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WIP Beta released Generic City Remake

Discussion in 'Terrains, Levels, Maps' started by Alewyx, Jan 5, 2017.

  1. Average Person

    Average Person
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    Sketchup is honestly a waste of money if you wanna make game models, its worth putting the time into blender.
    Sketchup creates weird geometry and I found when I was trying to redo this maps models Sketchup created overlapping faces and pointless geometry that just caused lag.
    Blender although has bigger learning curve is by far the best 3d modeling software since it ins't simplified so anyone can use it.
    Sketchup isn't really designed for making game models as far as I know, I think it's real purpose is for engineers to use it as a 3d blueprint to show there customers, but I can't be sure as i've never used sketchup but considering the multiple faces in the same spot and other things I don't think the models that can be made in it are designed for game engine but instead rendered images.
     
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  2. Mii_Channel

    Mii_Channel
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    Whenever I try to spawn in, my screen is stuck on the loading screen, but I'm able to drive around and crash into things and respawn. Any ideas on whats going on?
     
  3. Average Person

    Average Person
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    first go to mods/generic city/levels/(generic city) copy this now go back to documents beamngdrive levels and paste it there then open it up delete the generic city.mis and put the .mis down that I uploaded.
    after this delete the generic city in mods folder and you should be good to go.
     

    Attached Files:

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  4. bob.blunderton

    bob.blunderton
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    Yes, I've done my share of swearing at the PC today, but I've got some progress on models here.
    I will create what I need and make the generic equivalent (less detail) collision mesh manually, and add that up in blender (there IS a tutorial for that much) into the main model. I can't use visible mesh for collisions or this map will not fit within the piece constraint for the detail I could be capable of putting into it with using native collision meshes/forest brushes. It isn't just for this map, it's for ALL my maps. Some of these units will be back-ported to my other maps, too. I totally share your feelings about sketchup, but Blender fries my brain in about 1 second. I will use it for collisions only & I can deal with textures within Beamng... Cant use visible collision due to performance hit...would be massive here.

    So, just so folks know what I've been doing...
    --- Post updated ---


    Just a post for a preview of what it will look like in game pretty much, it doesn't have any collision yet, and the map has issues and will be redone from scratch, but it'll have all the same goodness, and MOAR (tm).
    These lanes are only about 1~2 feet wider than a full-size commercial truck, so good for a city street, but not a true highway with 11.5~12 foot wide lanes and a 10 foot shoulder. I will change it later on, in the coming days. Just seeing it in-game was more a thing for me than for you, but I'd share anyways instead of leaving ya'all hangin.
     

    Attached Files:

    • GCprogress.jpg
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  5. Alewyx

    Alewyx
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    Ok... im sorry to say this... but will it be a little fps freindly?
     
  6. Mii_Channel

    Mii_Channel
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    That worked! thanks for the help!
     
  7. 1UZ-FE

    1UZ-FE
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    You are THE man! I have this issue with another map (hemlock resort), what can I do to fix the .mis file myself?
     
  8. Average Person

    Average Person
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    spawn script is broken, you can fix this by going into your mods folder and opening (Insertlevelnamehere).zip then going into levels then copy (Insertlevelnamehere) folder, go back into documents and then into levels and paste it there now open it then open (Insertlevelnamehere) text file, then find spawn script delete everything inside the brackets that are enclosing spawn script that look like this { <Don't delete these though then paste this


    new SimGroup(PlayerDropPoints) {
    canSave = "1";
    canSaveDynamicFields = "1";
    enabled = "1";

    new SpawnSphere(spawn) {
    spawnClass = "player";
    spawnDatablock = "DefaultPlayerData";
    autoSpawn = "1";
    spawnTransform = "0";
    autoplaceOnSpawn = "1";
    radius = "1";
    dataBlock = "SpawnSphereMarker";
    position = "-461.428 -1040.28 178.858";
    rotation = "1 0 0 0";
    scale = "1 1 1";
    canSave = "1";
    canSaveDynamicFields = "1";
    sphereWeight = "1";


    in there.
     
