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Discussion in 'Terrains, Levels, Maps' started by STICH666, Apr 5, 2020.
For me the map doesn't show up with this version.
Can anyone else confirm that version I posted doesn't work?
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Did you have the old version too? If so did you attempt to clear the cache?
How did I miss this!?!?! Thank you!! Ok so it works if you extract Blackwood and put it in the levels folder but it doesn't even show up if it's placed in the mods folder.
I changed the structure in the zip file to - levels-blackwood - and did put it in the mod folder, that worked for me. Seems like the same solution in a different way and location.
except for the deadly grass its fine
Yep that works! here's the fixed zip!
Is there any way you could show me how to port maps from assetto? I already have a software that allows me to get the model with collisions, but the textures always have issues. I'm willing to purchase more software.
This is a very basic way of doing it because all I'm doing is importing the whole map as one object which is not the right way to do it. I used a program called 3DSimED to convert the tracks to a .dae and it has the option to export the textures to whatever folder the .dae is saved to. Just make sure it's an empty folder or it can get messy and also make sure the name of the folder is all lowercase. Then move the folder to Documents\BeamNG.drive\levels. Then load small grid and go to the level editor and in the scene tree on the right select library and then your folder. Then in there double click the .dae you created and hit ok. Being it's from AC it should load everything to scale.
I have 3dSimED and that's how I attempted to do it, but can never get the textures to work as I'm inexperienced.
I'll try to copy your mod file structure to see if I can get it to work.
Same here man lol. This is the first time it's ever worked. I did get Bristol and Seattle Circuit in game too but I had issues retaining textures.
So. I was able to get it to work and fully ported Spa over, but I have some issues getting it to show in the map selector. Is there any way you could help me get it fixed?
I also have other issues. Don't know if you can help with those as well
1. Vehicles get stuck in guardrails
2. Grass does not behave like grass.
I know the second one has to do with materials, but I don't know how to set it up in the materials.cs file
As far as the map selector I have no idea. The guardrail issue is because from what I understand the nodes pass through thin objects and get stuck. And yeah because the grass is just a part of one single giant mesh, you'd have to layer another mesh on top of where the grass should be and give it the correct properties.
Okay, The guardrails isn't an issue, nor is the grass, but now after restarting my pc, I have found that the .dae has not retained the textures.
I'm unsure of why this is happening.
I saw only your video but even from that, scale of map is different. In Beamng.Drive looks more bigger than it is in LFS... anyway .... good job
Can you try port over westhill? That would be an amazing map for Beam!
Im so happy to see this, Ive loved LFS since first evening of demo release in 02, it is truly a great driving sim as its the only one that models tires in the detail it does, real life things get jiggly with intense heat, anyway, thank you for porting my "home" track in lfs.
I made a temporary workaround for white grass
It's not sophisticated, but it's worth seeing
Do not unzip the file, but overwrite the attached file in the path below
*Unfortunately, the grass and dirt road surface problem was not resolved... It's still the same grip as asphalt.
I also tried the opaque background of trees and wires, but using any dds didn't work.
Can you try making time trials for this map?
can somebody post a fixed version of this map?