How to Make a map in experimental build?

Discussion in 'Content Creation' started by aljowen, Nov 30, 2014.

  1. aljowen

    aljowen
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    How do you make a map in the experimental build? When i go to file>New the game crashes. So how do i create a blank project file that i can start importing things into?

    - - - Updated - - -

    Well, i copied the file from one of my old maps and cut everything away until i got back to the bare basics. I guess that works.
     
  2. Aboroath

    Aboroath
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    This is the safest way to do it in either build. You'll notice Gridmap assets are in some of the better maps out there. When making a map from Gridmap there needs
    to be some of the root files left ( terrain, basetex, forest ), or the map will crash/fail to load or have art/material problems. This is my experience with the stable build
    anyway. I'm gonna try a map in exp again.
     
  3. thomatoes50

    thomatoes50
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    BeamNG Team

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    I do not recommend to make a map with the experimental build because the new zip system isn't really well.
    material.cs are saved in cache when edited but the game do not use them if you reload the map, the same append with prefab and map file too.
     
  4. Aboroath

    Aboroath
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    Bump.....does experimental require different heightmap specifications than stable? Attempting the basics with experimental and can't get a heightmap to load.
    Console just says failure to load heightmap.
     
  5. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

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    Make sure your paths are correct. If the .mis isn't updated to include the new HM name and path it won't work.
     
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