The flying Piccolina is propelled by the SkyRide Ultimate mod. It's great for doing some design quality checks by gliding across the landscape with it, almost like riding a magic carpet from 'One Thousand and One Nights'... I will not post any photoshopped images here. WYSIWYG --- Post updated --- Actually, I had requested not to be asked about the release date of this project. However, I understand the burning question . But, as you might guess, I can't provide a clear answer. It's an incredibly massive project. I can't even tell you the percentage of completion because I have to redesign large areas. I've discarded my initial concept of simply building roads and placing a bunch of assets next to them. The landscape is now much more detailed in terms of topology and surface texturing, while also being less resource-intensive and with fewer unnecessary objects and more dedicated ones. However, this also means much more work. I would love to give you an estimate of a planned release, but I can't. I'll keep working on it, no question, but some days you just think - my God, what have I gotten myself into... So what I could really use from you is simply mental support through your keen interest. In return, I'll regularly show you the delights of the ongoing development.
Tricky-ticking The laser timing system at the Airtona racetrack (seen also in some pics above) is now fully functional. With some triggers and LUA code, a clever & smart stopwatch is installed. It works without the need for time trials or scenarios, essentially becoming a part of the racetrack itself as a service and is available in all gaming modes with or without AI. The system initializes automatically, starts timing, counts laps, calculates differences, and records the best lap time. The display is integrated with BeamNG's message system, so there’s no need for a separate app. The messages stay long enough and are marked with different icons so you have plenty of time to find a straight section to read the informations while the race goes on. Additionally, all data is logged into the console, where you can review all the measurements after the race at your leisure. It is satisfying to improve driving skills on the racetrack with fully automatic and exact time measuring without any user input and without leaving the freeroam-feeling! If anyone is interested in the code, I am happy to share it. Break a leg! Important: The code is only the essential fragment. It of course needs a proper frame in the mainLevel.lua file. There are two LUA-Trigger, one to take time along the lasers and one at the start zone to reset the stopwatch if the vehicle stands still and thus is ready to start. It's a rolling start for now what means the first lap starts when your vehicle crosses the start line. Time ddt is delivered from a onUpdate event as a float in sec. Code: -- *** Airtona Stopwatch ******************************************* if data.triggerName == 'RacewayStopwatchTrigger' then -- Start/Finish Trigger Object? if data.event == 'enter' then if data.subjectID == be:getPlayerVehicleID(0) then -- Player-Vehicle? Ignore AI! raceway_old_laptime = raceway_new_laptime -- Store prev. Laptime raceway_new_laptime = ddt - raceway_last_triggertime -- Calc. new Laptime raceway_last_triggertime = ddt -- Store Timestamp local rating = "" local icon = "play_arrow" local outstring = "" if raceway_lapcount == 0 then -- first Timestamp (means Start)? -- Generate Output String outstring = "Airtona lap 1 started..." elseif raceway_lapcount == 1 then -- second Timestamp (means first Lap)? -- Generate Output String outstring = string.format("Airtona lap 1: %0.2f sec", raceway_new_laptime) else -- n. Timestamp (on 2. Lap and above) if raceway_new_laptime < raceway_old_laptime then -- faster than before? if raceway_new_laptime < raceway_fastest_laptime then -- faster than fastest? raceway_fastest_laptime = raceway_new_laptime -- store new fastest rating = "best lap!" icon = "play_circle_filled" else rating = "improved!" icon = "play_circle_outline" end end -- Generate Output String outstring = string.format("Airtona lap %d: %0.2f sec ( %+0.2f sec ) %s", raceway_lapcount, raceway_new_laptime, raceway_new_laptime - raceway_old_laptime, rating) end -- Output log('I', 'A Homerange: Airtona', outstring) ui_message(outstring, 60, "BSGT Message", icon) -- Count Laps raceway_lapcount = raceway_lapcount + 1 end -- Beep Sound for any vehicle scenetree.findObject('LaserBeepEmitterC'):play() -- Audio end end -- *** Airtona Stopwatch Reset ************************************* if data.triggerName == "RacewayStopwatchResetTrigger" then -- Trigger must be ticking!!! vehObj = be:getObjectByID(data.subjectID) -- get Subjekt if data.subjectID == be:getPlayerVehicleID(0) then -- Player-Vehicle? Ignore AI airspeed = vehObj:getVelocity():length() -- get airspeed of Subjekt if airspeed < 1 then -- Airspeed near zero? if raceway_allowreset == true then raceway_lapcount = 0 raceway_last_triggertime = 0 raceway_new_laptime = 0 raceway_old_laptime = 0 raceway_fastest_laptime = 99999 --(more than 3/4h... should be enough...) raceway_allowreset = false -- Output log('I', 'A Homerange: Airtona', "Airtona time measurement: reset and ready.") ui_message("Airtona time measurement: reset and ready.", 5, "BSGT Message", "snooze") end else -- Allowing Stopwatch reset again, if the vehicle moved raceway_allowreset = true end end end
Every cloud has a silver lining. After decades of fruitless research and scientific investigations, I finally succeeded in getting answers about nonvolumetric cloud formations from a renowned fortune teller... This breakthrough allowed me to develop a rather beautiful and, most importantly, FPS-friendly technique for creating a virtuously designed sky. Using multiple layers of very specialized normal maps, conjured up with witchcraft recipes and alchemist smoke, I've created a magical celestial canopy for you to enjoy. But please, always keep your eyes on the road while driving! I've ended up in the ditch a few times because of cloud dreaming (If someone is interessted in the actual sky settings I use, feel free to ask about)
This looks incredible! I hate to ask, but are there any plans to update the terrain and road textures to PBR?
