Your welcome! I'm really looking forward to seing these "vistas"... Otherwise, are there any dirt/offroad trails leading to the top of a peak with a good viewpoint? Also, a suggestion I don't think would be difficult to make: A pullout/viewpoint on the side of the road. That picture you put a few posts above (the one with the 200BX and concrete barriers) looks like a really good spot to put one if there's a good view from a cliff somewhere on that road... Also, if you can get a hold of or feel ambitious enough to make one, you could add a viewpoint sign before the pullout. (couldn't find a picture of one for some reason... doubt they use the same sign out of Canada) EDIT: (best picture I could find... so I doubt it would be easy to find a different picture to make the sign lol) That's not what the sign actually looks like, but the icon I circled is what is on the sign I'm thinking of...
This can be implemented fairly easily on that scale. My current challenge is learning how to get textures on to objects. The area you suggest for a lookout is indeed a perfect place for a lookout however it is right across the road from a huge cliff that has rockfall/avalanche tendencies.....oh the ideas. There are a ton of areas for all kinds of view points especially on the dirt roads however I'm leaning towards preserving the "accidental" and "natural" vistas and having two or three manmade pullouts. There is in fact a dirt road that leads to what will be a fire lookout but it currently doesn't have big elevation. The option of having a road that climbs perilously up to a mountain top is definitely a priority but will need careful attention so it doesn't look obnoxiously obvious. On that note I would need to make the snow has enough grip to make it possible yet be realistically slick. Thanks for the ideas!
Your welcome! I definitely think you should keep the number of viewpoint pullouts very small. (around 2, or only 1 even) As for the trail to a high viewpoint, I say try to make it blend in with the terrain, including adding rocks to crawl over, and if possible make most of the trail behind one of those hills/peaks or in in area where it wouldn't be visible easily from a road. Also, I took a picture of that sign from the Lake Louise map in Assetto Corsa: , the sign you are thinking of, is not the one I am thinking of. Doubt these signs are anywhere out of BC anyway. (they might be in the rest of Canada, not sure) They're also not too common on the road, signs with that picture/icon are usually in provincial/national parks here, like the one in my post above. Also, @ burilkovdeni , the sign you are thinking of, is not the one I am thinking of.
Going to have to look at that Asseto level, the Banff/Lake Louise area is friggin' incredible. Took a Google earth tour mile by mile through there once. There is a section in FH that could accommodate a sizeable pullout that overlooks one of the lakes and is fairly high up. Would be pretty cool for a sunset. Man, I hope I'm not putting visuals into peoples minds that can not be attained in Torque.
I've spent lots of time on google maps looking at pretty things in Banff as well. As for Lake Louise in AC, it's an awesome map. Otherwise, the lake view you mentioned seems nice! Hope that works out.
Thanks. I'm definitely proud of this map and others that will hopefully follow. It's fun and enjoyable and awesome. On that note I'm taking a break for a bit to re-charge the batteries after realizing I need to re-do all the decal roads after a test with 8.5 road width from 10. It really does change the overall feel for the better and will take care of the nagging feeling I've been getting about the 10 width. The narrower road is definitely happening. I'm going to wingsuit back into Kyrat for a week and shove an RPG up Pagan Min's ass.
I'd love to but it wouldn't make much sense right now. When I get the roads squared away and the forest completed I intend on seeing how it fares and getting feedback, probably first half of June. The road re-do must happen and I'm convinced it would currently get complaints. I only have a few hours in the day to work on this and for the last few months it has consumed every minute of my free time.
No complaints here, I enjoy your style. In fact I must redo certain roads of my own where turning vs speed vs edge control vs tire pressure just cannot agree.
Looking awesome. I live in Washington state as well and those screenies are looking magnificent. 100% reminds me of going over Steven's pass or when i went to Conconully for a couple of summers. i love the rollings hills combined with the fast smooth roads. Keep up the good work.
So another learning lesson. My snow texture disappeared into thin air and was replaced by the next material in line (grass_dirt). This was pissing me off and after some investigation I found the cause, this is a heads up for other map makers as well: I changed the cache filepath to my D:\ drive to avoid overloading my SSD. Everything was peachy and out of the goodness of my heart I decided to do a file integrity check through Steam. Two files needed to be replaced and were. I opened up Forest Hills and bam, my snow was gone. I really thought I was a fucking Einstein figuring all this out but the obvious problem finally hit me. If you have changed your caching filepath and do a file update through Steam it will set the cache filepath back to the default C:\Documents location. Derp. EDIT: Changed the filepath back to the D:\ drive cache and the snow re-appeared, makes sense now.
Dude, that is not obvious at all. These are the things that make me rage at Steam. It is such a great idea, but when one thing goes wrong, it is all your own fault to find the solution.
Not sure if it's a Steam thing or just the way the devs have Steam instructed to update. I would imagine the software developers would have a say in how and what the updates are accomplished. I view all this as a learning experience and I just tell myself if I can get through the whole Torque3D/BeamNG realm to where I'm comfortable I can fucking do anything on earth. It's still the best $20 I've ever spent.....PERIOD.
Road re-sizing went well and I didn't actually have to lay all new road at all. Took about 6 hrs. I like the way it looks and feels, nagging feeling all gone now. For some reason the roads were at 14 not 10 like I thought I was doing. They are still wider than ECA (8.7), but this is a different land in a different climate with different safety considerations...right? Re-sized roads.
Width seems perfect on screen .. Well you have no texture under the road? I talk about road texture for paint ,for add ground model....
Thanks! There is no material under the road. I have found the basetex from WM performs just like asphalt/concrete. That has presented challenges on how to best get the road bed effect with dust without going too far under the road. No doubt there is a better way but I figure if I can get the skidmarks on the decal roads through the basetex, I will eliminate a step. I haven't figured out how to do a road mask in WM yet but if Torque defaults to skidmarks for materials not assigned a groundmodel slot why bother? As long as I can see where the decal road needs to go there really is no reason to apply an asphalt/concrete texture under the road. I have decal roads set to max fade distance so the underlying basetex texture will never be seen. No matter how I do the roads it is a lot of mouse work regardless I think. I either apply the dirt road bed first and then go back with asphalt/concrete or apply nothing and after the decal roads are in then do the roadside road bed gravel/dirt. I suppose putting in the asphalt/concrete over the road bed is less tedious and uses a larger brush. I need to think about this process more and make it more efficient. Hope this post makes sense!
Lool XD ... Sometime I have little problems to understand you (it is the language barrier...) But ok..
Lol....I editorialize and rant way too much. Anyway, to answer your question, there is no texture under the road, just the WM basetex. - - - Updated - - - The Sprinter is so damn cute...gettin' all rally and stuff.