I might keep the tunnel in the mine, but the entrance is a bit further out of the screenshot. THat I could possibly remove and edit. Here is a screenshot of the entrance; I wanted the concrete tunnel part, but not the brickwork. I will try using rocks on it.
Ok I have an annoying issue with Portals; When inside and outside of a portal, parts of the terrain are missing, and static objects are invisible in some cases. Is there a fix to this?
eh? culling objects is part of what portals / zones are for. https://www.garagegames.com/community/forums/viewthread/124138
Im using it to adjust the lighting in the cave, yet its messing with the viewing of static objects, which pretty much ruins the feel of the terrain. Is there an alternative to the Portal?
I am far from well versed on the subject. My understanding was that as long as you are looking through a portal into a zone, and everything is hooked up correctly, you'll see the static objects inside the zone.
I can see them inside, but when you are outside, it kinda screws up the cave, and when you are inside, everything outside the zone dissapears, which messes up the feel of the map.
I see how rude I just was.... Since I have already taken heavy criticism of my work in the past its my first reaction. I am terribly sorry that apparently I didn't clearly mention that I had started using some ideas/props from Tylergen. As far as I am aware of the only prop thats from his map is the tunnel and the construction lights. I will give proper credit when the update is released. If you get down to it this map is a Canyon of Speed clone anyway, with a twist. I want to expand this cave to be longer and more diverse than in Tylergen. To all who may see this thread; Go check out Tylergen if you have not already! Awesome map, and demonstrates clearly how I originally wanted this map to go; http://www.beamng.com/threads/trynelgren-v2-4-11-14-2015-with-mediafire-link-on-first-post.16079/ I thought it was a good template to go off of...
Did you make a new zone and new portals or use the ones from Gridmap? If they are new, compare the settings with those used on Gridmap. I don't remember with certainty whether Gridmap definitely does not have the problems you described, but I think that it does not have the problems you described. It's probably easiest to compare the zone and portal settings just by opening both *.mis files in text editors such as Notepad++.
I could never get a portal and a zone to work together. I use a portal stretched out over my cave to get the results I am looking for. I will look into it more though. Thanks for the tip!
From my understanding they must be used together to achieve what you want. A zone by itself with no portals will definitely result in unwanted culling (between the zone and the main environment) when looking from one side to the other.
I use a portal, which works and is quite common in user made maps. I will try a zone and a portal setup and see what happens with the static objects.
its ok I just thought it looked kind of weird for this environment, the rocks could be a little bit more orangey tinted to match the outside terrain, and maybe some moss?
I am using quite a few of the default props. I have looked for some more props for the cave. Right now I want to add in support structures to the ceiling of the cave and maybe some equipment. The rocks transition from tinted to darkened when you come into the cave. Here are some pics of what I mean; The dark rocks have a better texture than the other rocks. Which is why I am using them. Now to find some good static objects for mining equipment and this will be a totally different thing from the tunnel of Tylergen.
Development on hold for a couple days while I evaluate a few major texture issues on my end. Its not the end of the map, and a release shouldn't be too far away now that I know that my terrain loads correctly between different users. I am dying to share this map with you guys, but its just not ready yet. On another note, How's this look in the first section of the small mine?