models in the map (I am working near where the last in-game pictures have been taken). I will also have a lot more car-launching* intersections to share, too.
    *Like the intersection over by the mall or other ones spread around the map that send you airborne if you hit them at 60mph or higher. Those are a blast!
     

    Attached Files:

    • busybusybusy.png
    #1885 bob.blunderton, Jul 14, 2021
    Last edited: Jul 14, 2021
    • Like Like x 2
  6. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Please download it manually from the website here, as it may crash the script due to it's size and sometimes not even show up in the map selection screen due to this (there's be lots of red text on the console if so, access it with ~ key on US QWERTY keyboard).
    Please send me your beamng drive log file (beamng.log) in your user directory if possible (you may do so over private message).
    Good news!
    THERE WILL BE A LOT OF RAIL when this is done. I have to build up the city around the lake more before I can lay out any more train tracks, so I know how it has to be and if it's going to be elevated, underground, sunken rail, or at-grade (ground) level. This cannot really be changed due to the fact that otherwise I'd have to rip a bunch of it out and do it over numerous times. Double (or triple) work is bad for map workflow reasons, and reason to keep from losing my sanity.
    Do not worry, there will be a lot of train track in the future, and there will be much better / more detailed subways too. The subway tunnels AND the station underground are due for serious improvement (not the sunken one with no ceiling). Current stuff in is just concept alpha-grade rubbish, but it DOES work and get the job done for now until I get something in there that is better. Expect something within reason of 'GTA class' subways when they're done proper. There will even be open-grate sections in the road way looking down not only into storm-water infrastructure (Some of which you can explore when it's in), but into the subway too. I will make sure there's the open metal grate sound / metal clanking for the tires as you drive across it.
    I will be purchasing subway kits as I need them so I can get a few different ones, so they're not all the same ugly decrepit station.
    I am not at the liberty to say exactly when the rail will be added on to, or the subway & stations get upgraded, but I should be able to do some of that before 2021 is over. Right now I have to build more stuff above ground.


    Map status update:
    Speaking of purchasing things. I got a bit perturbed by doing a lot of UV's, so I purchased something I'd been looking at for a majority of the last 5 days to help build more city.
    Enter: Scene City, which you may peruse at the following (SFW / safe for work) link. https://www.cgchan.com/ (this is a link that will take you off the BeamNG site here, so right click and choose open in new tab, or use ctrl+click or shift+click on it depending on your browser)
    This enables me to build huge city blocks and install them quickly, leaving the machine to do the most repetitive duties. It won't finish the scene completely for me, but it'll sure hit the ground running and that's always a nice thing.
    This is what the Patreon is for, I wouldn't be able to do this without you folks contributing to it. I don't buy video games with that money, I buy these things and other various softwares or assets to help me along the journey to building a fun city.
    There were free alternatives, but most of those would require about as much work manually as doing it the way I've been doing. None of the free alternatives did any kind of decent texture mapping if at all, and since that takes the most time, this made the most sense.
    Do know I've been quite busy. Other questions or messages will be answered soon, I'm almost catching up with this.
    --Cheers!
     

    Attached Files:

    • scene_city_is_quite_expensive_but_worth_it_for_everyone.png
    • Like Like x 3
  7. Tuner from America

    Tuner from America
    Expand Collapse

    Joined:
    Mar 30, 2018
    Messages:
    1,209
    Not sure if anyone else is having these issues, but all car paints in game act really weird for me, and it's only when I play on this map. The paint can go from being in full color, to being all chrome depending on how you look at it. I've tried out the issue among multiple vehicles and I get the same problem. I initially thought it was something to do with the metallic in the paint due to the PBR update, but it didn't make much of a change. I used the pickup for screenshots
    screenshot_2021-07-13_23-01-53.png screenshot_2021-07-13_23-01-59.png
     
  8. TPWTB TV

    TPWTB TV
    Expand Collapse

    Joined:
    May 21, 2021
    Messages:
    336
     
  9. Slugfest

    Slugfest
    Expand Collapse

    Joined:
    Jun 28, 2020
    Messages:
    943
    I believe he's referring to "beamng.log", and that file is held in
    "C:\Users\[YOUR_USERNAME]\AppData\Local\BeamNG.drive\0.23"
     
    #1889 Slugfest, Jul 14, 2021
    Last edited: Jul 14, 2021
  10. TPWTB TV

    TPWTB TV
    Expand Collapse

    Joined:
    May 21, 2021
    Messages:
    336
    I found it but it is quite long how should I screenshot the whole thing?
     
