Released Corkscrew Mountain

Discussion in 'Terrains, Levels, Maps' started by mike22, Mar 17, 2014.

  1. Possibly_Pos

    Possibly_Pos
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    make that a 20+ fps drop
     
  2. mike22

    mike22
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    Well, I could only speak for myself when I said that. I'll make a small archive sometime that'll boost the FPS for people that need it.

    Also, you're using an integrated GPU, so..
     
  3. Jack Attack

    Jack Attack
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    You should release an FPS version with less vegetation alongside the normal version. That would work better for those people getting framerate drops.
     
  4. mike22

    mike22
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    I plan on it.

    - - - Updated - - -

    On a side note, I just got a Logitech Driving Force wheel and I've been testing it with this track. All I can say is wheels are worth having for games like this. It makes the game very different. It's much more involving.
     
  5. Ltp0wer

    Ltp0wer
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    Corkscrew Mountain.. moar liek Best Mountain

    Love the latest release. Tree placement is so much better. I think there could be more trees, but that's only my personal preference and not a critique. The only issue I see now is the grass peaking through the tarmac in some areas, but that's only aesthetics and hasn't affected my gameplay.

    This map is great because it's really fun trying to get a vehicle down the mountain as fast and unscathed as possible. It's very challenging which makes it super rewarding when you do it.

    Keep up the good work, man. Can't wait to see either the dirt paths or whatever else you have up your sleeve.
     
  6. mike22

    mike22
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    Re: Corkscrew Mountain.. moar liek Best Mountain

    Thanks and thank yourself because without your feedback, I don't know when I would've gotten around to trying new things with the terrain.

    Yea, I noticed a few spots where the grass is clipping through the asphalt.

    I actually had an idea for an addition to the mountain today.. It isn't dirt roads, but let's say I did wanna put dirt roads in it, how would I do that at this point with ground cover ? It seems the only way to get rid of grass ground cover is to delete parts of the terrain. That isn't viable, so does anyone know of another way that I can delete just a piece of ground cover ?
     
    #46 mike22, Mar 22, 2014
    Last edited: Mar 22, 2014
  7. nandee

    nandee
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    The Covet MRI is awesome for this map! And the map is one of the best non-offroad maps
     
  8. mike22

    mike22
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    Thanks ! I agree about the Covet. It's the only car I've completed the track with using the Driving Force GT.

    - - - Updated - - -

    Some screenshots of the version I'm working on
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_22_19_03_37_425.jpg
    • BeamNG.drive.x86_2014_03_22_19_03_55_716.jpg
    #48 mike22, Mar 23, 2014
    Last edited: Mar 23, 2014
  9. NkosiKarbul

    NkosiKarbul
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    Realy love this track mike! Driving it at least once a day if not 30-60 minutes if i have time. :)

    What do you mean exactly by removing grass cover? Do you only want to remove the 2d grass thingys that are spawned by the groundcover object but keep the grass material and its physic properties in terms of tire grip?

    If so, the only way i would imagine to work out, is creating a "grass2" material, have it the same textures and settings, but no related groundcover object. Then you still have the problem that this grass2 material will have most likely no reference in the global file which defines the physic properties of the materials, but i guess you could edit that one too and redistribute it with your map. The only question is if you want to do that, in case i did not mess up somewhere with this idea. ^^
     
  10. mike22

    mike22
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    Thanks ! I'm glad you're enjoying it. I am too actually.

    As for the ground cover, I don't think materials ( hitting F3 ) are linked to the ground cover in any way.
     
  11. NkosiKarbul

    NkosiKarbul
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    Uhm, but they are. ;)
    Ground materials (F3) are actually the only reference for the groundcover objects to decide where they are supposed to display what. Here is a screen where you can see how it works, Nr.1 is the setting telling the groundcover what it is supposed to display, Nr.2 is the settings that tells the groundcover on which material layer it shall display the groudcover set up on setting Nr.1.
    (This example was a groundcover object from the map Industrial.)
    groundcover1.jpg
    Here is a complete tutorial in case it is needed. http://docs.garagegames.com/torque-...n/World Editor/Tutorials/CreatingFoliage.html
    The file in which you would create/edit physical properties of the terrain materials would be lua/groundmodel.lua.
     
    #51 NkosiKarbul, Mar 23, 2014
    Last edited: Mar 23, 2014
  12. mike22

    mike22
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    Wow, that was simple ! I got it working in like 3 seconds after you pointed out that you can link ground cover directly to materials ! I didn't know that. Thanks ! Now, I can experiment with some dirt road shortcuts.
     
  13. NkosiKarbul

    NkosiKarbul
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    You are very welcome! :)
    Looking forward to dirt shortcuts and whatever you come up with! I dont know if it is possible due to the limited space left beside the road mesh, but a seperate dirt trail following more or less the mesh road path down the mountain would be nice too i think. Just a thought, you will sure know what to do with your map. :)
     
  14. mike22

    mike22
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    Just messin' around for like 10 minutes..
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_23_11_12_29_153.jpg
  15. Jack Attack

    Jack Attack
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    The parking spaces are a bit large...
    BeamNG 2014-03-23 10-47-24-92.jpg
     
  16. mike22

    mike22
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    That's because I increased the scale of the parking lot mesh that comes with the game so the entrance width matched my road width. I may change it.
     
  17. Jack Attack

    Jack Attack
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    That makes since. I'm fine with it, but I just felt like pointing it out.
     
  18. LethalAudio

    LethalAudio
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    This is one of my absolute favorite maps/tracks. Its exactly what I wanted in a downhill course. Very well done sir!

    So far, Ive had the most (controllable) fun in the Grand Marshall Sport. I can get through most corners with a power over drift thanks to the magnificently smooth roads. But I need to try some of the other vehicles and see how things go.

    My only suggestion, and its minor, is that a few spots may benefit from guardrails. Not that its not fun to screw up and go careening off a mountain, but I do enjoy sliding along the rails as well.

    Cant wait to see what else you have in store for it!


    Now if someone can just build up an AE86...
     
  19. mike22

    mike22
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    Thanks a lot ! I just finished packing up everything for version 1.2 to be uploaded, but I'll wait til I see what I can do with guard rails. I thought about adding some myself.

    - - - Updated - - -

    I just finished uploading version 1.2. It's probably final. There's an optional light version for lower end computers this time.
     
  20. emmisofia

    emmisofia
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    Thank you for this!
    Absolutely my favourite map so far. Insanely dangerous and hard racing tracks are indeed what BeamNG needs and this does the job very well! Road mesh you've made is very beautiful. Kinda miss low guard railings in some places as they would make it more track like and possibly add to the carnage if you end up flying over them. But that's just my taste.
    A very good map not just for trashing cars but for fun racing as well!
    Good work!
     
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