Was board, looked at the internet... And came up with this. Some of you may recognize it. It IS a conversion. and it IS in alpha, it may take a little to be released. Credits: Me: 10% (porting and texturing for ingame) NFS Creators: For modeling it and creating the textures I ported. Please post constructive criticism. This will improve over time! If this needs to be removed for copyright, PM me and I will take it down if possible. P.S. Sorry for any spelling or forgetting anything important, first time creating a map to post Update: 6/6/2014 beta release is nearing. Got alpha shadows working (Im admitting right now, it took 1 hour to figure out how to to it, 1 button was unchecked. Raged more then a little. Also, just found out that charlan, is not its name. its chesterglen. dont know how I got charlan) It now is not being made on grid, I have made it into its own separate map. I will add custom terrain instead of the terrain that was to be included. (it was part of the model) It currently looks like this: SURPRISE RELEASE. (I did not expect to be done yet) Sorry for the size, it came with all textures the map used, Im working on geting it down to a low size. IMPORTANT NOTE: A game glitch, it lags whenever tiremarks appear, size them to 0 as shown in this tutorial. Optional faster download Should be fixed now!
Re: Charlan Race Track This is pretty cool, you could need to edit this map so that it isn't just placed in a grid map. It's not ready to be released, but you could get it to be.
Re: Charlan Race Track That was the plan . I also plan to port a drift map and put it into this map as well. But I would need to see the FPS impact when I do it. If the FPS is greatly impacted, I will just be this and release the other port as a single map. (sorry for spelling or wrong words, this was done on a iPad without that taptalk thing or what ever it's called) - - - Updated - - - New update posted, Nearing the beta release
Looking good man, cant wait to try it out (especially with a legit stock car when one comes). Im so curious to see how iRacing and BeamNG can be compared in terms of driving/vehicle physics.
Great, the beta should be out tomorrow . Im thinking of converting many nfs shift tracks to beam.ng (cant do shift 2 dont got it )
The problem is on line 103 in the .mis needs to be changed from /puregrid/ to /charlan/ As for the other problem Well... I can't help but this should make the level playable Edit: nvm This does not fix the problem at all... alot more errors very big problems
the untifgcvtled.dae one? i just went into the charlan.mis file and changed line 155 to: Code: shapeName = "levels/charlan/art/charlan/untifgcvtled.dae"; and for anyone else line 103 for the charlan.ter fix Code: terrainFile = "levels/charlan/Charlan.ter";
Hmm, I'll look into fixing this, sorry for the problems, I'm still new to map making. - - - Updated - - - Did that fix the errors for you? If so I should be able to fix it in a hour or so.
Ya sorry for the name, I didn't plan on really releasing this. But I can fix the name. (Hopefully) - - - Updated - - - I belive I have fixed it please tell me any error you get on loading of the map.
Yup you did and man o man this brings back some good memories from nfs shift. Only thing missing now is a waypoint system for the map
Glad you like it after I finalize this map, what nfs shift map should I port next? I have every map exported from Shift and ready to be ported to beamng.
the first track you play on is a fun track I could not think of any other one..... --Edit-- I removed alot of this post seemed pointless for how little information it gave
nurburgring, its an awesome track which i think was in nfs shift, (it was in nfs shift 2), if the tracks not to big then that track would be awesome
I do have nurburgr but my export software has it missing about 50% of the track sadly. Im thinking of ambush canyon. (it is the one with the bridge that goes over the river and the oil refinery plant, hopefully that jogs the memory)