BeamNG not recognizing map?

Discussion in 'Content Creation' started by Again_Dejavu, Jul 25, 2014.

  1. Again_Dejavu

    Again_Dejavu
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    So I got the map that was formerly used as the menu, and attempted to put it in game by placing it into the levels folder.
    But BeamnG doesn't even acknowledge it in the level select screen. Any ideas why?
     
  2. D7er5eer

    D7er5eer
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    Well, it's not really a map first of all...
     
  3. Again_Dejavu

    Again_Dejavu
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    Actually, It was a working map. It was possible to spawn in a vehicle and drive around on it.
     
  4. daniel_j

    daniel_j
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    I think what he means is that it was never a listed level, thus why should it be listed now?
     
  5. Again_Dejavu

    Again_Dejavu
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    I want to play on it, even if it was originally intended just for looks.
     
  6. daniel_j

    daniel_j
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    Hmm, i don't think you can, as the camera was fixed, you could never actually get your camera at the vehicle like other maps.
     
  7. Again_Dejavu

    Again_Dejavu
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    Still, the problem I'm having is that the level isn't even an option to select.
     
  8. daniel_j

    daniel_j
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    That's the thing it isn't supposed to be an option to select, it's a modified map, thus you would have to edit it yourself to make it useable
     
  9. Again_Dejavu

    Again_Dejavu
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    Thats the problem. I don't know what makes it hidden. I want to change it, but I don't know what to change.
     
  10. daniel_j

    daniel_j
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    Here's the easiest way to do it:
    Open the BeamNG levels folder
    Open the folder regarding that map
    ???
    PROFIT
    .... I have no idea man.
     
  11. Again_Dejavu

    Again_Dejavu
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    Huh
    GIA5odA.jpg
    Screw it, It's a start.
     
  12. daniel_j

    daniel_j
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    Seems legit <_> derp herp
    >MFW copied files from the old main menu to the gridmap expecting it to work
     
  13. Again_Dejavu

    Again_Dejavu
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    Nah, this was me testing that the .ter file worked.
    Just checking things off a list to see what's fucky
     
  14. Again_Dejavu

    Again_Dejavu
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    Alright, Dummiesman is magical and got it working.
     
  15. aljowen

    aljowen
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    I think there is an option in the .mis file to make BeamNG ignore the level in the level selector. He probably changed that.

    EDIT, for future reference, i think this is it:

    new LevelInfo() {
    nearClip = "0.1";
    visibleDistance = "1000";
    decalBias = "0.0015";
    fogColor = "0.866667 0.913726 0.996078 1";
    fogDensity = "0.003";
    fogDensityOffset = "60";
    fogAtmosphereHeight = "0";
    canvasClearColor = "0 0 0 255";
    ambientLightBlendPhase = "1";
    ambientLightBlendCurve = "0 0 -1 -1";
    advancedLightmapSupport = "0";
    soundAmbience = "AudioAmbienceDefault";
    soundDistanceModel = "Linear";
    canSave = "1";
    canSaveDynamicFields = "1";
    desc0 = "The menu background terrain";
    enabled = "0";
    levelName = "Menu level";
     
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