Ok my files are moved to the directory my saved files are saved to(The second screenshot in my post about this,) and the map still loads correctly. Progress? I would say so.
Well, texture creation isn't really my thing but... BeamNG.drive doesn't do anything unique with textures. The image editing portion is documented on the internet for other things and the same stuff applies here as well. Take a look at this toolchain article on the wiki to get an idea of a possible toolchain. While I haven't used them to create assets for this game, nVidia has a set of tools for this type of work which can be used with Photoshop - take a look here NVIDIA Texture Tools for Adobe Photoshop. If you normally use Photoshop rather than GIMP you may want to look into that. .. ...OK, I just learned something important myself. I didn't realize that there was a free version of L3DT. Wow. Or the Indie license for $35. Apparently World Machine 2 also has a free but very limited version. In fact, I'm now certain that I had not read this entire page before. That's all important information - and now I know. Doesn't help you with texturing any though. As far as adding stuff from other maps and not messing up what you already have... you must put in the legwork. Do not directly copy any materials.cs file without thinking about it first. You should typically be editing these in Notepad++ and grabbing any useful sections to move over to another materials.cs file in your map. *.dds file can be moved over as long as you don't overwrite anything and you make sure you bring over a new TerrainMaterial() or Material(), or whatever. Of course you could manually recreate those inside the T3D editor, but that's a waste of time since the work's already been done by the BeamNG devs and all you must do is copy over the text (and potentially fix a few paths in the process).
Does anyone know how to; Lower the spawn point so you dont kill your truck right when you spawn? Set the TimeOfDay cycle so it doesnt spawn you at night every time you start the map?(I think I know the answer to this one but I just want to be certain.)
I haven't messed with the TimeOfDay stuff. Moving the spawn point is just like moving a mesh, but you have to unload and reload the map in order to have it take effect.
UPDATE; I have found some ideas to add a few more things to the map! http://www.beamng.com/threads/trynelgren-v2-4-11-14-2015-with-mediafire-link-on-first-post.16079/ Awesome map guys, may use ideas from the cave there to add in actual mines to the map!
It doesnt work. I think the spawn point cant be placed in a negative coordinate below the map :/ This roots from the fact that I overwrote the gridmap in a previous version and converted it into my own terrain. And has led to interesting bugs, like the terrain bugging out at a max height, ect. Oh well. Someone had suggested moving the entire map up, whatever thats supposed to mean Im working on the TimeOfDay thing now.
I think it's normal for the terrain to bug out at max height. Eg max should be set higher than what you expect to use. Which coordinate(s) is negative? The vertical one? EDIT: I just tested with all negative coordinates. I had no problem spawning at these coordinates: -417.895 -414.284 -78.9639 EDIT2: You are moving the Spawn Sphere, right?
Clearly something bad is happening. For now: make a backup copy of your level edit your *.mis file directly with a text editor such as Notepad++ find the SpawnSphere()and change it's position to whatever you need. save the file. Whatever problem you have will probably affect other things though, so you probably want to get to the bottom of it. Maybe check the in-game console (~) for JSON parse errors?
I dont see any errors, But does the point of the map having its roots in the smallgrid map have anything to do with it?
I had the spawnpoint issue when making a map from scratch and stopped that by not deleting the source map spawnpoint. Never had the patience to investigate why a new spawnpoint wouldn't work for me. Keep the spawnpoint from the source level and try that.
My map also started as Gridmap. Like Aboroath, I am using the SpawnSphere() that was already present - I simply moved it to where I wanted it. I have a single SpawnSphere() and it is in SimGroup(PlayerDropPoints). Simgroup()s show up in the Scene Tree as folders. If you aren't getting errors or other weird behavior and you get your SpawnSphere() moved to the correct location by directly editing the *.mis then I would not worry about it.
I dont think I ever deleted the original spawnpoint. The only weird bug I am having is with the terrain manipulation tools, where whatever I do also affects the area below the spawn. Started happening after I used the paint noise tool. Its a bit annoying, but not game breaking.
Perhaps unaffiliated with your current issues but make sure your terrain origin is centered. This can be done manually in the editor scene tree under level info or the terrain object you have. Can't remember what they are at the moment, something like -1024 on all three (X,Y,Z) axis's? Issues can crop up if the terrain is too far away from the origin point and as I recall they manifest themselves with strange terrain editor behavior.
I will look into it. As for what I am doing at the moment I am trying to use the crippled terrain editor to implement a few new things to the terrain, one of which is to be a small mineshaft. Pics of my progress;
This isnt really Related to the post you posted here, but how do I place decals on the ground below the static objects and forest objects that are making up the newest part of my terrain?(Screenshots in above post)
Based on looking at the official maps such as Jungle Rock Island and Port what the devs are doing is is actually centering the terrain on the X and Y. Jungle Rock Island uses a 2048x2048 and locates it at -1024 -1024 100. Port uses a 1024x1024 and locates it at -512 -512 0. I was thinking that Z should be kept non-negative, but Gridmap has a 1024x1024 located at -512 -512 -512, so it's probably no big deal anyway. FWIW I have my very small terrain located at -714 -578 0 and I do not think that it is causing me any issues. That terrain is 2048x2048 with a squareSize of 0.25, so it's actual dimensions in game are 512x512. If I was following the pattern the devs seem to use I'd have placed it at -256 -256 0 instead. For example, Hirochi Raceway is 2048x2048 with a squareSize of 0.75 and is located at -768 -768 0. Looks pretty convincing, but if the gallery/adit/whatever entrance is in solid rock why all the brickwork & cement? Take a look at the San Ramon Mine or Manoq Quarry for a couple of examples of what I'm talking about. Maybe just a couple of uprights and a lintel would be appropriate? I especially like the yellowy/orangy/amber lighting.