Map in an evening...

Discussion in 'Content Creation' started by el_ferrito, May 2, 2023.

  1. el_ferrito

    el_ferrito
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    Export terrain:

    upload_2023-5-2_18-49-13.png
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    Yeah, I'm just doing effectively an ECUSA copy on a Georgia lidar for now, and we'll see how that goes. I'm not too worried about accuracy for sure.
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    upload_2023-5-2_18-51-16.png
    That exports the above images.
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    upload_2023-5-2_19-37-42.png

    I've exported the heightmap from QGIS, along with the roads. I've made a black and white road map and set that and the heightmap to 8192x8192 (maximum HM size)
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    upload_2023-5-2_19-40-45.png

    And exported the google satellite at 4096x4096 (maximum overlay size)
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    replaced the overlay texture with the google map, and just made all the other terrain textures middle values (I'll fix later if I have time...)

    upload_2023-5-2_19-45-46.png
     
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  2. AlexKidd71

    AlexKidd71
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    Oh no! Shame on me. I have to check out what went wrong tomorrow. Great thread idea. I Love your approach!
     
  3. el_ferrito

    el_ferrito
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    Now I open the map and delete all the objects I don't want

    upload_2023-5-2_19-47-58.png
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    upload_2023-5-2_19-49-56.png
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    I probably used it wrong!
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    Reloaded the map, so it uses the new terrains (and because I deleted so much, it doesn't hurt to reload).

    upload_2023-5-2_19-51-47.png

    But it screws everything up, because the numbers are now off.
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    So I do a find and replace in the material.json for the terrain folder.

    upload_2023-5-2_19-53-51.png

    upload_2023-5-2_19-54-31.png
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    But it is beamng... so I have run into some issues.. I will try to fix...
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    Urhg, I remember what I didn't do. I needed to change all of the terrain textures to 4096.
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    upload_2023-5-2_20-9-42.png

    So now I have a level, with the texture in place. Its just a mesh slap of the satellite image for now, but it is enough to start with.
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    Done (ish):
    1. Get a heightmap - ideally from real world Lidar data
    2. Create the basemaps for the terrain

    To do:
    3. Work out where I want my roads (different types) and smooth the terrain there
    4. Place the roads
    5. Place the forest
    6. Place objects and other stuff
    7. work out what I missed.
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    I will now smooth the whole map, because it is stepped (a regular issue with heightmaps from lidar).

    upload_2023-5-2_20-13-42.png
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    upload_2023-5-2_20-36-23.png

    Ok, to smooth the map, you need to load the HM into GIMP, then change the mode to 16 bit (floating) grayscale

    Then run a gaussian blur (I do 2.5)

    Then export as a 16bit Gray with no compression. - this gets you the smooth terrain as above - without losing too much of the detail that makes it interesting.
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    To smooth the road areas, the easiest way (in bulk) is to use the black and white road mask, select all the roads (I then grow the selection a bit if needed), then switch to the layer with the heightmap and copy the road areas from this.

    Paste these into another layer (but do not anchor that layer - important). Then run a linear blur (around 15-20) in four directions (up, down, left, right) and only then can you anchor.

    upload_2023-5-2_20-44-37.png

    If you anchor first, GIMP will blur the surrounding areas, not just the road.

    Then, when this has been anchored, I like to try to blur the road boundaries, this is trickier. What I do is grow the selection again (say another 2 or 3 pixels) colour a new layer in with super thick roads
    Then select the original roads again on their layer, move to this new layer and delete that selection.

    This will give you this:

    upload_2023-5-2_20-52-11.png

    Which you can select, and then use that selection to run another gaussian blur on the main HM. This will stop there being horrid jagged edges on the roads.
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    Then use the same road layout map to apply a grey colour to the overlay, so you can see your roads

    upload_2023-5-2_21-16-29.png
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    I also applied some blur and spread to the overlay, just to make it look less satellite mesh-slappy

    upload_2023-5-2_21-28-16.png
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    Then I applied some posterisation to make the overlay more blocky, I used that to bulk select similar areas (woodland, etc.) and make the masks for the terrain painting.

    This allows the bulk painting of the different terrains:
    upload_2023-5-2_21-53-30.png


    upload_2023-5-2_21-53-17.png
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    Done (ish):
    1. Get a heightmap - ideally from real world Lidar data
    2. Create the basemaps for the terrain
    3. Work out where I want my roads (different types) and smooth the terrain there
    4. Place the roads (I've not laid decals yet, but I'll see how it goes)

    To do:
    5. Place the forest
    6. Place objects and other stuff
    7. work out what I missed.

    I need to feel like the map is progressing, so I'm going to lay some forest.

    upload_2023-5-2_21-58-36.png
     

    Attached Files:

    • upload_2023-5-2_19-53-49.png
    #23 el_ferrito, May 2, 2023
    Last edited: May 3, 2023
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  4. SmokeyDokey

    SmokeyDokey
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    Wow, you're getting a lot done pretty fast! I don't understand half of the stuff you did there, but I'll still cheer you on like a supportive dad who doesn't understand the game his kid is playing!
     
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  5. el_ferrito

    el_ferrito
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    Joined:
    Sep 30, 2020
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    Adding some trees, some decals, some rocks and a house, and all of a sudden things look a bit better
    upload_2023-5-2_22-22-44.png
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    upload_2023-5-3_0-49-50.png
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    Well... I'm not sure I can claim success or not, but I got something together at least. It was good fun too.

    It's been a while since I did a map, and I got lost in a few of the BeamNG idiosyncrasies (mainly file formats and material issues).

    I wouldn't say it is by any stretch a finished map, but you can have a little fun on it if interested (https://drive.google.com/drive/folders/1ar02gI0g-n5AgwgrnO0gho4OjPQ1kCtU?usp=sharing) - just sling that in your mod library, or unzip it and put the folder into the level folder. Either should work.

    screenshot_2023-05-03_00-52-24.png screenshot_2023-05-03_00-52-34.png screenshot_2023-05-03_00-52-57.png screenshot_2023-05-03_00-53-18.png screenshot_2023-05-03_00-53-42.png screenshot_2023-05-03_00-54-10.png screenshot_2023-05-03_00-54-22.png
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    Might take a few minutes for the HD processing - not sure why the sound is messed up.

    That's my lot. I'm of to bed.
     
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  6. Car8john

    Car8john
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    Dude just speedran mapmaking for BeamNG...
     
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  7. el_ferrito

    el_ferrito
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    Haha cheers! Not quite though, it is really just one corner of the map I actually made, and even then it is pretty shonky. Perhaps bit off more than I could chew. I think with some refinement of the process (and if I remember some of the essential elements of terrain texture generation - particularly sizes and resolutions) then I think I could do more in an evening, but we live and learn.
     
    #27 el_ferrito, May 3, 2023
    Last edited: May 3, 2023
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