On Hold Interstate 15 San Bernardino to Hesperia

Discussion in 'Terrains, Levels, Maps' started by gigawert, Oct 26, 2015.

?

Are you waiting for this to be released?

  1. Duh, yes!

  2. Yes

  3. No

  4. Are you kidding? No!!!

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  1. gigawert

    gigawert
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    Both, please. If you've already done some signs in the other style, you don't have to remodel those. Thank you! :)
     
  2. DerpSheep

    DerpSheep
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    No problem. I will make a few different styles, then you can choose.
     
  3. gigawert

    gigawert
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    Thank you. Also I would like a few more signs, if you have the time:



    Kenwood Ave and Cajon Blvd




    Many thanks! Your name will be specially mentioned in the credits.
     
    #23 gigawert, Oct 31, 2015
    Last edited: Oct 31, 2015
  4. gigawert

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    Crap. The heightmap in BeamNG imported, but it seems a little too small and really squished and not all of it can be rendered at the same time (Yes I did enter the proper settings in the heightmap importer). Looks like I'll need to manually make the terrain by looking at Google Earth.
     
  5. gigawert

    gigawert
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    Don't expect this to be done anytime soon, as I cannot even import the modular road pack.
     
  6. gigawert

    gigawert
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    Plus BeamNG eats all of my terrains!!!!!!!!!! :mad:
     
  7. gigawert

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    UPDATE: Thanks to the awesome tutorials by mecke96, I have gotten the base map to show up in the terrain loader. Now I can actually start working on it.
     
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  8. SavageSam205

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    Looking forward to progress!
     
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  9. gigawert

    gigawert
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    Do you guys know of a good texture that is like the color of these hills?:


    EDIT: New update: I was able to get the heightmap for this terrain from terrain.party properly imported into BeamNG:


    Good news as it will be released a lot sooner for you.
    To give you an idea of how big this terrain will be, it takes about 2 minutes to fly across the train with a camera speed of 200.
     
    #29 gigawert, Nov 4, 2015
    Last edited: Nov 5, 2015
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  10. gigawert

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    This is going to take quite a long time... Decal roads barely work, the terrain smoothing tool doesn't work, and mesh roads seem to be transparent.
     
  11. Scepheo

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    Disclaimer: I'm just trying to help you. That out of the way, here goes: stop blaming the tools for your lack of skill. Sure, Torque3D is far from perfect, but just deal with it. So do the developers, so does everyone else. The developers don't magically know how everything works, they're figuring it out as they go along and even going so far as making tutorials for their discoveries (just look at LFJHutch's Blender road tutorial - he didn't have to take the effort to explain that to us). So the same goes for you: admit your lack of skill (most importantly to yourself) and be willing to learn. Google stuff, try stuff, read tutorials, look at existing maps (or vehicles, or code, or scenarios) and only ask when you've really tried everything else. We'll know, because having tried everything changes a question from "DecalRoads don't work, anybody help?" to "DecalRoads don't update when I change the terrain, how do I force them to?".

    tl;dr: You're not getting anywhere this way. Admitting you don't know how anything works (I sure don't) and then figuring it out yourself is how you get good at this stuff.
     
  12. gigawert

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    But the tools I mentioned worked when I was doing other terrains. Google Searching doesn't help any either. I just tried it. Of course I have a lack of skill, this is only my third terrain I've worked on and the first one that has gotten this far without BeamNG breaking it.
     
  13. DoullPepper

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    Huuummm your project is interresting but very huge....Ok, if you want to do that correctly you must know thousands of things, the problem is that the beam editor is just the final task of the project, maybe 33 % of the work...
    At the beginning I have worked like you but I soon realised that was limited and very fastidious. Sorry to say that but if you try to shape landscape and road with beam editor your are going to make a "croute" (in french:p) and hours after hours, you could really be fucked up...
    So the good way would be to learn some technics with different software, for exemple you can load an height map of terrain party in the soft World Machine. You can, in it ,modelised some erosion (because from terrain party the resolution is too small) for more details. Also you can after export the modified height in 4096*4096 resolution in blender and use LFJHutch technic for modelise the road( for this you must have a good computeur because 4096*4096 correspond to approximatively 4 000 000 000 faces for your terrain mesh), and learn more about blender with other tutos...You must use also a soft like GIMP or Photoshop for modify some textures and other things. And I have an other technic , when the road is draw in blender with Hutch technic, you can import the height of the road another in World Machine for incorpor it in the splat map (find a tuto of World machine Splat map).
    And only after This you have simply and perfectly your landscape and your road in beam editor but at this point it just the base of your map.... I want to precise that beyond 10 meter by pixel (in the setting of terrain in beam editor) your terrain mesh going very approximativ due to the huge size of faces. So if you want 13 miles sides landscape you must use 4096*4096 resolution with 2 meters by pixels.
    Also you can't go over this resolution, this is the max resolution of beam's terrain editor.
    I you are very interrested in creation in beam I encourage you to learn all tutos you can on a lot of soft (in the good order).
    Good Luck Man!
     
  14. gigawert

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    So, I guess then I will after all make an ETS2 style map that is scaled down about 1/2 or 1/3 or possibly 1/4.
     
  15. Scepheo

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    Clearly you've been listening to every word I said.
     
  16. gigawert

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    Well I have sorted the directories and files correctly this time... But still it shouldn't be so difficult to even just set up a blank terrain.
     
  17. Scepheo

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    Torgue3D is what it is. It's not perfect, but anything involving the number of resources and complexity of map making will be fiddly. I recommend doing what DoullPepper said and reviewing your tool chain and work flow. Best way to do this is creating a number of throwaway maps that do have all the stuff a map needs, like roads, skies, objects and so on. Don't invest any time in making it pretty, just make sure you get the hang of stuff like height maps, terrain masks, editing material.cs files and setting up the folders correctly.
     
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  18. Aboroath

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    This is pretty much what needs to be done in a nutshell. Step by step, learn each until you can do it in your sleep
    and burn it to memory. Learn to put all the steps ahead of that out of your mind until you are ready.
    Above all patience is the most valuable tool you can learn in this process. No one is going to learn
    map making over night. The insatiable urge to be a pro map maker overnight will meet the inevitable
    wall of reality.

    I can't put it any other way, it is what it is, adapt or die.

    Repetition is the way I learn stuff like this and please understand this will not happen overnight, ever.
     
  19. gigawert

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    In reply to Scepheo and Aboroath: I actually am already working on a small track map called Track Civetta to test out all the features and learn about them.
     
  20. Aboroath

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    I wish you luck and things WILL start to go your way when you have patience and learn in steps. Your map looks like it will be fantastic when
    the "pain" clears. I wasn't trying to trash you or your efforts, I'm just absolutely terrible at giving advice or trying to teach anything.
     
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