  9. EruptionTyphlosion

    EruptionTyphlosion
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    If you want to discuss matters on ways for getting collisions with non-blender models, PM me.
     
  10. Alewyx

    Alewyx
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    Can you guys send it to me when you are done? I have almost no experience with doing what you are doing.
     
  11. Danny Werewolf

    Danny Werewolf
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    If your talking about @Minecrafterman64 about his GenericCity.mis file, he mean't to just replace the GenericCity.mis file in there already with the file he uploaded to the post. BTW not in the levels, just In the mods and it will work perfectly.

    If your talking about this:
    Then I'm on the same level as you...
     
  12. Alewyx

    Alewyx
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    I already did that.
     
  13. Danny Werewolf

    Danny Werewolf
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    Oh ok.
     
  14. bob.blunderton

    bob.blunderton
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    Just a post for a preview of what it will look like in game pretty much, it doesn't have any collision yet, and the map has issues and will be redone from scratch, but it'll have all the same goodness, and MOAR (tm).
    These lanes are only about 1~2 feet wider than a truck, so good for a city street, but not a true highway with 11.5~12 foot wide lanes and a 10 foot shoulder. I will change it later on.
    It will be as FPS friendly as I can make it, using mesh-culling, LOD's etc. It's not going to be huge, roughly about the size the map is now.
     
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  15. BlondeOfHazzard

    BlondeOfHazzard
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    Why have you not released as a download on BeamNG servers? Looks great btw!
     
  16. Alewyx

    Alewyx
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    the file is to big.
     
  17. bob.blunderton

    bob.blunderton
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    Just a little more progress on these models. Curbs have rounded tops AND are tapered about 8~10 degrees from being perfectly vertical (faces), so none of this should bash tires too badly, unless you slide sideways into it hardcore or something. Tapered leading and trailing ends of pieces so if the alignment isn't 100%, it doesn't kill the car, either.
    Again, all my models will be free-beer when the map comes out as I didn't originally make the base models they're from, they're heavily re-worked models from the 3d warehouse. I've spent hours on some pieces just making them game-worthy and they still need more texture work. Faces are oriented correctly, but nothing has built-in collision yet. YET. I will get to that. I want to get enough done that I have a good start to get done what's needed, and then I can do collisions for a bunch of them, and get a demo scene out to a few of the folks involved here for feedback. No turning back now - that being said I am having a good time swearing at the PC, it's not in vain. I want a city as bad or worse than you folks do, so it surely will be worth waiting for.
    I'll put Beamng.drive on the map somehow. Generic city was fun, though it lacked AI support, and the textures were poor compared to what Beamng.drive is capable of, this map will become everything it was and MORE, with better textures, more variation in models, much better performance or at the very least equal GFX performance with better CPU performance on the physics end of it. I am learning much along the way but much of the appropriate things will be back-ported to my ROANE COUNTY map obviously when and where appropriate again. Enjoy the picture with it's temporary textures and such in all of it's 8-bit quality, taken within the modeling program (it didn't suffer from the 8bit quality, actually, it's barely noticeable!).

    If anyone reads this that does car crash vids that I am not already in contact with currently, and has some feedback or ideas, of what SHOULD be in this map, let me know, I'd love to hear from you.
    There already will be plenty of side streets, main city streets, one ways, avenues, working traffic lights, full compliment of signs, variation of road texture, curbs/sidewalks that don't bite the tires so badly as in some maps, large medium and small commercial/residential etc and medium/large industrial where it belongs, with the density of buildings/size of them getting smaller the further you get from the center of the map. There will also be underground areas and raised freeways (and ground level freeways too), things like parking garages, etc. Basically, if you enjoy just milling/crashing/driving around in any open world game like GTA or Just Cause 2 MP mod, you'll enjoy driving around in this.

