WIP Beta released Foothill Mines V3

Discussion in 'Terrains, Levels, Maps' started by Driv3r1142, Mar 7, 2015.

  1. jetcoasterfan

    jetcoasterfan
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    Re: Foothill Mines

    I downloaded the zip file with winrar and then extracted the foothills zip folder to my desktop.
     
  2. Aboroath

    Aboroath
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    Re: Foothill Mines

    ...and then copied to contents\levels?....as in contents\levels\foothills?
     
  3. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    This folder should install just like any other terrain mod. Either drop the .ZIP into the mods section of the My documents BeamNG folder, or into the old levels directory in the program files beamNG folder.



    - - - Updated - - -

    Im going to need pics later tonight so I can see what you are talking about... There are several areas with problems, although I am working on them. Tonight I will have the next update out and then I can start working out bugs.
     
  4. jetcoasterfan

    jetcoasterfan
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    Re: Foothill Mines

    Yes I cut and pasted that zip file into Beam Ng/mods/levels.
     
  5. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Updated from BetaFinal to V1. If you have BetaFinal or any older version, Please delete it and install the new version.

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    So far, all or most areas of the terrain are drivable with the hell jeep and Range Rover Classic. That includes the caves. Post your results with other rock crawlers/off road vehicles so I can enlarge the list.
     
  6. Aboroath

    Aboroath
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    Re: Foothill Mines

    This turn needs to be banked towards the inside of the turn. Just my opinion however it would make the entire run in the area much more fun.

    screenshot_00005.jpg screenshot_00006.jpg screenshot_00007.jpg
     
  7. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Oh... I think the terrain would look a bit different if I change the turn. And did you update to the latest version of my map?(V1) I didnt fix the road but I did add more for rock crawling(The second cave is a pretty fun crawl in the hell jeep.)
    And I will try and adjust the map a bit for that road. But you should try crawiling the caves in the D15. Mine broke after the 0.3.7.7 update, so I cant test the map fully with it.
     
  8. JacobEth1

    JacobEth1
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    Re: Foothill Mines

    awesome map!
    but where are the caves? I cant find them!

    thanks
     
  9. Aboroath

    Aboroath
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    Re: Foothill Mines

    Helljeep it is.:cool: My first attempt in the cave was with the D15 off road and it was less than fruitful.
    Lowering and banking that turn won't harm the look at all. I might try it myself and see what happens, as an example of what it would look like.:D

    What broke after 0.3.7.7?? the D15?
     
  10. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    I had a camper shell mod, cant remember if it was the one from the forums or the pirated one. Either way, The mod corrupted the wheels on the 0.3.7.7 D15. Oh well, Not in the mood for reinstalling the game and I have a gavril D15 truck pack(from the forums, BTW,) so its not a big deal.

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    Are you getting loading errors? Otherwise, they are there. One behind the spawn village and one off the side of a road.
     
  11. Aboroath

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    Re: Foothill Mines

    Delete the camper mod, the D15, cache and re-verify?....should work to get the clean D15 back.
     
  12. Driv3r1142

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    Re: Foothill Mines

    EDIT; I got it to work, deleting the cache restored the car to working order, but the camper shell remains.

    Terrain update between today and Friday, including 2 new roads, some road fixes, and terrain modifications.
     
    #52 Driv3r1142, Mar 10, 2015
    Last edited: Mar 12, 2015
  13. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    When I update the map, I will leave the V1 map up for a week, so in-case this new version doesn't work, we have a version that does.:cool:
    I plan on adding a couple more roads in the future V3 update(After this weeks update,) Then focusing entirely on vegetation and static objects.
     
  14. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    UPDATED FROM V1. READ MAIN POST

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    The roads can only be safely handled at slow speeds, I will be drafting a fix for this soon.

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    Guys, Please help with finding things out of place on this map. All I can do on my laptop is make sure the map loads error free and all the textures are in place. Its too laggy for me to test on that platform.

    My desktop loads the map perfectly as for its the machine that has been used to make the terrain.
    And please do suggest how to fix the constant issues with the roads being too rough. Roads in reality are rough, but from comparison, these roads are worse than reality. Can anyone give me an idea of how to get them drivable? the smoothing tool doesn't work right... It never makes the roads flat enough to drive, and when it does its like climbing a cliff... Literally.
     