  11. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Put the file in a private message by starting a private conversation and clicking upload a file button.
    Then send the message with something such as 'log you requested with map load error' etc.
    This way, if there's a serious issue here that's not on my end, it's something I can give to the developers so that it gets fixed.
    It could also be something on your end, too. I don't know until I see the log which has the down-low on what went POOF.


    So I was messing with the example grid city settings in the city generator, which is pretty cool in it's own right, and got something like this!
    So, granted, it's not textured (I don't have the textures linked at this phase), and the road markings aren't what I will be using (I will use my own stuff for road surfaces), but I thought it is looking decent. I am figuring out blender slowly, so with that I might be able to finally get off the Maya bandwagon (somewhat doubtful). There's way too many mailboxes, and a few other issues such as too many lamp posts or lamp posts in ADA ramps... but considering you can get a script to do this, that's pretty @#$% awesome.
     

    Attached Files:

    • city_nontextured_shot.png
    • Like Like x 2
  12. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    I had a little time to do a few hours of work tonight after getting my lawn done. I am waiting back on some questions I sent regarding both included assets and use of Scene City, as I couldn't even complete the tutorial without things being as they're supposed to be (no one said it would be easy, Sheryl Crow eat your heart out, likely a bug or Blender version difference causing it).
    I got the drainage expanded (two spots, small stone area left of the shot, and the big one running up along the highway center shot, and down around to the flood control canal mouth where it goes underground on the left). I also added the overpass and some pylons, this highway will change here to facilitate having room for the pylons in the median. I will likely do similar stuff here as I've done for much of the recent highway I've updated, but I can promise as-always it will be an improvement. Expect more editor shots over the next few days as it's been a little while since I used it.

    Keep in mind these shots show things that are very very unfinished, do expect a lot of changes around here. The round towers (behind pylons) also got a new lake-front home.
    I will be continuing to re-work this highway (dark portions, 1st shot) to match the rest of the 'newer' highway areas, the old 2016/2017 stuff has got to go. There will also be some barrier added around the pylons for obvious reasons, though you will be able to easily end up in the storm water channel on the side if you're not careful. The storm water channel (really small flood control canal essentially) is about 1~2 meters or so down below the road surface. At any speed you could easily escape it with a vehicle so no worries about getting stuck, but crashing into it at highway speeds will surely send your vehicle end over end or into a death-roll. THIS is a car driving & crashing simulator, and hence everything is designed with that in mind as the main mission objective, but also so that it's fun, varied, and immersive/realistic. My goal is to leave nothing on the proverbial table in the end.
    There may be jug-handle style exits for this interchange at a later date, I am not sure when I'll be able to put them in. I have to work that out as it's so close to the city, it must be considered that drivers would pile onto this side road in droves to get to nearby in the more-built-up sections of the city, and jamming this side road into daily grid-lock. I don't mind not having exits in ALL places, as it forces you to drive around realistically (unless you just speed through the fields) to actually get to the highway as one would do in real-life. Sometimes it can wrack your brain trying to get from A to B on this map - and good - it should - that's realism in that it makes you think and plan your route (and not just leaving you with the choice only to drive in a singular endless loop like many smaller maps). Exploration is fun, and you find new things along the way, so there's that too.
    --Should have been an engineer!
     
    • Like Like x 4
  13. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Expect a lot of changes to this section of highway (for bearing purposes, the five round towers used-to be just on the left).
     
    • Like Like x 2
  14. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Some more goodness added to the highway. I spent an hour or two and made a 3-piece (currently) wall kit (known as "sound barriers" formally).
    1 short single section of wall
    1 long quad-section of wall for making larger areas a breeze.
    1 end piece to cap off the end of the wall or to use to fill in corners.
    Both short and long sections are three draw calls, the end piece is a single draw call. So it's very optimized and cannot be any more optimize than this unless I used a mosaic texture for it. The textures on it are also new but are currently still being worked on (perfecting things such as the color tone, normal mapping, etc). The edges of the concrete walls are smoothed down to provide a high-quality look even with boring concrete.
    You should never notice pop-in with these walls as they'll draw from at-least a half-mile to a mile away. The newer models I make suffer a lot less from pop-in than the old ones do from 3 years ago.

