WIP Beta released Black Hills A desert world 1.2.3 1.0

A large desert map with bumpy roads

  1. Aboroath

    Aboroath
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    screenshot_00014.jpg screenshot_00013.jpg
    screenshot_00012.jpg screenshot_00011.jpg

    Bridge from DRI.:D
     
  2. Ouerbacker

    Ouerbacker
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    Well, I've been trying to think of ways to gets the most out of the wash bridge idea. Here is my current idea. The gray things are bridges. Light beige shows the wash area that will also work as a baja style track. Everything else is self explanatory. While I know this design is unrealistic, it seems like it would be fun to drive around.

    yes, my painting skills are pretty terrible.
    BeamNG 2014-07-23 19-26-10-93.jpg BeamNG 2014-07-23 19-26-00-10.jpg

    Also, I hit the macro texture with a little Gaussian blur. This got rid of the weird speckles.



    For my bridge design, I'm going to opt for a typical American overpass design.
    something like these
    http://www.truckaccidents360.com/blog/wp-content/uploads/2009/07/Truck-Accident-I-70.jpg
    http://cbschicago.files.wordpress.com/2011/05/overpass.jpg?w=420&h=310&crop=1
     
  3. Dogboydan

    Dogboydan
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    This map is amazing! Keep up the great work. I love how BIG it is and the day/night cycle.
    Untitled-2.jpg Untitled-1.jpg
     
    #163 Dogboydan, Jul 24, 2014
    Last edited: Jul 24, 2014
  4. Aboroath

    Aboroath
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    I agree with your thoughts on the overpass idea and think that would look excellent. The DRI bridge was a nasty little endeavor to get working but there are older wash bridges that look similar.
    Many of these bridges are a very modern overpass style and the only other thing I could get even close is a chunk of highway overpass from B25Mitch's level (screen). No individual columns to fill it out.

    I like the Baja wash track idea too because that's exactly what happens! What is your plan for installing the bridges? As for implementing the bridges all I could think of was removing the section of road decal, make the wash,
    place the bridge andthen decal over it, simplistic as hell but effective considering my limited but growing knowledge of T3D.
    screenshot_00015.jpg

    Keep up the good work.:cool:
     
  5. Ouerbacker

    Ouerbacker
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    How does this wip bridge look? It's not real old or real new. Since I'm still working on it, it's not in the ground yet. The textures are a wee bit repetitive, but roughly 50% will be underground.

    BeamNG 2014-07-26 05-19-15-05.jpg BeamNG 2014-07-26 05-11-54-08.jpg BeamNG 2014-07-26 05-11-25-77.jpg BeamNG 2014-07-26 05-11-10-33.jpg

    Also, have you ever seen a wash bridge that relies on a truss design?

    Like your suggestion, I'll probably use a sticker of sorts to mask the separation between the decal road and the mesh bridge. Or, I might just go copy the method used in some of the official maps.

    edit

    I forgot to mention this last night. On satellite photos of deserts, I've noticed quite a few circular farms. Do you know what is grown at these places?

    thanks - Also, I found a fix for that brief period of really yellow lighting
     
    #165 Ouerbacker, Jul 26, 2014
    Last edited: Jul 26, 2014
  6. BlackVenom

    BlackVenom
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    Awesome map! Great for high speed shenanigans.
     
  7. Aboroath

    Aboroath
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    Bridge looks nice. My personal non-bridge engineer opinion would be
    that a wash bridge construction is highly dependent on the terrain it's
    "bridging". That being said I would imagine the variety of these types of bridges
    is limited only by the distinct geography involved. Not at pc right now so I can't really
    look at pics.
    Crop circles involve Alfalfa, hay, cotton among others.

