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WIP Castle Run

Discussion in 'Terrains, Levels, Maps' started by krallopian, Jan 29, 2019.

  1. CrimsonCrocodile

    CrimsonCrocodile
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    Thanks for the clarification :D

    I'm stoked that I will (eventually) be able to drive on this incredible map! But in the meantime I am looking forward to the videos to come!

    Just a quick question in relation to the videos... How will the camera angles be done? For example will they be similar to 'Crash Hard's' videos (Simple camera angles following AI) or will they be styled in a cinematic/action movie way? I would personally be satisfied with any of these as I know how tricky it is to set up cinematic/action camera shots :)

    Also I hope you are still considering having the jets flying around during the intro as you demonstrated in this video: :rolleyes:



    Overall great job mate! I'm looking forward to future progress :D
     
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  2. krallopian

    krallopian
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    Camera angles are to be seen ;) Its what I'm most excited for. The videos will just be a collection of panning, interior, outside orbit, etc.. but it's what they will be showing that I'm most excited for. Their placement, speed, focus, etc.. Crash hard is the guy that motivated me the most though to do this stuff, I've watched a lot of various videos over the years and always rather hated their approach, and Crash Hard's had me watching until the end and wanting more! I've always liked his approach to custom levels, models, and vehicles! So at least I can do models and levels and textures for now, jbeams are too scary and besides I'll never get finished with this level if I start on that.

    As for the jets flying around, we'll see. The concept was just for more of an event style video rather than every video. So a, "special edition" Castle Run or something along those lines. I've been working with animation and figuring out what it does and doesn't like - for instance if I export a 10 frame animation, the game only sees it at 5 or 6 frames for some reason - but I could play with the idea of animating a jet flying and importing that and doing the sound in post. All that is for later on though, I need to get the rest of these assets built and rebuild the ai to work better in specific areas. I've fixed 75% of the trouble areas so far, and this "thirdTunnel" that I'm making right now will be the end of tunnels. Then on to bridges, then on to some other road-side things, then get the AI routes all connected, work on details here and there, finish the ambient sounds, and start recording!

    I was hoping to use January as my build month, but having learned asset creation I've piled on more than I expected and thus no videos yet :\

    Again I can't stress enough how important these kinds words from everyone are, the whole time I build these things I can't stop thinking, "wait until they see THIS!" So *cheers =)
     
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  3. krallopian

    krallopian
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    After dealing with another 4 hours of bugs - this time to do with the .dds files not showing up in Maya making it very hard to model, and I eventually realized, "Duh just make them .png for now, and let the GAME use the .dds files - I've just about finished my final tunnel. I started this yesterday but got sidetracked by a bunch of hours of bug fixing related to the shadow map not playing nicely with the cinematic camera and vice versa. I had to lower the shadow distance and that fixed it at the end of it all.

    Anyway, here's a random collection of pictures of the progress so far, still need to texture the tunnel entrance but . . you get the idea.
     

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  4. Blijo

    Blijo
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    It's really looking great, I hope it will play as nice too :)
    You really have some feeling for this.
    One question though, "where" is this location, it looks like you use a mix of european and US styles and assets for this map, IF you try to model it after a certain geographical region, you might want to look at that. If you don't, ignore me :)
     
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  5. krallopian

    krallopian
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    Haha, so far all the textures etc.. are from the Italy stuff, the signs etc are all Euro as well, the coastline is Mediterranean / South American coastal. The island is purpose built for Castle Run, so . . it takes place in Castle Land! . . . but seriously I get what you're saying, I've been trying to only use trees that are Mediterranean in nature, I've so badly wanted to bring in Caribbean palm trees and other flora but I've behaved thus far! =D

    Basically any scene/area I make I google it first with, "Mediterranean" i.e.

    Mediterranean tunnel
    Mediterranean bridge
    Mediterranean cliff
    Mediterranean beach
    Mediterranean construction
    Mediterranean signs
    Mediterranean sky
    Mediterranean tunnel lights
    Mediterranean architecture

    Google thinks I'm trying to vacation there.
     
