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WIP Beta released Generic City Remake

Discussion in 'Terrains, Levels, Maps' started by alex_333, Jan 5, 2017.

  1. Average Person

    Average Person
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  2. bob.blunderton

    bob.blunderton
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    Everything is getting redone from the ground up. It will be pretty much a completely new map with a similar layout, plus a river running through it, and will play like a cross between this map, and midtown-madness (1 or 2) and GTA-SA (which is my all-time fav of the GTA series).
    It will be a huge detail but it will be as fps-friendly as I can make it (it shouldn't be as hard on FPS as GTAV is for example).
    It's NOT going to be a 5-star game quality map, four star I can do, but I don't have the ability or resource to make something crazy, but expect it to be at-least as detailed as Roane County is in a more urban environment.
    Right now I am awaiting the Beamng.drive.developers to attend to the SHAPE EDITOR CTD'S THE GAME (crash to desktop) bug. When that's revised, I will go and start to be able to show you some nice scenes in previews and likely start a new thread. Until that time I have been working on models, and making sure the 'visible' collision settings give me reliable collisions with smooth FPS. The way it's looking, I will be able to do the detail levels I need to do, and create all the scenes I want with some room for improvement left, FPS-wise.
    I could bring you a playable map using visible collisions but it would tank the FPS very fast. This wouldn't be cool, also, visible collisions causes mega-cpu usage so the car-crash vids folks wouldn't get far with it. The method of manually stitching together models inside the game (the LOD's, the collisions, and the main high-resolution model you see up close), is BROKEN right now. So it'll be at-least the next version until I can really get to the fun part. However, that being said, I will have a pretty easy time then because by that time everything else on the back end of things (modeling, textures, terrain work) should be done or pretty close to done. This will help mapping FLY by in a very quick manner.

    Why can't I use the existing models etc? They're all on visible collisions and is why the map ran out of object slots, to enable the map to be completed. This means a max of 4096 objects, versus using the forest brush (which requires objects with built-in collision meshes, and LOD's for FPS performance when further away it shall show lower detail models in-stead), because the forest brush has *NO* object limit (other than your video hardware can display). This must be done right. The bug report has been submitted. It was bugged in 0.8 and 0.9 and is still currently BROKEN but works in Torque3d (which, if copied into Beamng.drive, creates a SLEW of errors! Tried that).

    When you're running alpha-level software like this (Read: it's NOT done yet!), you're going to run into issues like this. However, when the tend to that, it won't be but a month at MOST before I have a *LOT* of city out there. I could easily do the entire layout in a month, though detailing things (furnishing it with bushes, trees, benches, unique things, poles, traffic lights, etc) would take a bit longer. I want this done right or it is not worth doing at all. This is how I am, as I've been raised in a manner where one must bring their A-game. This is what I did with Roane County map, which while not containing any custom models from myself, was the best I could do and did not cut any corners. Now I want to make a city map, but with the amount of complicated models in a city map, it must be done right. Period!

    There will be lots of highways and surface roads with plenty of opportunities for leaving said road-surface via jumps or hills or whatever :)

    It shall be fun, and of-course, complete AI support is without question when the remake is done.

    All in due time my friends. However, if you have suggestions, like something cool you saw in a DRIVER or GTA series game you liked, that would be pertinent to a city map, and conducive to having a good-old-time in a car wreck simulator, feel free to post (a picture of) it on a private message to me if that helps to clarify what you'd like to see in this map. This way is sticks around and doesn't get lost, and I save pictures of things I'd like to re-create in this city map in a folder, and use them for bringing scenes to life, much like I did in Roane County.
    Once they get the bug fixed on the shape editor for this game, I will post a thread showing scenes made of this, in a new thread, along with a suggestions topic so that folks can post pictures of their fav parts of a 3d driving game (pictures of it) with suggestions of what to build.

    Plenty of modeling and texturing to do in the mean-time here. --Cheers
     
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  3. Fera

    Fera
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    Can you smooth off the grass when you make it? The squared off grass in Roane County is a bit annoying.
     
  4. bob.blunderton

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    YES, it won't be nearly as large as Roane County. The squared off grass in Roane County is the way it is because the amount of stretch put on the terrain to realize a large map (as that's it's true purpose), this won't have that at all. That will go away one day when this game has tile terrain support, i'll feed the existing terrain into my terrain program and it will poo out terrain tiles after a few minutes, and there will be no more 'chunky square' terrain issues. All in due time. I only made Roane County initially as a 'large map test' map to test Beamng.drive streaming (which, to it's credit, is much much more improved now), and how it handled open-world environments.
     