    - - - Updated - - -


    Not so much as wash bridges as for larger creek and river spans. Railroad bridges too.

    med_gallery_4519_50_281428.jpg

    A girder style wash bridge (actually a wildlife underpass). The common theme with wash bridges being broad slopes at anchor points
    to alleviate erosion or sharply angled concrete buttresses to deflect the water and debris of a flash flood away from anchor points.
    Phoenix learned that the hard way with the 7th street bridge over the Salt river.

    pc_az_sr260_tonto_200504-01.jpg



    That "method" would be real nice to know! I had a tough time keeping the asphalt decal on the DRI bridge while copying it into Blackhills. Knowing that little secret would make my week.
    edit

    Wow...another cool idea for your map...the possibilities are endless.:cool: Expand this baby to 4096.:p

    JGanter_ColoradoR_G3_9003.jpg
     
  8. mtchll3

    mtchll3
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    they look like they are circle due to the irrigation method, interesting
     
  9. Aboroath

    Aboroath
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    Exactly. Large truss style sprinklers on motorized trucks spin from a central hub, creating a perfect circle. Very efficient way to irrigate large areas and reduces the need for canals.
    Something like this with roads and an adjoining small town with sporadic homes and businesses would be cool. Kind of a refreshing little oasis out in the middle of nowhere.:D
     
  10. mtchll3

    mtchll3
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    yea, they are pretty cool, it would be quite a bit of work making them though
     
  11. Aboroath

    Aboroath
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    I'm by no means advocating those things get made because it's certainly a lot of work, especially if they're jbeamed or even just animated props. Having a simple structure with metallic maps would do the trick in my book.
     
  12. AR162B

    AR162B
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    Hey, it looks great by looking at the screenshots, but unfortunately I get a runtime error after a few seconds every time I start this map. Tried both versions (alpha and none alpha, I don't know what the difference is?) but the outcome is the same. Do you know what it could be?
     

    Attached Files:

    • Screenshot006.jpg
  13. Ouerbacker

    Ouerbacker
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    Based upon window's website, your either running out of ram or experiencing a corrupted library. If you were to run beamng in windowed mode and have the performance tab of task manager open in the background, you could figure out if you're running out of ram. Since blackhills uses less ram than dry rock, though, this shouldn't logically be you problem.

    If that isn't your problem, reinstalling this should fix it. http://www.microsoft.com/en-us/download/details.aspx?id=5555

    Also, there all alphas.

    _________________________________
    wip crop circles and adjusted colors - sky needs to be brighter - Hm, I'm going to go pull the setting out of small island's scattersky
    old pics
    BeamNG 2014-07-28 14-07-03-36.jpg BeamNG 2014-07-28 14-08-37-99.jpg BeamNG 2014-07-28 14-09-31-08.jpg

    new lighting - Better look?

    BeamNG 2014-07-28 14-44-10-79.jpg BeamNG 2014-07-28 14-44-21-03.jpg BeamNG 2014-07-28 14-44-33-94.jpg BeamNG 2014-07-28 14-44-43-82.jpg BeamNG 2014-07-28 14-44-51-57.jpg BeamNG 2014-07-28 15-40-40-49.jpg
     
    #173 Ouerbacker, Jul 28, 2014
    Last edited: Jul 28, 2014
  14. Aboroath

    Aboroath
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    Sky variety is always cool:cool:.

    EDIT: I noticed you have the distant terrain in your screens and I've seen the files for it my copy but they ain't loading. Looks really good.
     
    #174 Aboroath, Jul 28, 2014
    Last edited: Jul 30, 2014
  15. Ouerbacker

    Ouerbacker
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    Those are the files for my original distant terrain, which was four flat walls with a texture on each. Since it looked pretty terrible, I never showed any pictures of it.

    ______________________________________

    Currently, I'm working on placeing roads and other things. Also, since I'm leaving for vacation tomorrow, there won't be any updates for at least two weeks.
     
  16. Aboroath

    Aboroath
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  17. TestedMATTIA

    TestedMATTIA
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    Hey man ! how's the update going ?
     
  18. F150 Ranger

    F150 Ranger
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    This map is excellent, takes me back to playing Interstate '76!
     
  19. xerodephex

    xerodephex
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    Thank you for the bump.
     
  20. destroyer8769

    destroyer8769
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    can you upload the most recent version to mediafire?
     
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