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  6. krallopian

    krallopian
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    I've spent most of the day working on texturing the new tunnel's entrance and exit. Tedious stuff. Then built normals and specular maps for all of the tunnel textures. Here's a few shots, plus a shot of something I'm starting in on finally!
    --- Post updated ---
    BTW the normals are "stronger" than they will be in the end, I just needed to get them in there, I can play with the values later, right now they're a little extreme =D
     

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  7. krallopian

    krallopian
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    Doing a hell of a lot of UV work today, worked on the bridge and after a few design ideas settled and worked out the "wiring."

    It currently adds 240 draw calls, not bad not bad! It'll be less once it's done (just need to combine the entire mesh into one object is all) but for now I wanted to show some progress. The textures are all place holders for now, bunch of things to change/add still.
    --- Post updated ---
    Well I rebuilt the center base (to look more like the bridge this is inspired by: Rio Antirio Bridge Greece) and did the textures for the cable stays.

    I played with a bunch of designs for the past 3 hours but settled on what you see here. I need to do texture work on the roadway both the sides and main surface, I need to do texture work on the center base itself, come up with an clean interface from the bridge to normal roads, texture the cables themselves, annnnd figure out how to get the AI to make it across *most of the time. I wouldn't want them to just fly past this in 3 seconds afterall ahha!
    --- Post updated ---
    And currently the entire bridge is 70 draw calls!
    --- Post updated ---
    After seeing the pictures on a small screen (I work close to a 65" so my FOV is all off and everything) I realize how silly the center base looks, so I've fixed that, much more appropriate for the size of the bridge!

    Annd that's a wrap for today. 7am, not too shabby :D
    --- Post updated ---
    (down to 28 draw calls)
     

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  8. Sithhy™

    Sithhy™
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    Your ideas for this map & the models are definitely something great to see on this forum :p
     
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  9. krallopian

    krallopian
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    Thanks a lot! It's been making winter go by real fast haha!
     
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  10. Gamergull

    Gamergull
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    Wow, this map is looking amazing. Some of the screenshots look like dev quality work, it's way too good! Looking forward to the first release!
     
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  11. MRcrash

    MRcrash
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    I literally have no words. Just... incredible.
     
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  12. krallopian

    krallopian
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    Hah! Thank you!

    I've been doing a lot of beautification today, just closed it now, didn't manage to grab any pictures, I'll toss them up tomorrow.

    Basically just went around and added high quality details to the terrain, proper erosion, rocks, rocky sand, etc..
    Bunch of ground model work
    I just revamped all the beaches, that was the past three hours.
    Water has been redone.
    Ground's vegetation has been majorly improved, about twice as much of it AND about 250% faster too, (with a massive 600meter fade out range)
    Redid a few AI paths to make them more fluid and less, "programmed."
    I continued work on the bridge, there are guard rails across it, new decals, a proper road surface with lines etc..
    Tunnels all got their guard rails put in as well.
    I designed a few new particle effects for the finish line, backed them up this time.
    A few other random things, all in all it has been a rather long day ha!

    *cheers
    --- Post updated ---
    ** also, I managed to knock the draw calls from a max of 25,000 down to a max of 7500 and an average of 4500-5000. Funny enough I only went from 35fps to 55fps at 4k. 60fps all day at 1080p though.
     
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  13. MRcrash

    MRcrash
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    Have you considered applying for a job as an environment artist for BeamNG?
     
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  14. fufsgfen

    fufsgfen
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    It might be that 4K is making GPU limit your fps, I know that gtx1080 is not enough to run game solid 60fps at 4K, I'm not sure how much of that is because of LOD behaves differently in 4K.

    2080Ti or something needed for 4K I guess.

    But don't run to shop just yet, if occlusion volumes and zones start to work after some updates, that would help to keep GPU load in check, that is less polycounts, but also if that cuts shadows too, drop in workload can be rather big.
     
  15. krallopian

    krallopian
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    Well it is a 1080ti and 4k 60fps IS happening at most times again an upward of 100fps when not viewing the whole map. 55fps is the lowest but that's what I go by.

    Mind you cpu is running 5ghz. (8700k)

    Video card is always waiting on the cpu, only when I have 8 cars in view and I'm at the most detailed place does the gpu end up working hard. These things are beasts!! I went from my 1070 to this 1080ti and its literally twice the performance. I expected maybe 30%.

