WIP Beta released Canyon of speed 2.0 1.8

Drive fast and jump destroyed bridges to cross canyons!

  1. DoullPepper

    DoullPepper
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    screenshot_00022.jpg

    CANYON OF SPEED 2.0 ..................... WIP

    It's simply the original Canyon of speed overhaul and improved for 0.5.2 Beamng drive version.
    Also I add more contents (buildings,dirt path, rocks...)
     
    #1 DoullPepper, Jan 10, 2015
    Last edited: Jun 24, 2016
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  2. FilsFilms

    FilsFilms
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    That dat BRIDGE <3 That jump. So, I'm thinking to remake an edning in my The Genesis movie! Thanks! :D
    screenshot_00058.png
     
  3. 14ramosr

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    Holy balls that is good looking. You could have a bright future here on the forums.
     
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  4. destroyer8769

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    Holy Crap! That looks awesome i want it so bad.
     
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  5. Plissken

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    Impressive work ! I'm usually not a big fan of "unrealistic" roads but this one looks very fun. :)
    Also, congrats for the landscape.

    To enable collisions, use the Object Mode then scroll down to Collision 2015-01-11_00001.jpg


    Mind sharing your tricks ? I'm still not as skilled as I would like.
     
    • Informative Informative x 1
  6. Aboroath

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    Wow. Congrats on figuring out the macro basetex thing. One of the things about Ouerbackers maps that are so awesome is the texture work. Looking forward to this.:cool:

    Oh yeah, you may want to start indicating now on whether this is for Experimental or Stable or hopefully both.
     
  7. Zero

    Zero
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    Amazing.
     
  8. Occam's Razer

    Occam's Razer
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    I might advise using some large rock meshes to add variation to the cliff faces. It can go far in giving the level a bit more ruggedness and verticality, and is a little more versatile than the terrain alone.

    Cliff_A.png Cliff_B.png

    This is an exaggerated example with only a flat terrain, but it shows how far meshes can go in influencing the look of a level.
     
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  9. destroyer8769

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    Ohh I don't know, I like it better as is, that looks sorta cartoon-y, whereas the one now looks fine.
     
  10. DoullPepper

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    Thanks Plissken:) Hummmm for collision my problem is more complex because i know yet this option.. j'ai essayé il y a quelque temps de faire une rampe de test avec blender mais j'avais une movaise collision, mais ça je verrai plus tard...

    My road is not realy "unrealistic" because you can jump all the bridges without grind your car, with the good speed you can minimize damages, i have passed a long time to shape landing of cars... My project will be to create meshes of bridges in construction and broken bridges for jump canyons... That's why i want to maitrise collision..

    What do you want to know about my project? On world machine?

    - - - Updated - - -

    [QUOTE = Aboroath; 178349] Wow. Félicitations pour déterminer la chose Basetex macro. Une des choses sur Ouerbackers cartes qui sont si impressionnant est le travail de texture. Au plaisir de cela. Oh oui, vous voudrez peut-être commencer indiquant maintenant si ce est à des fins expérimentales ou stable ou, espérons-deux. [/ QUOTE]:cool:


    For the moment I work on experimental version, and today I will trie to finish decals road for posted my first alpha release.

    - - - Updated - - -

    Yes that's a good idea, it looks like the real picture with tunnel :D

    But I must clone myself to do all the ideas!!:p
     
  11. Aboroath

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    Are you using the demo of World Machine or the paid version? Also, is world machine helpful with the map wide textures you have?....they look absolutely awesome.
     
  12. DoullPepper

    DoullPepper
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    No you cant do that with demo because the resolution is limited to 512 in it.. My resolution is 4096 for macro and 2048 for height map. At the beginning I use 4096 for height map but the result was to noisy for texturing rock, it was ugly and FPS eater...
     
  13. Aboroath

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    Checking the demo out....very unique interface compared to L3DT. I'd love to discuss this program but I don't want to derail the thread. I'm dying to figure out
    how to get those awesome full map macro textures. I have so many ideas I'm going insane.

    Thanks for your answers what ever they may be DoullPepper!:D
     
  14. DoullPepper

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    I trie to put a video but i dont have a good program to record a video and convert, sorry I'm a noob of it
    :( the quality is .."buuurkk.."

    - - - Updated - - -

    I think some people would like to know more about world machine.. I view some tuto for generate terrain but nothing on shaping road, it's easy to do yet with. It works very good with beamng. Maybe a little thread should be interresting.
     
    #14 DoullPepper, Jan 11, 2015
    Last edited: Jan 11, 2015
  15. Aboroath

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    I've contemplated starting a thread that discusses the pros and cons of the top four or five terrain programs. I will continue investigating WM and L3TD.

    Anyway....back to your kickass map.
     
  16. DoullPepper

    DoullPepper
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    Old screens...
     

    Attached Files:

    • screen10.jpg
    • screen11.jpg
    • screen14.jpg
    • screen15.jpg
    • screen13.jpg
    • screen17.jpg
    • screen12.jpg
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    #16 DoullPepper, Jan 12, 2015
    Last edited: Mar 20, 2015
  17. Aboroath

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    This is going to be a joy for high speed, high altitude cliff death. Should make for a scenic fly around in the B25 too.:cool:

    Go to the Torque 3D site documentation and do the groundcover tutorial for your terrain texture/vegetation combos.
     
  18. Goosah

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    Looks so impressive from up high, none of the tiled look that seems to plague torque maps. With a little more vegitation like dry grass, it will look perfect!
     
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  19. JackAttak

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    This looks amazing! Smooth mountain roads are wonderful to drive on.
     
  20. NikitaWolf

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    this map looks amazing :D
     
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