Latest Update: Apr/15/2025 Teaser Video -------------------------------------------- The Hakone Turnpike is a scenic mountain pass that runs through the Hakone Mountains in the Kanagawa prefecture of Japan. It is a toll road that is approximately 16 kilometers long, and it offers panoramic views of Mount Fuji and the surrounding landscape. The Hakone Turnpike has a series of wide, high speed turns, which make it a popular destination for car enthusiasts and motorcycle riders. The pass contains several unique features and observation areas, including the observatory building at the road's peak. -------------------------------------------- Please do not reupload the track without my prior permission, share by posting a link to this thread. (You may host on BeamMP) -------------------------------------------- Features: -------------------------------------------- - Revamped Vegetation - Revamped Textures (from IDAS0) - Revamped Guardrail Collisions (No stickiness!) - Two-Way Traffic (+ Functional Toll Booth) - Realistic Ground Material - Time Trials - Dynamic Lights - Dynamic Night Shadows - Basic PBR Materials (experimental) - Night Control UI App -------------------------------------------- Bug reports are appreciated. -------------------------------------------- -------------------------------------------- Credits: Bandai Namco Studio - Original Map (WMMT5) Zero (beamzero.net) - Lua programming and UI App Sega - Some textures BeamNG - Vegetation and other assets -------------------------------------------- Download all maps and be notified of updates: https://techeyy.gumroad.com/l/touge
Hey just a reminder, remember to post dimensions of the map Would love to know size as running on a lower spec pc
The map is just a single road, point A to point B, dimension alone probably wont give you an accurate estimate. Vegetation is quite dense, so the map runs at about the same framerate as jungle rock island.
Thanks, I have just posted a new zip file to fix this issue. I changed the name so make sure to uninstall the old map
Thanks for the map, it looks great! High quality vegetation instead of the usual 2d trees that come with map ports makes it so much better.
Good thing it´s only a virtual road, else you would face liability issues for not cambering the road at all which will cause rain accidents.
The road model is not made by me, but you should know that it is cambered quite accurately to real life
Really cool map! PBR looks nice too which is surprising to me in a good way, that someone put an effort into the map port. The lack of a level cubemap makes PBR looks worse tho. I recommend you use one tool in the game to generate cubemap from the free camera position, and then set it as a global cubemap in thelevelinfo. You need to add material.json for it but you can use any official level as a reference. The command to use the tool is Code: captureCameraCubemap("levels/Utah/art/cubemaps/cubemap_utah_reflection/cubemap/skybox") Here is an example of why it's important, especially in shadowed areas: Video - Click to Play - Direct Link Edit: You can also use decal roads on top of the normal road as a additional layers with transparent textures with decals to make road more realistic and less repetitive
Thanks, and yeah I was planning to add decal roads on top, but it looked better without it for now, as this map was honesty supposed to be released months ago and I was tired of delaying it. My future nanamagari release has layered PBR implemented already, but I will need to look into adding the level cubemap, thanks for the feedback. By the way, do you know if there's a function to forcefully disable light rays? I have the moon disabled but the sky still emits glare, thanks again for the feedback
I’m aware, I already have a lua file to enable lights and disable night shadows for performance, I just don’t know what to reference to find the file pathing bogus for enabling and disabling LightRayFX in the extended scene tree, because I’m assuming this is optimal way to do so. Thanks
You can read the value using Code: TorqueScriptLua.getVar('$LightRayPostFX::Enable') on load (so we won't change user settings if they have them enabled later), then disable it by using Code: scenetree.findObject("LightRayPostFX"):disable() Depending on first value on exiting map you can apply the user setting I hope that helps