    Anyway once I got rid of that stupid 3d mesh vegetation with shadows, performance went through the roof.
    --- Post updated ---
    Also virtually zero difference with lods. If I delete every guard rail and curb and rock face, fps doesn't budge!
     
  16. fufsgfen

    fufsgfen
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    But when you have video recording going and some action, smoke etc. it is different than when you look around map. 2080Ti is not horribly faster than 1080Ti I think?

    Lods certainly have effect, but if you are limited by something else, then it does not show as FPS change, however if you are limited by single core performance while having 5Ghz, there is something bit heavy on your map, but why 4K would be heavier on CPU, that should not be?
     
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  17. krallopian

    krallopian
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    4k is far heavier on cpu because of the way things scale in the game.

    Recording with shadowplay at 60fps and 100mbps is no issue thanks to my nvme 970pro (3500 mb/sec!)

    Smoke at 4k is brutal though, sooo much transparency =D
    --- Post updated ---
    Also 1080ti and 2080 are on par but 2080ti is a whole next level of beast!
     
  18. fufsgfen

    fufsgfen
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    Now, that 55fps is certainly valid reason for upgrade then! :D
     
  19. krallopian

    krallopian
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    Haha ya!! I just spent 3500 getting this system. No upgrades for a long time :p haha
    --- Post updated ---
    FWIW system:

    8700k 6core/12thread
    Asus ROG Z370 Maximus 10 Code (has Z390 chipset features, but without the gawdy look)
    64gb Trident Z RGB - always red, no rainbow crap
    Asus ROG Ryuo 240mm Cooler (has a cool LCD that tells me temps, voltages, etc.., customizable!)
    EVGA GTX 1080ti FTW3 (best 1080ti card of course)
    Phanteks Evolv X case
    All kinds of fans, 10 hard drives, buncha SSD's and primary NVME 512 970pro drive, SO fast!
    SoundBlaster Z of course
    EVGA 1000 watt G3



    I went from

    3930k 6core/12thread
    Asus P97Deluxe mobo (also had wifi/bluetooth/usb 3, from 2011!)
    64gb Gskill Somethin' RAM
    Corsair H80i V2 Cooler
    Zotac GTX 1070 mini (incredible card!)
    Thermal Take Level10 case (BMW design baby!)
    All kinds of fans, buncha hard drives, buncha ssds.
    Also Sound Blaster Z
    Some EVGA 950 watt PSU

    The performance was DOUBLED, I couldn't believe it. Sure that older system was from 2011, but I didn't expect THAT much of an increase! The best part is, after a lifetime of upgrades, I finally won the silicon lottery with this 8700k! It over clocks to 5.2ghz solid with a low vcore. I've always had chips that overclock OKAY but never INCREDIBLE. Here's a shot from a popular benchmark:




    So the point is, this system IS a beast, the only thing that could make it faster would be the 2080ti but in Canada the prices are so insane. Hell a 1080ti is going for $1600+ on Amazon still, (got mine off a guy for $750 cash, it was a no brainer) the 2080ti's are over $2000 easily after taxes, it's stupid expensive.

    I have terrabytes and terrabytes of storage, the only issue I have with this system is my internet connection. living in a rural area the fastest we get is, well, let this do the talking:



    Uploading videos is hardly enjoyable.

    BUT that's what this entire level is being built for in the first place: Run just well enough on my system so that I can at least run it smooth enough at 25% speed and record videos, then I can bump them up to 60fps smoothly in video editing. I've always been a car nut and a destruction nut. I've made a living doing gaming design/3d work, video and audio/music work, and programming so to combine them all together with BeamNG.Drive is a freakin' dream! It's been about 40 days now of hurdle after hurdle after hurdle learning this package, and just right now I'm in the middle of redesigning the AI paths for the fourth time on the map, they are driving better and better and better! Faster, smoother, more exciting.

    . . . I forget why I started writing this in the first place :O
     
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  20. Projekt535

    Projekt535
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    Yo, this map looks amazing! I really hope you decide to release to the public eventually, it looks like it would be an absolute blast to race AI on these roads! Keep up the fantastic work, and I hope to see more maps from you!
     
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