Hello everyone, I'm trying to import the full ETS 2 map, including all DLCs, into BeamNG.drive. Does anyone know how I can achieve this? Also, I understand that the optimal map size for BeamNG is 4x4 km. So, to keep the car always within that range, the map should load dynamically as you move—just like in ETS 2. This way, the entire ETS 2 world could be made fully loadable in BeamNG.
Peki bu herhangi bir optimizasyon sorununa yol açmıyor mu? Yine de belki de açmıyor—çünkü ETS 2, BeamNG'ye kıyasla daha basit ve daha az detaylı içeriğe sahip.
You could have a .dae model for the terrain and everything else. And for optimisation it does affect it a bit. But beamng doesn't really have a way to chunk it up. So you would be using blender to do that.
Anlıyorum, bu da demek oluyor ki ETS 2 birikiminin tamamını Blender'da yeniden tamamlamamız gerekecek, değil mi? So now I'm just focusing on a certain section. It could be in the Rhineland region, which will probably realize the updated German cities in the final version of ETS 2.
I think all it would take is somehow getting the map and it's materials into blender. Then exporting as a .dae to work in beamng. Then to add collisions go back to blender and make a copy of the model, add 2 empty axis called base00 and start01, have start01 as a child and have the 2 models as the child of start01. Then rename a model to colmesh-1 and reexport the full thing as a dae and place in beamng.
the only way i think this is possible is to somehow manage to convert all of the SCS files into something Blender can read, i tried looking into it before but couldnt find anything about whether its possible or how to do it. The most likely way of getting this to work is to either ask Giants if you can use the map and get them to send the files, or to reverse engineer the SCS file type which i dont think has been done yet
would be cool to have the ets2 map in beamng but it would take a lot of time n scs would not like that