    Bridge needs it's pillars in the center, I'll get to that later. The barricade in the middle of the highway lanes (this used to be where the 5 round towers were) won't be there after another day or two. The road edges (clear space) is sloped up just as sunken Cali and Illinois / Michigan highways are. I've nuked about 500~1000 feet of raised highway that was past this section and am slowly replacing it with something much better. This map lacked the sunken highway look, so I've managed to find a good spot for it while also keeping a realistic grading (sloping) to the landscape / terrain that makes actual sense.
    I added a close-up shot (if the textures look squished, they're not, I just haven't finished scripting in the right stuff for them yet as far as normals / specular goes as all that graphics stuff has to get redone for 0.23).

    Only needs some rubble piles randomly scattered about to fit right into Fallout. It's a total wreck and does look like a bomb went off, but this is what unfinished stuff looks like. Yes, that road above is new and will stay - it's also punishingly uneven as not all roads are perfect and made for high speed, though it's safe to travel it at 40mph or below.

    Don't expect much in the way of newly updated texture formats for PBR until after the next supporter beta. The reason is, is that it could take me A WHILE, a good while, there's over 1000 textures in this map (that said, many will be removed, 200+ or so, mostly stock game textures). This map is 8.86 GB (!!!) when unpacked, it's huge, but I have to sort through a lot of the BeamNG Drive stock map assets and see what I need, and what I do not need. It's tough using the stock game assets sometimes because of the detail and amount of draw calls they require (especially the old stock ECA stuff, the new stuff is considerably better in that regard, both mine and the developer's). If models aren't done right, you can kill performance with a house or two if it's detailed enough. However, if you do the modeling right (in regards to UV's especially), the CPU doesn't have to send so many repeated commands to the GPU which really holds up the works on Direct X 11 if not handled quickly.
    Things I'm currently working on:
    Sunken highway, and the opposing end which is from 2016 ~ 2017 or so that hasn't been updated (dark textured highway in previous post)
    Double decker areas where a highway will run under one section of surface road, and another where there will be lower-level access to places.
    Getting more models into the game that are done or close to done. I am behind on this a bit.
    Building and mostly finishing off a lot of new roadways, most of which have been shown but NOT all of them have been shown yet.
    Building up the structures such as condos and businesses in the downtown area and stuff nearby.
    I have a 2-storey motel that has to get finished and make it into the next supporter beta.
    More signs, more signs!!! (both: make more signs, and also put them in & actually use them).
    The warehouses are in but not perfect yet, still working on that stuff a bit. Here's a sneak peek, keep in mind I just kind-of plopped them down and didn't do anything with the property yet at all. They only need a very minor adjustment or two then they should be in top shape.
    This was originally a purchased warehouse model but I did A LOT of work to it. I reduced draw calls by 85~90%, and made a variation with a flatter roof more common in semi-modern industrial / storage / municipal buildings around here. This might look a little eastern European but that's alright by me, it gives some good variation to the map. An interior for this warehouse is not yet planned or promised; but there could be one in the future especially when I get a chance to do some lots with these in the industrial area near the large airport (half way across the map) & stack interchange.

    The reason the modeling process has been holding up things, is mostly because I've put a LOT more effort into pretty much everything, and that's all due to the overwhelmingly positive feedback & reviews I have been getting (also, due to Patreon income which is growing, albeit slowly, but it's growing and that's all that matters - it means Los Injurus has a bright future for the time being).
    Tell me what you like, tell me what you don't like, and any other comments / complaints or constructive/destructive criticism - it's all welcome here (and I have thick skin, so do speak your mind).
    --That is all!
     
    #1894 bob.blunderton, Jul 17, 2021
    Last edited: Jul 17, 2021
    • Like Like x 5
  15. eggward

    eggward
    Expand Collapse

    Joined:
    Apr 28, 2020
    Messages:
    331
    this is the greatest beamng map
     
    • Agree Agree x 5
  16. 2004AudiA41.8T6Spd

    2004AudiA41.8T6Spd
    Expand Collapse

    Joined:
    Feb 18, 2020
    Messages:
    217
    It says used more memory than available, my specs are
    :
    Processor Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz 3.30 GHz
    Installed RAM 16.0 GB
    Dual AMX 980's
     
