The process is very similar to NFSMW2012, yet a little different so i thought i'd give it a try. i'm not sure but i think i can import BP remastered in blender, so which one should i do? --- Post updated --- I wasn't aware (probably because i never played the game) that there was an island only in the ps3 version of the game
As a person who has spent a considerable amount of time working on either BeamNG.Paradise and modding Burnout Paradise itself, porting the map is not going to be an easy task whatsoever. When I last attempted to do so, I never even got to the stage of importing all the generic models as forest objects to bypass the object limit since there are a hell of a lot of generic objects in Paradise, such as trees, buildings and so on
Wait so you haven't even played Burnout Paradise and you're gonna port the map into Beam? I mean, good luck I guess, it's just, usually people who commit to such an undertaking are huge fans of the games they're porting/basing their maps off of. Probably won't make much difference but damn. Wish I could get to a point where I could throw a dart at the wall and make whatever it lands on. Must have a lot of free time.
Not really but the process is very similar to nfsmw2012 which i love, but i'm stuck with blender shader nodes and DGIorio blender addon doesn't seems to hide the low LODs of buildings in BP, which result in 3 buildings being in the same spot, not very optimized to say the least --- Post updated --- I did find these two lines of code, but even when i remove the # they don't seem to be very effective, so i'll try asking DGIorio directly
what is blud talking about the lods are there FOR optimisation you NEED the lods for any chance of stable fps do i have to reboot beamng paradise again
yeah ok but how do i make them work in beamng? I have no idea how LOD works in beamng and the only thing identifying them is the "renderable_index" custom property in blender
To port stuff its good practice to know how the game streams the map. It seems as this has streaming sections just like nfs (i don't know shit about burnout) but if you have enough time it would be very useful to see the Exporting static object documentation as there it shows how to set up lod stuff. issue is that there are probably a shitton of objects so you'd be better separating collidable objects BY CHUNK and non collidable and then merging them into one object (one collidable object for roads and such and one non collidable object for scenery that you won't hit on normal gameplay) so that you can set up lod distance so highest unloads at a certain distance (models that have LODs) , then lod B and such but that would take some time especially if you want to do the whole map in one go. --- Post updated --- le'ts say im here before the bridge. THe game most probably has a panorama card or terrain (criterion and black box shared tech around 2008 so maybe their map making is similar too) that renders at a long distance. That panorama card or terrain has to disappear before i'm in the little red zone, and LOD C or B copies of the little objects should be rendered from that point or even earlier. Then when i end that little red section (at chunk 400), nearest objects can appear as LOD A (for chunk let's say 400,422, 381, 423.
thanks i'll take a look at it, making a collidable and a non collidable object seems like the best idea but i'd need to separate them by hand unlike nfsmw2012 where collidable and "destroyable" objects are in different collections already when imported in blender --- Post updated --- in blender there is a custom property named "LOD distance" (self explanatory) so i could use that. BTW the map is probably wrong there is no TRK_UNITS over 368, even in PVS.BNDL (ZoneList) (at least in the ps3 version i have)
If separate chunks are imported in collections its far easier although iirc when tracks are unpacked there are like a bunch of little files right? --- Post updated --- I was using the little island image idk how the map works there as i said --- Post updated --- And also it's better if you plan on doing small chunks of the map first as a test (like i did with nfsc san juan) to learn better how you can optimize, fix and set up materials, any stuff that you think can cause performance issues and most importantly asking for help is very useful
You were probably using the noesis plugin, but now there is a blender addon that directly import the bndl in blender Talking about materials i never succeded baking the blender shader nodes into textures, as shader nodes only work in blender --- Post updated --- ok so i should try to make a blender addon that takes the lod_distance custom property and put it in the name of the object
Why? Those are the same meshes just joined together. Same amount of polys and vertices. So it shouldn't affect performance.
Actually no, they are different meshes with lower poly count, the object will switch to that mesh when you get fruther away so your gpu need to render fewer meshes every frames
If you could just delete all the moveable objects from the Burnout map it wouldn't be so bad, all that stuff would just destroy the car in BeamNG. Street lights are the only thing that I could think of that actually make sense. seems like that would make it a lot more doable and the end result would be satisfactory. You know what else would be cool... the Skyrim map
Dead again? 2 years without news I hope yes --- Post updated --- Animated meshes in BeamNG don't have collision