Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. I've put the folder under: Documents/BeamNG/Mods/Levels and Documents/BeamNG/Levels. I have also tried the .zip file under: Documents/BeamNG/Mods/Levels.
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. Great! Your fix worked! But there's another dodgy road:
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. Having issues getting this map to run. First question where exactly are you installing the mod and how. I got it to show up on the map list but I gets stuck in the loading screen.
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. Sorry to be the bearer of bad news, but it hasn't worked. Also, there's some shadowy things going on. (glitchy shadows). Thank you for your time. - - - Updated - - - I created a folder in mods called level and extracted the .zip file in there. I then went into Akinapass/levels, and cut Akinapass from their, but having texture issues-see the last few posts. If you're struggling to understand, please just tell me.
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. Level loaded up fine now. Thanks.
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.0.6]. Good. - - - Updated - - - 3rd time lucky... Edit: Not pretty, but it's worked! Yet again, thank you very much for your time.
Re: Akina Pass[NOT A PORT][Mt Haruna San][ Update full release][Works in 0.4.1.2]. Just wanted to say I LOVE this map. Will the road edges eventually be flush with the road surface or will we keep the ledges to add more reason to drive on the road?
The reason for the no texture on the roads was that I borrowed those roads form the canyon of speed map made by DoullPepper, so it was using [ levels/canyon_of_speed/.. ] , I manually changed it to [ levels/Akinapass/.. ] . I am still working on this but it may take a little longer, because I am going to college right now. Also this map works in 0.4.2.0 .
this looks great! it took an hour to download and I put it in the mods in the beamng drive folder. The only problem is when I go to the game its not in the level selector. plz help
ok thanks --- Post updated --- I just tried doing that and put the unzipped file in the mods folder and it still didn't show up
Go into the mods folder and make and unpacked file. Then put the level there. ___________________________________________________________________________ If that does not work try to go to beamng/mods/ levels folder, you have to make the levels folder. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EDIT: I am going to update this map soonish.
i dont have any textures on the road how i fix that? EDIT: I got the textures working but can i save the map somehow so it will work everytime?
Looks like you've gotten into level editing here on beamng.drive - fun fun fun! Just a few tips: *Use textures with transparency=0 on mesh roads, so that shadows and such work properly and the texture edges don't glitch. *Use a texture length of 15~20 or so, so it looks proportionate and doesn't repeat every 6 feet. *Drop you mesh roads into the surface of the land just a bit and use the smoother or lower land tool to lower the land just below the road surface so that it is possible to get back on the road if you slide off. *Use a break-angle of 0.5 or 1.0 if you want a smoother change to the taper of the mesh roads, many folks miss this (it is easy to miss!). *If you need textures for roads with and without transparency, steal them out of Nevada Interstate or So-Cal Interstate maps, I made the textures for the asphalt roads, feel free to use them, (NT and NOTRANS named textures have No Transparency and can be used on MESH roads). Copy the /roads directory out of my map and edit the materials.cs to reference YOUR map directory with something such as notepad++ which makes replacing things in bulk like path names super-easy. Your shadows will work well and the edges won't have strange glitches. *To make your file work for those who download it, in zip form (as the forums do require now), when you're in your beamng.drive folder in my documents, browse to levels, select your level's directory and right click, now choose SEND TO: Compressed File and let the computer do the rest. People should be able to download the resultant file and put it in their mods/levels folder to some appreciable degree of success. *Making even roads with decal roads is possible from uneven terrain, make sure your water plane (if you have one!) is turned off under the object viewer (it's called 'hidden'), and select view wireframe mode from the view panel. Here you can use the 1st tool in F2 terrain editing mode (the vertex grabber) with a low pressure (10~40%) and a size of (1) and move your vertices into perfect alignment for those tricky corners. You can also take (with the wireframe mode still enabled) the level land tool, with a square form, and make it the width of your road. Using this tool you can click once at the start of your straight roadway, now move exactly one row of vertices over, and click again, repeating until you get to the end of the road. Touch up the ends of the road leveling job with the vertex grabber tool I mentioned just above to mate properly with the surfaces nearby. This can give you a slope, provided the road goes north-south or east-west as smooth as glass. It's tricky to do at angles, and may require more hand-refining, but it IS possible and you can make some pretty awesome stretches of road in a minimal amount of time. Making only a half mile to a mile of road in the space of an hour is a big achievement - not a small one. Don't feel discouraged. I hope these tips helped and I wish you lots of luck and good luck at that on your level building experience. --Cheers P.S. Private message me if you entirely do not know what I meant by some of this.