Multiple! The final clouds will be less surreal for sure. I'm just playing a bit. --- Post updated --- It is based on the left above and down under middle right areas of my brain or... --- Post updated --- For now it's a mix of PBR and nonPBR everywhere. I will not change the ground materials to PBR unless I can paint the base color with the world editor. I need the freedom to paint my fantasy directly into the terrain. I don't feel PBR is missing.
Oh man, this is so awesome. So detailed and with all custom objects. This is like some new DLC that I am waiting for Really nice that you are taking your time and doing everything as you imagine. Do you create all the objects in Blender? I am learning Blender a bit and would really like to get into BeamNG map making, so this is inspiring. Have a nice day!
My plan is to render the terrain basecolor somehow if I finished my project. But up to now I have no perfect clue how to do it.
Hi Alex , that is exactly my [IF] plan, too. But also my plan is very coarse till now... I think it will be again a Blender plan with some masking, tiling and baking. Could be a special node based material (shader). On the other hand maybe I will opt for no ground PBR cause it really looks good as it is. Asphalt and Mud is not optimal, though. I experimented with PBR Decal Roads a bit. Well... and I don't think there will be a point where I clearly "finished" the project. So I will have to convert the materials several times if I should take this road... I have time. maybe the devs will make a step . --- Post updated --- Hi, thanks! It is a mix of a lot of vanilla assets, some have been edited and many new creations. I have to manage a high memory demand, so I try to instance as many as possible and use level of detail extensively.... and somtimes have to reduce scenery I try to impart some know-how alongside the project, but creating tutorials takes time and doesn't help the map progress that much...
Hi thx for you eyes! If have set up the clouds and sky theme to be a bit compatible with the very different biomes of the map because those settings are map global. I thought of a relatively high air humidity so I didn't made a clear blue sky. Also there is fog in lower regions. So it depends a on how high you actually are to see more blue colored sky. The mountain peaks can be seen from very far distance (8-15km) whereas the visibility in the valleys is about 4 km which is realistic for a european - mediterranean - north african clime with general atlantic west influence. About average. For the above cloud pics I have also altered the "cloud coverage" slider in the environment settings menu, cause that and of course the daytime will be a thing everyone can adjust depending on the mood. Older pics are not representative any more. Everything is dynamic and everything you see here is WIP. CU soon with some more progress pics...
I looks like it could be a mix between eastern parts of the US and western parts of Europe --- Post updated --- Looks great, I love rural maps like this. Can't wait to try it
But the original author said it was based more on Northern Africa... Maybe it's an alternate history version of Northern Africa in a world where the Sahara didn't fully dry out 6,000 years ago and the colonial powers didn't leave 50 years ago. At least that's the backstory I'm going with.
Hihi ... I like your speculation 'bout where it is. Well, it is fantasy... but based on memories of many trips through africa and europe I made (for example my avatar pic was taken in south algeria). This map includes nearly all biomes you can find on both continents except high alpine. It is not a copy of a fixed place or region somewhere on earth. The technical term for the regions that this map is supposed to represent could be "Mediterranean climate zone with arid and subalpine areas". I've made quite a bit of progress again, but unfortunately, I haven't had much time to just drive around and take screenshots for you. Nonetheless, here are a few: Happy riding
Personally, I think the terrain looks similar to southern Spain, with a little bit of Italy and bit of American Great Plains and American southwest based on pictures I’ve seen Spain Italy American plains American southwest