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  5. alex_333

    alex_333
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    Sry for spamming questions as the original thread Maker. I'm guilty, but I'm hyped for the revised version. Will it support ai all across the map?
     
  6. bob.blunderton

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    Yes, of-course, just as all my other maps do. It's okay to be hyped, I loved the original; but I want to bring this into 2017, while keeping the "theme" of the old map, and placing it slightly more into the USA setting, a possibly making it a bit more derelict (AKA Detroit or something) to give it some character. The models are nice and the roads are fine, but the way it's made would be difficult and time consuming to give this AI support, so I've decided a ground-up redo would be best here as this would suit the game and FPS a lot better.

    I wanted to make a city map anyways, so guilty is the last thing you should feel.
     
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  7. FISHBREAD

    FISHBREAD
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    Thanks for this nice map !!
     
  8. emersonDAbeast

    emersonDAbeast
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    I'm getting a file read error when I try to open this map:confused::confused::confused::confused::confused::confused::confused::confused::confused::confused: then I have to restart my pc to get the game open again
     
  9. bob.blunderton

    bob.blunderton
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    If your Beamng.drive gets stuck, press CTRL+ALT+DEL once, and choose task manager, then choose to kill off the beamng.drive exe that's running (there may be two, the UI should close itself when the game exe process stops).
    You could have hard drive file location issues there, software-wise (Windows might have lost a chunk of a file accidentally, etc)
    Run administrator command prompt (goto run and type cmd and right click on the COMMAND PROMPT and select run as admin)
    Choose YES to run if you get a UAC prompt. A white-text-on-black-box should pop up.
    Type CHKDSK /F (now press enter)
    It will say 'we need to do this when the PC restarts because we can't un-mount the drive with Windows running" Press Y and hit enter. (if you don't get asked to restart, on Windows 10, ignore having to restart or having to type shutdown and skip ahead to re-downloading the file).
    Now restart using the usual method from the start menu or type SHUTDOWN -R to bring up a prompt that says the system is shutting down (it will restart, and run the disk checker, and restart a second time, where you can login and use the PC). While it runs the disk checker during re-start (or from within Windows on Windows 10) don't turn off the PC or you could lose data, wait for it to finish it's duties.

    This is something you should write down for later, and do whenever the power goes out OR the system otherwise hangs or needs to be reset with the button on the case. This keeps your HDD and SSD write speeds optimal and keeps the machine quick, and the files (and all their parts) won't get lost.

    Re-download this mod after deleting the old copy and see if that helps after you've done the above steps.
    I run this on my PC, on an almost 3-year-old installation of Windows 7 and it's just as snappy as the day I built it in 2014.
     
  10. bob.blunderton

    bob.blunderton
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    So it goes without saying it's been a while since I mentioned anything.
    I managed to figure out how to get collisions into my map.

    It's working (well, OK, it's the ghost river map, but it's a tester for scale).
    HOWEVER, I've got serious flickering issues and the things only are visible when I face south or mostly west.
    I will have to figure it out. Something to do with how I set up the detail levels or something. NO CLUE.

    Shape editor still bombs to desktop saying I DONT KNOW WHAT ZERO IS! or something like that.
     
    • Informative Informative x 4
  11. Average Person

    Average Person
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    Cool, do you mind if I upload a screenshot of that reworked building I sent you?
     
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  12. Kcool_Turbo

    Kcool_Turbo
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    Kinda crazy to see a mod getting this much love and attention a second time around. Cant wait for it to be finished although I dont hold out much hope for me being able to run it. Keep up the good work
     
  13. bob.blunderton

    bob.blunderton
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    Do as you wish, it won't bother me any.
    If anyone has any buildings to donate, attach them to a private message to me and I'll make sure they get in.
    Built in Collision (COLMESH) is preferred so they can be used in a forest brush (infinitely*), please let me know if it has that and I'll not have to check before I script it in. Otherwise there's a 4000 piece limit (really 4096 but I have to save space for some map objects like player, camera, other spawn points, other AI vehicles, and mission objectives, so really, going over 3700 is not what I'd like to do).
    If anyone has road pieces (modular ones), sidewalks, you name it anything a city needs, send them in.
    I am going to be putting more work into this and my city map in the very near future. I don't have the bits for the highway 100% textured yet though, the models have been made.
    This will be a large 'chunk' of city with various roads leading out of the map closed off with barricades, downed trees, broken bridges etc (you know, the things we need because we need to stay within the limits of modern gpu's / cpu's).
    I will be making it in a manner so that when tiled terrain support is in place, it can easily be expanded upon (and it would be).

