Released Hakone Turnpike (Touge) v1.0

Discussion in 'Terrains, Levels, Maps' started by Techeyy, Feb 25, 2023.

  1. Techeyy

    Techeyy
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    Lastest Update: May/7/2024
    Teaser Video


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    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)

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    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.
    --------------------------------------------
    turnpikeThumb.jpg UH.jpg DH.jpg
    --------------------------------------------
    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
     

    Attached Files:

    #1 Techeyy, Feb 25, 2023
    Last edited: May 7, 2024 at 11:19 PM
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  2. kubagembolis

    kubagembolis
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    Hey just a reminder, remember to post dimensions of the map :)
    Would love to know size as running on a lower spec pc
     
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  3. Techeyy

    Techeyy
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    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.
     
  4. kenjie1027

    kenjie1027
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    Love this and your other maps, looks well detailed, perfect for medium spec pc
     
  5. BICHEZ

    BICHEZ
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    oh e, u released ur map on beamng siteo_O;)
     
  6. Est

    Est
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    traffic in the town section is a little uhh stupid

    upload_2023-2-25_18-43-56.png

     
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  7. Techeyy

    Techeyy
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    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
     
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  8. waboll

    waboll
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    one of the best maps! i love it, really well made
     
  9. Andryusha

    Andryusha
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    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.
     
  10. bruhcarerr

    bruhcarerr
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    high effort, pretty sick!
     
  11. Leo Zieger

    Leo Zieger
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    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.
     
  12. Techeyy

    Techeyy
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    The road model is not made by me, but you should know that it is cambered quite accurately to real life
     
  13. Car_Killer

    Car_Killer
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    BeamNG Team

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    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
     
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  14. SmokeyDokey

    SmokeyDokey
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    I've been looking for a new map to thrash my LFA around, and by chance this appears! Amazing map!
     
  15. Krzysiu171245

    Krzysiu171245
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    The roads are green
     
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  16. Techeyy

    Techeyy
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    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
     
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  17. Car_Killer

    Car_Killer
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    You would need mainlevel.lua that disables them depending on tod, otherwise no it's not possible.
     
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  18. Techeyy

    Techeyy
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    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
     
  19. Car_Killer

    Car_Killer
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    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 :)
     
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  20. Techeyy

    Techeyy
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    Thank you so much! I’ll try it out when I get home
     
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