  17. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Thanks bud. I am glad others agree too (judging from a few 'agree' remarks on the post), as I continually try to set the bar higher and higher. I want this to be awesome and I will stop at nothing short of what I want it to be, even if that means changes to the game are needed. Who do you think was begging for 'traffic' 'vulkan renderer' 'walking mode' 'smart traffic signals' (and did a write-up on it), 'speed limits', increases to 'max node array for AI nodes'? There's been a bunch of things that have been implemented ever-so-wonderfully by the unrivaled staff at BeamNG. This is why I've been pushing harder and harder to get this game engine and my map playing nicely.
    I learned a lot of lessons on Roane County, too. I can do better than Roane County. I can do A LOT better. I can do much better than even Los Injurus is now, and I will stop at nothing to complete it as I said above. Roane County was fun, but a map doesn't have to be quite THAT big, although it sure is nice from time to time, you can pack plenty into a map the size of GTA V (which this is, and it's technically got more land-mass especially the 6~8 square mile 145 gate airport). This can be fun and have a lot of hidden interactive places to explore, and I've still got so much more to add.
    Big shout out to the developers for making this possible AND putting up with me being a total pest (with a reason) at times. I can't wait until I can upgrade my editing version of the game to use more new features (this map works all the way back to version 0.20, this will change by the fall though as it will need 0.23 or else when I update my editing version).
    Editing version always lags behind a version or two (or three in this case) because of stability reasons and more importantly, my sanity. The only time I immediately upgrade it is if there are bugs or limits barring me from working on the current version. Also, if the map breaks in new versions of the game, I can get into the map and fix it, not having to attack it with a text editor.
    So there will be plenty more Los Injurus to come!


    So does the map crash out?
    Run the map on medium with a 980 (but you can do reflections if you like and the FPS is good, the CPU is a little long in the tooth but still good for a pair of cars, such as chases). The reason I say medium is it uses more VRAM *AND* system memory to run on high. Make sure your web browser is closed out too. I will do my best to keep this running on 16gb of system RAM, just keep in mind newer games now require more than 8gb max that the Maxwell-era 900 series (and 750 Ti is Maxwell also with less VRAM) were equipped with.
    If you were to upgrade (as we all eventually do), I would get a whole new machine starting with a Ryzen 3000 series, or intel 9000 series or better. You don't need the newest stuff, but get a lot of cores when you do try to upgrade as it will help this game run a LOT of vehicles. The current best chip for lots of traffic at a reasonable price is a Ryzen 3600 or 3700x or xt model. Ryzen 5000 series is even better, and there's a middling 4000 series of APU's that are definitely worth it if you don't re-use your GPU. You can sometimes buy OEM PC's with an APU that have the dGPU removed for less than the cost of building one.
    Not knocking your computer though, I went from a 4790k that survived many lightning strikes*** in 8/2019 to a Ryzen 3700x and then a year later I dropped in a Ryzen 3950x and both of those chips go like stink when needed, and the PC will remain almost SILENT (air cooling) unless I'm actively working on it. They make my Haswell intel (4790k above) look like a glorified space heater. A quiet PC with almost no LED's to blind me on long all-nighters fit the bill and I have zero regrets, so DO know upgrades are out there. It may not seem like much of an upgrade on paper, but all the added instructions and better scheduler enhancements (on the AMD side) make sure that it NEVER bogs down.
    So entirely, if it isn't in the budget (I know how that goes, my Corolla's exhaust is held up with coat hangers for the last 5½ years I owned it, but it's paid for since day 1!), I totally get that, it's all good, plus the PC part market is already starting to become more reasonable as of late. I had my Haswell PC for 5 years until the lightning took out my front USB ports, the secondary sata controller, and made it finicky because after 5 years and over a dozen lightning strikes my poor Seasonic PSU started falling out of the ATX/EPS standard with the 3.3 voltage line - that causes all kinds of funky behavior included my server-grade SSD's were failing because of it. I have zero regrets though and loved the performance boost especially when traffic testing or working with graphics - paint dot net will use ALL your cores! I work with up to 32k x 32k graphics on this thing before rescaling down properly after multiple layering (yes, 32k x 32k or lower, with up to 5~6 layers, that's A LOT of memory for that), and these Ryzen chips just eat up the math for graphical computation like no tomorrow. I can't recommend them enough - however - intel and AMD are neck and neck, so pick what works best for what you do, when you do upgrade. If you're thinking about getting new stuff, the old PC might still bring a pretty penny on the used market especially if one GPU is sold separate!
    However, for the time being I don't think the map should require more than 16gb of system memory - so all this talk of upgrading can wait until later. It's totally NOT worth starving over. An intel 900-series (original 2009 socket 1366 nehelam PC's) can run THIS map provided you have enough RAM and have atleast a 1536mb~2048mb equipped GPU to do it.
    The Chinese gov't banned bit-coin mining so they're selling GPU's off, plus Ethereum is going to proof of stake and thus there will be much less use for GPU's by miners, unless they use it on other less or non-profitable coins. So over the next 4~8 months the PC market should be more tolerable for us normal folks. We're almost through this hardware price hell. Careful if you buy a used GPU though, only some companies offer warranties on re-sold GPU's (EVGA does!).
    I wish you the best and thank-you for listing your system specs.
    Future supporter betas may be randomly handed out to those who actively contribute to this forum, even if it's just a few words comprising of a suggestion. While I hated the sound of 'paid mod' (it's not), I figure early access to the changes and updates to this map might be worth it for those who wish to and have the means to contribute. Not all game development stuff is free, I refuse to pirate and also refuse to murder my fixed income with it (I am physically disabled and also have PTSS/PTSD too, no pity expected).
    The following is for transparency and clarification purposes. Yup, the fine print. Isn't this fun? I want every last person to know what and how things go into creating this map.
    *** = no Patreon funding was used to build this PC with the exception of a little less than half the video card cost back in 12/2019 as the AMD driver for my Polaris based GPU was going batty and couldn't be fixed, causing frequent loss of work. Now I can leave the editor open for TEN DAYS and it is still fine and responsive. Patreon income goes towards mostly software, graphics, models, sounds / soundscapes, and other assets including 'learn this or that' type services.



