Estering - Rallycross Track

Discussion in 'Terrains, Levels, Maps' started by fetthaufen, Aug 19, 2013.

  1. fetthaufen

    fetthaufen
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    I like rallycross and when i first played BeamNG.drive i thought it would be a good basis for a rallycross game so i thought about making a track ...

    Considering that this is the first time i created a level based on heightmaps and models and it started out as a bing maps screenshot in photoshop i'm quite happy with the result.
    It's not really pretty but it is close to the original. I might make it pretty one day with custom models and textures but i'm not sure yet.

    1.jpg 2.jpg 3.jpg

    How to install it:
    Code:
    1. Unzip estering.zip into BeamNG/levels

    Updated on 20.08
     

    Attached Files:

    #1 fetthaufen, Aug 19, 2013
    Last edited: Aug 20, 2013
  2. NINJAHOBNOB

    NINJAHOBNOB
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    Getting one no material error and the curbs on the rumble strips are a bit high but other than that, fantastic track.
     

    Attached Files:

    • screenshot_00009.png
  3. NkosiKarbul

    NkosiKarbul
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    very nice map.
    but i have the same texture missing and on the spot shown in the pic below you seem to have beach sand material within the roadway which makes the front tires come off the car very fast and causes barrelrolls.^^
    have to drive that courner extremly slow to keep my tires. it starts very abrupt somewhere around the thick red line and continues slighty less grippy behind it.
    in first it looked like the tires get stuck on the edge of an object with low faces. if that is on purpose i would rate it a little overdone. :p

    edit: it seems only to be on the right side of the track when driven like my car and skid marks tell you. ^^
     

    Attached Files:

    • BeamNGSandbox 2013-08-19 21-11-44-02.jpg
    #3 NkosiKarbul, Aug 19, 2013
    Last edited: Aug 19, 2013
  4. fetthaufen

    fetthaufen
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    Thanks for the feedback :)
    I uploaded a new materials.cs file that should fix the "no material" error. Place this file under levels\estering\art\shapes\misc (replace the old one).
    I will look into the other issues, lost a few tires myself but never investigated ;)

    edit:You don't need this if you have the current Version
     

    Attached Files:

    #4 fetthaufen, Aug 19, 2013
    Last edited: Aug 21, 2013
  5. NkosiKarbul

    NkosiKarbul
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    still same texture bug with the new material.cs :/
    and may i suggest to position the curbs in a way which makes you able to drive onto them while coming into the courner ?
    much have a pretty high edge to the surrounding surface and will damage tires and car badly, dont know if you want it like that so again just a feedback of a testdriver.


    edit: also i noticed this (pic), not that it would bother me in any way, i just thought you might be interested.
    while coming closer to the poles there is something dissapearing from them.

    geiler name uebrigens^^
     

    Attached Files:

    • distance.jpg
    #5 NkosiKarbul, Aug 19, 2013
    Last edited: Aug 19, 2013
  6. Docteh

    Docteh
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    Why don't you just pull assets out of the Industrial folder directly?
     
  7. Iceman00789

    Iceman00789
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    Less stuff for you to download. I'd say just package what he uses out of the art folder into his package, but if he uses most all or all of it, then what is the point in downloading it twice?
     
  8. Docteh

    Docteh
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    What I mean, is he can make his .mis (mission) file read items out of levels/Industrial rather than needing a copy of the same files in the levels/<level name> folder
     
  9. Iceman00789

    Iceman00789
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    Understand now. Thanks for correcting me.
     
  10. fetthaufen

    fetthaufen
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    It was suggested in a tutorial to copy all used assets into the level folder... the problem is that the engine will still look up the materials in the art folder of the estering folder not in the Industrial folder ... and it is alot of work to change all paths because you need to change every path even those that just reference files within the same folder. But since i have way too much time i did it anyway ... i edited the first post with an updated version.

    I also lowered the curbs and changed the depthsmap.
    The no material texture should be replaced by the grid texture .. .still not how i wanted it but i guess that's as close as it gets.
     
  11. moosedks

    moosedks
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    nice track. there were no missing textures when i played it. The only thing kind of wrong it the fence/wall along the straight away has sections that aren't quite lined up with each other
     
  12. Stormdrain

    Stormdrain
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    That's because you don't have your graphics set on high/medium. :p
     
  13. CarbineCrazy

    CarbineCrazy
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    Just thought I'd let you know that TwoAwesomeGamers made a video based around your map and they really seemed to like it.



    I like the map a lot myself too, thanks for this.
     
    #13 CarbineCrazy, Aug 22, 2013
    Last edited by a moderator: Oct 21, 2015
  14. fetthaufen

    fetthaufen
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    That's awesome thanks for sharing that link!

    And just for clarification if someone wants to take his time they used the right start but the actual "line" for timing is where the jokerlap (that little offroad section at the end) meets the normal track. The real track record is somewhere around 39 seconds while my first round in the covet was around 50 seconds ;)
     
  15. fetthaufen

    fetthaufen
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    I added timing to the track, the timer will reset if you drive under the race footbridge and it will start where the jokerlap meets the normal track. You can look up the times in the console.
    timing.jpg
    If you want to add the timer just replace the old .mis with the file i attached to this post.
     

    Attached Files:

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