  15. Aboroath

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    Re: Foothill Mines

    Will download the latest when I get home. You need to understand that since day one the Torque editor terrain tools are crap for roads. You have two immediate options to resolve the issue:

    Learn LT3D and it's bulldoze tool or learn World Machine and it's road tool. I won't even mention mesh roads unless you are a wiz with Blender or 3DSmax. Ouerbacker did fairly well using
    the normal map in his basetex to level roads in Blackhills but even then there were still complaints. My premise has always been that these complaints are coming from an unrealistic
    expectation of smoothness when driving 120mph. Realism dictates severe instability on almost every road when driven that fast in real life. This game is a simulation, not f-zero.

    I don't see anything out of place from the original. You banked the road I mentioned and it looks like some others as well. The banking is much better
    and all I think you need to do is focus on smoothing those areas if you can. No issues downloading or starting. Work on locally smoothing those
    obvious areas and your on your way I think. My overall impression was much better road flow and drivability.:cool:
     
    #55 Aboroath, Mar 15, 2015
    Last edited: Mar 15, 2015
  16. Driv3r1142

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    Re: Foothill Mines

    Thanks for the info... I have had good luck with the smoothing tool, but the reason why I dont think it works is because it follows the original heightmap, so if there was a bump where you want it to be flat, the bump is still there, but partially flattened. Im working on V3 with some road tweaks so you don't go flying a hundred feet going 60 MPH in a Bolide or a Moonhawk. In reality, some of the tighter turns are drivable at 30 MPH, and here those same kind of turns are impossible because the cars keep bouncing and flying, not staying on the ground and turning. An example now would be the banked turn. Its too bumpy. If I could just get the bump to be less steep, then the car would just drive over it and not go flying.
    If I ever ported this terrain into rigs of rods........ It wouldnt be drivable due to Rigs of Rods friction issues.

    Im not after perfect turning at 120 MPH. You can get decent speed in some areas, but if you go too fast, then you go into the center lake and destroy your car. My goal is to make the roads more drivable at higher speeds, so you dont have to slow down to take a tight turn. Drifting even results in disaster if done incorrectly here.

    Next terrain I make, well, hopefully I can get my own textures and static objects, and I will look into the other tools.


    In V2 there should be a road along the base of the small town. This road has some issues when driving and turning at low speeds. Try it in a street car(my ultimate goal is to have the roads other than dirt be drivable by street cars,) and tell me how it does for you.

    Keep the feedback going, so I can have an idea as to what else to add in V3. And a vegetation tutorial would be neat too, because I would like to add a few pine trees and such, yet I dont know how to add them into my terrain properly. And one more thing; can anyone help me with adding some more textures to my map? The 4 Canyon of Speed textures I have are not enough and the map is starting to look ugly to me.
     
  17. Aboroath

    Aboroath
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    Re: Foothill Mines

    Go into the material editor and adjust spec and transparency values to get rid of that terrible road sheen.
     
  18. Driv3r1142

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    Re: Foothill Mines

    I think we are scrambled... Are you talking about the COS road texture that is currently 90% of the ground in V2? or are you talking about the road shining in the daytime sun.

    And I got vegetation into the map, here is a picture of some of it. The picture will soon be the new thumbnail in V3;



    New Thumbnail.jpg

    I will upload more pictures closer to the release of V3. Right now Im still working on the map.

    And V2 will remain up when this is released as an FPS version, although its roads will not be updated. This is lagging my PC down, and unlike some mod makers, I like my maps to be driven by all.
    The roads I think will be fine with the sun reflection, after all, when its nice and sunny out, roads tend to have that glare on them. Although I will see if I can fix it so I can add a Time of Day cycle.:cool:
     
  19. Aboroath

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    Re: Foothill Mines

    Yes, the cos2 lineroad. Stock Beam roads appear fine. Find the cos2 line road in the material editor and adjust the settings I mentioned to get rid of the glass look.:cool:

    Oh yeah, the pine trees go a LONG way in making the map more interesting.
     
  20. Driv3r1142

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    Re: Foothill Mines

    I put them in and I thought I was in one of the southwest states instead of some middle east island. >:3
     
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