    ...and what a beautiful mess it is this time around! Sorry, please excuse LOTS of ripped up stuff and construction, but I wasn't happy with the previous highway implementation and knew I could do better. I also killed two birds with one stone, in that I needed a sunken highway section that looked legit, as they're common in the suburbs and even down-town in the city here in the USA and in some parts of the world. Privacy walls and even drainage are shown here (some is hidden by the orange stuff). Ah yes, the orange stuff, those are my carving guides (I was the person who asked for this feature in the first place) and they won't be visible when the beta goes out. These help me get the highway where I need it when I am building right on the terrain surface. This editor (EDITOR 1.0) has great tools for sculpting terrain just how you need it, and supposedly editor 2.0 is better but it hates me. When it's done this will be a beautiful four-lane-per-side (8 lane) sunken highway leading to sections where it is a cut-and-cover tunnel under some of the city. The cut-and-cover square-ish tunnels will be similar to the one over by the airport - however - it will be a bit simpler so it doesn't snack on your GPU VRAM so much. Don't worry, the nice tunnel by the airport will still be there, it just might lose it's guide-rails at some point in favor of concrete barrier for less VRAM usage.
    This highway should be complete with one or two fresh interchanges (one added, one re-done), though it still might dead-end at some point if I do not have time to finish it, leaving further sections for the following beta version.
    I am not certain on when the next beta will be out, but I'd reckon I'll have a few more blocks of city laid out mostly finished by the time it does. Of-course this means it'll have good AI support also, as I enjoy using AI a lot as it adds so much to a driving simulator (that's also why I got the 3950x, so I can test traffic and traffic performance in my map, some goofy AI issues with the layouts don't show up until you have over a dozen vehicles in play).

    Smart traffic lights, speed limits, and enhanced PBR textures will all come *after* I update my editor game version to the new version. However, for reasons which should be obvious, I am not even thinking about moving over to the new version until the next supporter update is out and tested for bugs. I don't want to hold up the progress and really don't feel like dealing with it right now with all I must do.

    Sorry for the book again, derp. I should get more than 2.5 hours of sleep. Thank-you highly for everyone's input over the last 20+ days or so.
    --Cheers!
     
    • Like Like x 3
  18. 2004AudiA41.8T6Spd

    2004AudiA41.8T6Spd
    Expand Collapse

    Joined:
    Feb 18, 2020
    Messages:
    217
    Ok, medium everything, 43 mods only beamng open, dynamic reflections on, crashes.
     
