Barbent's Homerange... I'm working day&night since over a year now on a ~70km² map project. This threat is a bit like a diary and shows the ongoing progress. It is not a presentation of the current state. More an evolution like the map project itself. Many pictures and videos give an insight of what was, is and a sneek peek of what will be. There are also many technical informations, tips or links to further knowhow, I wrote, for everyone who is interested in map making, too. This map is not meant to quickly fulfill any thirst for consumption . Neither for you nor for me. What the map is: Big. Filled. Continuously designed, sculpted, crafted from my fantasy. Meant to unleash the best of any vehicle in an enchanting environment. It's extremly moderate in hardware requirement but it meets the highest visual demands. It is meant to satisfy my BeamNG needs. If you like to support my work, that would be a great deed: Donate via Ko-fi. Apha release: Download via Repository here. Possible solution for low end users + Anti AI Span Point Pictures Pack here. The best to way to have a good overview about this project, is to scroll and... Enjoy When I started the thread:
Some highway impressions Lanes: 4 Junctions: 4 Length: ~11km Max cruise speed: ~210km/h Top speed: ~320km/h Speed limit: none, except construction site Fun: Infinite!
It looks amazing! I know the F11 thing for sure. I’m sitting in my rig with seat mover and check every bloody dent on my map project and make notes. Because editing sitting in the rig is no fun
--- Post updated --- Well , the "homerange" could be europe with parts of north africa. Roadsigns are kinda german. It's so huge but not huge enough to give real distances, but for making visual and fun varieties I decided to shirnk the climatic zones in size. I have many memories of trips form iceland to sahara and I try to combine them a bit and check out what is possible with a not endless set of assets and groundmaterials. --- Post updated --- Thanks . I would love to sit in a rig once. Never checked it out. But maybe that's why I had to learn to drive by mouse. That makes playing and working more easy in on task. (OT: Why do you have dents on your map? Where do they come from?)
Hey everyone again If you like to see how I make the e n d l e s s roads for this project, take a look at the tutorial I made for you. Ultimate tutorial on how to make realistic roads
Looks great! Only thing that bothers me is that the roads seem to be there for themselves for no reason, or are there towns that are not on the screenshots? Usually a road connects different villages (most likely in the shortest way), at least in my region.
Hahaha! Yes that's true. The roads in real world are to get from A to B. The roads in the BeamNG World are only for the cars to live, IMO. But yes, I can appeace. There are several single houses, vilages, harbours, airports, logistic centers, refilling stations, viewing spots, various race facilities, offroad trails, and plenty much more. There are many reasons to hava a gameplay getting from A to B. The percentage of houses on 70km² is less than on a East Coast map of course. And I won't build any big city simply because of the immense FPS impact. It is kinda big deal to make such a big lanscape with 350,000 objects and more available for slower graphics. I'll try my very best I work since nearly two years now and I feel I am at the beginning point where I can show you something real good.
Skywalk! Don't think anything else... BTW: See the super FPS friendly ultra distant light objects? They are on bridges or towers.
Dear BeamNG Team , hello everyone There are bad days, too. Started working on in the morning and realized the level does not load any more. Checked the LOG files where saying a hundred times "no game camera" and "no items.level.json". Well there was actually no more items.level.json on HD. Some deeper I encountered the World Editor corruped the whole scene tree on hard disc. In game the day before everything was fine so it must have been the save logic (!) running mad. I grad it to "VERY DANGEROUS". Unforunately it went in my first backup stream, too. The good thing is: 2nd mid and 3rd long term increment backup streams where untouched so I could reconstruct most parts of the scene tree by hand with the help of a comparison software. The aftermath: I lost 4 hours of work plus 1 hour reconstructing things what is very little. The conclusion: I will install a 4th backup stream triggered before I start to work because we have to distrust the BNG save logic! (Edit: I'm sorry that I can not provide more detailed information cause I was focused on rescue not on forensic) Don't think backuping is safe in every situation. Anyways have a nice day and happy riding
Ground material paint job (non PBR): It takes plenty of time to design by hand (like decorating easter eggs ) but it's worth it, cause it uses no additional RAM nor influences FPS. I finalize it with some decal road with a bank erosion texture. Done this in many regions along roads. The slower the road the more detailed. Thats what I try to achieve. The very small stones you can see on top of the road are ground cover imposters and part of my gravel ground material [big picture] In wide landscape areas I pre paint with the help of a sharp slope (min/max) setting what actualy shows up the underlying terrain height map gradients. I don't use Autopaint cause it is too uniform to use for the whole map IMO. By adjusting the slope settings when painting different ground materials I realize a seamless fade between climatic regions. [Edit:] sorry - no fade - I mean some kind of transition. Meanwhile happy riding to you
Im using git since my last desaster. https://www.beamng.com/threads/usin...ourcecontrol-for-your-mod.92115/#post-1590956