WIP Beta released Kamurocho, Tokyo (Yakuza 0)

Discussion in 'Terrains, Levels, Maps' started by AgentMooshroom5, Nov 24, 2021.

  1. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    The whole point of this map is to look good, it's not good for anything else lol. Making it potato friendly would take away from the purpose of this map.
     
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  2. AgentMooshroom5

    AgentMooshroom5
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    I would happily improve the performance if it wouldn't require major comprimises (see: double sided textures making the shadows work) but the problem is simply the models themselves. There is no way I can simply make them lower quality, I would have to either remodel them pretty much from scratch (I am not skilled ehough nor do not have several years free to do that) or just port an entirely different version from an older yakuza game which is also just a waste of time when there's no guaruntee of decently better performance and the large amount of time could be spent on other projects.
    Speaking of which, I currently have the majority of onomichi's models sorted (about 180/240) and should be ingame within the next couple weeks so keep an eye out for that
     
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  3. Lykos

    Lykos
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    This should be interesting, Yakuza 6 has way more modern and quality assets so I'm really looking forward to it !
     
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  4. monke gaming

    monke gaming
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    to be honest, i kinda see your point. In fact, i downloaded this a second time and it actually works fine now lol
     
  5. Truck-truckin-truck

    Truck-truckin-truck
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    It's a beefy map for sure, but keep in mind this isn't really a "cruising map" it's more for making a cool car, switching to night time so the lights on everything light up, and take cool screenshots sort of thing. If you're looking for a night time map for cruising with lighting Westcoast with Working Lights is always an option and there's a performance focused version of it too.
     
  6. arnok19

    arnok19
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    dame da ne dame do dame dameyo
     
  7. Camera2004

    Camera2004
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    Deepfake moment
     
  8. a plane guy

    a plane guy
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    is this a bug?
    upload_2022-4-8_21-13-12.jpeg
     
  9. AgentMooshroom5

    AgentMooshroom5
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    I've never seen that before and i'd presume i'd notice it if it was there so i'd presume it's on your end, presumably underpowered pc
     
  10. a plane guy

    a plane guy
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    I dont think i have an underpowered pc,
    I get 110 fps in italy and can run a hell of a lot of cars
     
  11. a plane guy

    a plane guy
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    i did find it when i fully rebooted my pc,
    i also made a little diagram of were it is from were you spawn.
    (red is issue and blue is were you spawn)
    upload_2022-4-9_9-6-44.png
     
  12. JoLi

    JoLi
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    Damn this map is amazing,
    but sadly it's kinda small and at the edges a LOT of stuff is missing (textures, whole buildings, streets (yes, I literally drove on a road and just fell down lol)
    Also the draw distance is really low...
    and some vegetation has VERY weird collision

    but else... man these details, just mindblowing, I've never seen something that detailed in beamng, not even the official maps are that detailed...
    Please keep working on this
     
  13. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    Well since this is a direct port from Yakuza, the parts that appear to be "missing" were never there in the first place. This map is pretty much only good for photos. If you're looking for something slightly larger and less intensive, the author is working on a new Yakuza port here: https://www.beamng.com/threads/onomichi-hiroshima-yakuza-6.85669/
     
  14. AgentMooshroom5

    AgentMooshroom5
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    You're not meant to access those streets, in the yakuza games themselves there's invisibible walls blocking off every single one of the roads leading to the edge of the map and the stuff that is there is only supposed to be visible at certain angles. Since that would be terrible in beamng the walls aran't included but there's still nothing behind them, you can see on the navigation map where you're actually supposed to be able to go
     
  15. michaelhall1

    michaelhall1
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    hello, may i use this in blender for a animation project please and do you have fbx? thank you
     
  16. AgentMooshroom5

    AgentMooshroom5
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    Even if you were legally allowed to do so (which you definitely aren't) i only have a total mess of several hundred blend files and several thousand materials which are not set up in any sort of way to be usable in blender itself, and barely cut it for beamng use. Given that you specified needing fbx I can only presume you aren't willing to go to the effort of importing different formats let alone mapping several hundred materials to textures per individual model, which I think would actually take you longer than the several months I spent preparing and porting the map in the first place
    I also don't have the internet speeds to be able to upload like 10gb of raw files

    I missed this earlier but I should probably mention the only reason onomichi is less intensive is because it's much much smaller than kamurocho and definitely a pure screenshots map. There's literally only 3 big (but short) drivable roads and then a few little ones in the middle, kamurocho is at least possible to drive even if it gets a little repetitive. Don't want to get any hopes up for that being a much better driving experience
     
  17. michaelhall1

    michaelhall1
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    How much would you be able to upload please? I don't mind going through each model..
    --- Post updated ---
    How much would you be able to upload please? I don't mind going through each model.. kind regards
     
  18. Truck-truckin-truck

    Truck-truckin-truck
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    you must have missed the "Even if you were legally allowed to do so (which you definitely aren't)" part. they are pretty much saying no, from what I read so it would be in your best interests to not pester them about getting the files for this. If you want this stuff that badly you can go through the process of ripping the assets and the thousands and thousands of files from the game your self and port it over and deal with the headache of converting and formatting all of the files to work in blender and the various plugins you'd need to get them to work.
     
  19. michaelhall1

    michaelhall1
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    Respectfully the map is already ripped and ported for use in this so how's that any different? I already said I have no problems going through the files if the author is kind enough to send them... I don't know how to get do this kind of stuff that's why I politely asked someone who already has it...
    --- Post updated ---
    Even if it's just textureless blend files and I have to retexture each model from scratch I'll do it, I'm just asking for help from someone who already has this stuff... I can't rip things I don't know how but here it's already done
     
  20. Pocketleaf824

    Pocketleaf824
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    Because the textures are from a game that has legal rights for the textures and you would have to ask them for it to be okay.
     
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