    *edit: All city streets will be tapered (higher in the center), it is visible on the crosswalk of the intersection.
    edit again: got some more pieces done, for contouring to the terrain, and for manually building intersections.
    I will taper the edges of the grass/sidewalk later on during the course of the map, the lot-side will be buried in terrain anyways.
    Also, got the driveway aprons done for this. They'll probably get separated in the center of the road, instead of 'all to one side' as they're shown there, later on, now that I was done with them, that occurred to me... 'doh. Hindsight is 20/20 they say. It's take about 5~10 mins to fix that up, but this is mostly ready to be Blender-fied and such. These *do* have a lot of poly's but i'll do about a 3x3 block section in the game to test and see how it runs, without LOD's or anything, and see how that goes. I may simplify them slightly, even reducing the curb bevel/smoothing by half (where the vertical face becomes horizontal e.g. curb front meets top), would still look good, though I may have to do this for physics reads (read: will probably have to!).
    Physics doesn't like smaller faces, but we shall see how testing goes, I may opt to leave the detail in and just go with my plan to have a much simplified mesh for collisions, so we don't need a CPU from the future to run this! Other than that this is going much faster/better than I thought. Again, if I hadn't mentioned it before, all these pieces will be FREE BEER when the map is out, for those that want to copy-paste-a they're way to making their own housing development (I have the set for denser inner-city development to make yet, and freeway stuffs to do for below-grade freeways - not tunneled ones, all of which shall tile together nicely, etc).
    I am getting a majority of this stuffs done BEFORE messing with the terrain more BECAUSE then I can decide my final square size for the terrain, which will be 1.5~2.5 meters per square which will make this 1.5~2.5x the size (in each direction) of Utah. That still offers A LOT of place to fly around in a vehicle in, and it will have a series of highways that 'loop' the city for the speed-demon in all of us. A 5 mile by 5 mile area crash about in would be plenty, yes?
    To speed things up a bit with modeling, my LOD1 mesh (1st level of detail) will be roughly equal (though obviously not having fancy textures) to my collision mesh. This will prevent getting eaten by small or narrow faces, and keep physics efficient. If I use the main mesh for collisions it will run like rubbish, eat cars, and half the Beamng interwebs will come after me with cactus paddles...
    Am trying my best to keep collision processing as efficient as possible, just to make that very clear, but to also keep my pieces flexible and modular, so I can build the city very freely, and add in things as I see fit.
    WE ALL WANT A CITY, YES, I get that... but I'm not going to be the only one making one, then, since when this gets it's first release (a ways off yet!), I won't have any issue with others taking these models and making their own map with them. We're a community here :)

    Again, to be clear, these textures are temporary and I will use my much-superior road textures in-game.

    Added cul-de-sac picture and slice of turn, so this stuff is ready to go to blender - the whole residential suburbia type set. Now I will do the city set, that's easy, just get rid of the grass, right, well and add back more concrete, etc. I kept a watchful eye to not have duplicate faces, etc. When and if I run into issues, i'll handle it. I am making all this stuff pretty much the same way, so it will tile together like a kid's train set in a way. Simple, and no, it won't be grid-only pieces. For the roads that don't run north-south-east-west, i'll make custom pieces as I need them, there will be a few pre-made though like traffic islands, various curving sidewalks, etc. Many of the city streets will use terrain for roadbeds, so that AI is more native, and I can give them a bit more texture than a 100% perfectly smooth roadway, which wouldn't be realistic anyways.
    Just tired of not having the awesomeness I wanted to make when I first started making maps for this game.
     

    Attached Files:

    • inter-sample.png
    • inter-sample2.png
    • inter-prof.png
    • inter-drivewayaprons.png
    • inter-culdesac-and-turn-slice-no-sausege-double-cheese.png
    #77 bob.blunderton, Jun 20, 2017
    Last edited: Jun 21, 2017
  18. killstreak451

    killstreak451
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    this is to dam complicates
     
  19. SimplyGaming

    SimplyGaming
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    Not going to read all of that, but I'm excited!
     
  20. Alewyx

    Alewyx
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    Do u think u can revise the parking garage?
     
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