Is the utility able to add new terrain materials to existing maps? I think I tried it once and it gave me an error message along the lines of "already has terrain" but I then decided to scrap the map anyway and start over so I don't remember what the problem was.
O M G Didn't expect this. I guess I'll have to just wait for all these insane features to be finished and released and I'll be able to make a map very quickly(I've got an idea in my mind for an interesting map based in UK).
There is a minor issue (and it may even already be fixed) When creating a new map, I changed the source map to add more variety of assets and when I go to the next step the tool still shows the name of the previous source map even though the assets listed are from the current map. (I hope that wasn't confusing. If so I can try and explain it better) Again not a big issue, just makes it a little confusing. Also, I assume there is no way to import DDS terrain textures? (correctly - they just end up with empty settings)
How do you save the terrain painting if you enable the option in the road spline tool? I did this and when I reloaded the map the widened roads were gone and grass was growing on the edge lines again.
For me, I have to save the map (with the terrain painted) then reload the map and the terrain change will still be there, but the splines will be gone. It was the same for the master spline tool with the road spline terrain painted or just the road spline with terrain painted. Terraforming will also stay if you apply it, then save your map and reload the map. The only thing gone is the spline. If you use Alexkidd's spline tool you should be able to save and reload splines but I have not tried that tool yet (I should)
I decided to just redo the terrain with narrower splines relative to the road surface because I hadn't edited the map by hand yet but because I expect to convert some roads from dirt to paved we'll see if we can get the terrain paint to stick. Edit: That is causing the road to be too wide in places; it looks like there's just no way to avoid having to handpaint the road material on the edges so I'll regenerate the map once more with my original preset. Edit 2: I just tried this; the terrain paints didn't stick again when I reloaded the map but I got them back when loading the updated .json file. Obviously they will need to be saved for the end user to get the right materials. My only experience with mapmaking has been converting Assetto Corsa maps and placing invisible decal roads for AI, so maybe I'm missing something obvious in terms of how to save the terrain textures; the map is inside my Levels folder and I am not trying to edit a zipfile in the Mods folder. Edit 3: I think I see what's going on. The map editor doesn't recognise the terrain as having been changed when only the master spline terrain painter is used; you have to edit at least one pixel by hand and then click save.
Hi! Great tool. nice to see awesome updates in it. Im just wondering how the terrain generation works? It says that wizard and png heightmap is loaded, but nothing is happening?
@passengerpigeon Interesting. I'll have to check that out. To paint terrain under roads wider (so you don't have to paint the edges) from master spline tool: Create a new layer, then on that layer click the "Go to the linked spline in it's tool" button (next to the trash can icon) - In the Road Spline tool, select the painting tab. Make sure you click the button that looks like a mountain and paint brush so terrain painting is on. Select your paint material with the slider, then use the top slider to change the the "paint margin" - this will widen your terrain paint to match up with your edge blending decals. Hope that helps some people
I'm aware of that; the thing is that if I increase the margin I have blocky terrain on the outside of curves and still get grass encroaching onto edge lines on the other. Edge blending level 3 actually fixes this in most cases but I can't use it everywhere because it's a very different color from the grass on much of my map. I think I will also try creating edge lines as a custom layer rather than using the default road spline editor setting.
Im not exactly sure how to use png heightmap witht his or do i understood totally wrong? Need 4km x 4km just pure grass map with custom height png. Can i do that with this?
On generate terrain it wont have access to my folder. Try with admin and without. Create level wizard did a map, but didnt work. Can ya do a thing what would do .ter file from png heightmap? Beam ng own thing doesent work properly.
It is already in. You can choose a png heightmap in my tool. But then you won’t have any open streetmap integration. You can use my tool exactly like in the BeamNG terrain import. I guess even the BeamNG export preset works as preset in my tool. With that stuff I started but I didn’t test it recently to be honest.
yea i don't know how it supposed to work exactly. I just want to convert png heightmap to .ter and nothing else. Empty map etc.
@DeWorD I think I tried that once and didn't have any luck with it as well, but I didn't spend much time on it and may have just been doing it wrong. @passengerpigeon Oh, ok. I know what you mean now. You would probably have to change the width of the master spline. I personally just made a 5 mile long road (about 8km) and the BeamNG Master Spline and Road Spline tools just use waaaay too many nodes on the road decals for me. I try to keep my maps optimized as much as I can. So, I actually deleted all the edges, tire marks and centerlines and went back and placed them all by hand. I probably used one node for every 15 or 20 nodes the games spline tool generates. It does this to ensure the splines are smooth, but reducing them myself will make a difference in rendering framerates in a map with lots of roads. I still like using the master spline tool, and the road spline tool to paint the road terrain under the roads and will continue doing it that way. Hopefully in the near future, Beam will give us the option to change the average nodes per meter and implement the ability in the road spline to move the position of edge blending and add more options. (I assume they will in time) Also, I know Alexkidd's tools let you change the node spacing on the master splines and probably road splines, but I'm not sure if it lets you change the node spacing on the actual road decals.
Is there a way to lock road splines so that you can edit the decals like edge blending by hand, without them getting overwritten when you restore the other roads using the import master spline tool, or do you just have to finish all of your road splines first before you can do that?
I just realised what part of the problem was - the edge blending decals are facing the wrong way on one side, whether you use the default ones in the spline editor or a custom one using layers, and clicking "Flip Lateral" doesn't fix this. Have I done something wrong? I noticed that this even happened in Alex's own tutorial on creating Gotthard Pass.
Hello Alex, first of all, I tried your tool yesterday and it worked without issues and it is just SO AWESSSOME! I am really exited and I want to create nice maps (e.g. Gotthard Pass as in your tutorial). I was just wondering, you can download satelite images from Switzerland exactly same way as the elevation maps, would it be possible to implement those in your tool as well? It would be great to paint the elevation maps with these images as a base to start with and for backgrounds... Thanks again, your work is truely amazing!!!
I don't think you're doing anything wrong. I've ran into the same thing. I believe it's just a bug or part of the editors code not finished yet. To be expected I guess with a game still in alpha. However, once you're done, if you go into the Road Decal Editor, you can select a road/road edge, and in the Inspector click "Flip Direction" and it will change them.