    *Note, if things are in the forest brush, it means I am not limited by how many of them I can place, as everything all together in the forest brush is only 1 object total, whether you have 1000 trees, or 100,000 trees and 100,000 houses (and a crying GPU), it's only one object total, the forest brush itself. This is what the big stink is about.

    If anyone can create collision meshes for me, let me know, I'd have about 2~3 dozen road-object pieces that could use a collision mesh. I would have to spend time re-texturing them a bit because they only have 'default google texture' on them now.

    No items present from other major games may be used! Only stuff from Beamng.drive or things you've created yourself. This avoids plagiarism or copyright infringement.

    Also, the more that folks put time into making buildings, for a city map, and making LOD's, the more hope you'll have of being able to run this nicely. I try to aim for 60fps minimum, on a Radeon Rx 480 8gb, but a consistent 60fps without lag-spikes, as in this way it'll at-least be 30fps for those with much older video boards. There will be an 8gb ram requirement most-likely, however. Just fore-warning! It's a CITY.
     
  14. Average Person

    Average Person
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    I can do the collision for you if you need it.
    --- Post updated ---
    One of the building I donated, plan to make more soon.
     

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  15. bob.blunderton

    bob.blunderton
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    TY, it's nice, the map doesn't need much more detail to buildings than that one has, if all's they are is difference sized/shaped boxes with doors @ the bottom I can't complain - and won't :) I used to live in a big brick box, now I live in a big rock box, who can complain?
    I will for-sure take you up on the collision offer, I could surely use it, as my objects configured 'rigged' up as I've rigged them now only have the ability to collide (using visible mesh for collision) + blink in and out of existence like Chris-Mess lights.
    On the flip-side, once this (working on modular street pieces/highway pieces) is done, I will release them for folks to build city maps with when this comes out, so everyone has a chance to build cool maps with them! Because we NEED more city maps, and they're not out there, or at-least so few and far-between, because city objects are so few and far-between.
    Part of being a modder, is contributing to a good cause. More objects means more people are going to see it and go WHOA COOL I WANNA MAKE A MAP NOW, and some people will even make good maps. They will be fun, and we shall thank ourselves.
    Making pieces modular means, while it takes a bit longer to make individual city blocks, you have almost limitless freedom, to build anything you can desire - more importantly, so can anybody else! Doom's Snap-Map program demonstrates this quite readily, as does the way you can build things inside Fallout 4's settlements. Applying this to this game, will work wonders for the community here.
    Big brick box and Big rock box sold separately.
     
  16. Average Person

    Average Person
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    One of the building I donated, plan to make mor
    Yeah you can send me the models on the discussion and i'll get the collision on them, it's a fairly easy job.
    I plan to make the next buildings slightly more detailed but I don't want to go to crazy and make the models super laggy.
    Hope this make will bring a lot of hours of fun to the community when it is released.
     
  17. DutchyGamer

    DutchyGamer
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    Sorry if this is dead..

    But has any progress been made? I'd love to see this coming back to life. (Well I guess it sorta is..but still)
     
  18. nosraenyr kcirtap kcin

    nosraenyr kcirtap kcin
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    You know the only reason I like Beamng was because this was the first WhyBearAre video I seen and feel in love with this game
     
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  19. bob.blunderton

    bob.blunderton
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    I am currently working on my Roane County map for this game after finishing up Tail of The Dragon enough to release (main route's done). "Why? you might ask..." I am using the models I am making for Roane County to create a large enough model collection (because about 4 people sent in a few models, which I appreciate, but obviously is short of an entire city of models), to create a decent city.

    Otherwise, I had about enough models with the default game to do a block or block-and-a-half of the city maybe. No skyscrapers or anything. I have a few taller buildings that were sent in but unless people start sending things in, I can't do alot besides just port these same models into the new version.

    I can't really 'make' models with collision but I can re-skin existing ones with collision so it looks nice and collides with vehicles.

    So if anyone knows anyone that can model and put a "colmesh" into a building, and preferrably "LOD's" too, let them know we need models for buildings!
     
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  20. Keys

    Keys
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    Nice hope this gets worked on more
     
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