    #1898 2004AudiA41.8T6Spd, Jul 18, 2021
    Last edited: Jul 18, 2021
  19. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    You can either, send a crash log in when that happens, or send me the crash log (beamng.log file, it's in your beamng user directory where the mods and such are, you'll know you have the right one when the 'modified' date / time on the file matches the crash). If you send me the crash log, I can see what happens and what's going wrong. Send the crash log in VIA PRIVATE MESSAGE please, this works best for everyone.
    You can try disconnecting the internet and removing all but this mod, and then trying, and it SHOULD work.
    If you run out of system memory, the error will be 0xFFFFFFFF (as that is the last hex address for system memory). If it is another error, something else went wrong.
    It's super-duper possible something went haywire with creating the new cache or another mod conflicting. These things happen. I will make sure you get up and running as it works dandy here on all versions 0.20 to 0.23.
    Welcome to pre-release game running mods - not always the best time to feel the 'PC Master Race' glory, that's for sure! Sometimes it's a battle, but I've always loved a challenge, and the rewards are worth it.
    Let me know, I will tell you how to get to the log because the devs play hide and seek with the user files now.
    Browse into your documents folder, click beamng.drive, then look near the bottom of the folder for a MOVED HERE shortcut, click it.
    The resulting directory contains a beamng.log. It does not contain your name or address, just the folder names it was looking for mods in, what mods it loaded, and what went wrong. Please private message me that file and I will forward it to the developers if it's not caused by a mod.
    Thank-you for your cooperation.


    Working on the map, and a thunderstorm just showed up unannounced (read: formed over-head). Hope monsoon season goes away soon. It's normally dry this time of year borderline 'caution' to drought conditions. 2015 we got an inch or so from August to December.
    It has rained every day for 10~12+ days now, and I have satellite internet. Yes, it sucks. Royally. Don't be me. Don't move to RAIN FOREST Tennessee and then buy satellite internet like a complete idiot.
    This is how you support bridge spans over top of a subway (see attachment)

    If I ever get better internet I will stream the making of this map, including modeling, working with graphics and improving or creating them, fixing bugs, maybe even fixing other maps for youtube crash compilation guys etc. Starlink is due sometime this year yet, and the fiber optic lines were just put up last week or so, but that'll be until next year before they're connected to the main line in town as the state numbered roadway is under construction.
    At-least there is hope. It's satellite or 3mbit DSL with 384 KBIT not KB upload speed. This would take two plus days to upload on DSL.

    For the picture below, the orange horizontal spot in the middle is the road surface, the highway runs left to right, the top level roadway is a 6-lane avenue surface street, and there's an existing subway that runs parallel under the surface street. So, lots of 'fun' to be had trying to get this right! I think I will make spanned supports (the metal beam thing holding the bridge over the subway), that in-stead of exposed/painted steel beams for 'the bent' (what the beam's called) I will have it be pre-stressed concrete like the bridge beams. The existing ones would mostly stay in though, just for something a little more Cali-esque.

    I love working on this map. I wish there were 2 of me (or more) though, as I never feel like I can get enough done most of the time. Just know Los Injurus will not be a half finished project forever, I work on it constantly. Sometimes one hour a day, sometimes SIXTEEN hours a day. However long I can until my body throws a fit and acts broken again.

    Do you know of any cool infrastructure? Maybe some flood control canals (those things in GTAV that carry flood water through the city, they were in GTA SA also) or a certain highway junction? Send in those pictures!
     

    Attached Files:

    • bridge_over_a_subway_load_spanning.png
    #1899 bob.blunderton, Jul 19, 2021
    Last edited: Jul 19, 2021
    • Like Like x 2
  20. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,946
    Another many hours of work. On 3 hours of sleep, got up around 800 hours and it's 2300 hours right now... don't know how I stayed awake but I wanted to get somewhere on the map today, and I reckon I certainly did.

    Another overpass is mostly done, getting some more work done on the highway with the interchange now carved (but not fully striped yet), and adjusted the 'old weathered concrete' color to be a bit darker and more worn looking. The concrete in question is the tan-colored stuff on the surface road (either side of the overpass in the last shot), the color may be subject to change but it's matching my source pictures for color currently.
    I may consider adding jumps to either end of the top side of the overpass so when you fly through you can just jump the length of the bridge. There's a bridge like that over some water half way between the old abandoned mall and the default spawn point and I do quite enjoy it.
    Just to be clear, the intersections that give you large amounts of air time when you nail them going fast over by the dead mall... well lets just say there's going to be a TON of those. The map should have dozens of them if not close to 100 by the time it's done - should make for some GREAT chases and unique intersection crashes you can't get anywhere else. Also, the realism that tapered roads provide when cornering makes them a must-have, though each road might be sloped a little differently (some more, on the wider roads, and some less on the smaller roads). The flatter the intersection and nearby roads, the more cross slope you need to keep water off - though too much and you can create a hazard in snow/ice conditions.
    More on this tomorrow sometime. I've had my fill for the evening.
     
    • Like Like x 5
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice