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Released Mount Akina pass/touge [0.15 UPDATE FIX]

Discussion in 'Terrains, Levels, Maps' started by BeamDrifter, May 12, 2018.

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  1. driftina40

    driftina40
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    Apr 1, 2018
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    2
    here is what is happening when I load up the map
     

    Attached Files:

    • mountakinanotloading.png
    • Like Like x 1
  2. EuroTrucker

    EuroTrucker
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    Mar 31, 2014
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    175
    It appears the Tstatics aren't loading. Can you take a screenshot of the console so I can confirm it.
    You can open the console by pressing ~ (the blue one in the image below)
    tilde.jpg
     
  3. Tpants

    Tpants
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    Nov 2, 2019
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    ill enjoy taking my ae86 down this
     
  4. PriusRepellent

    PriusRepellent
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    Mar 19, 2018
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    212
    While listening to Eurobeat?
     
  5. Fujiwara's Takumi

    Fujiwara's Takumi
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    Nov 3, 2019
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    Although I won't blame you for porting it, the person who made it clearly knows nothing about this road. By looking at the air view/layout of the track, one could assume it is accurate to real life. However, this couldn't be any further from reality. In this version of Mount Haruna, the road is extremely narrow, flat, and the colours and general aura of the track is wrong. It doesn't feel like you are on a mountain, rather, it feels like a flat plain. The textures may be life-like, but they do not accurately represent how this track looks in reality. In the game, the textures are a bit weird but generally ok. Because the steepness is not accurately represented, this track features some sections which are amazingly stretched out. It overall looks too dark, and because it is surrounded by trees, you can't really see the cliffs or Shibukawa city. This route of Haruna, which is called Route 33, also known as Yaseone, is wider, steeper, and shorter. The Initial D Arcade version is slightly more accurate than this one, but because some of it is exaggerated, it cannot be used as a perfect reference either. If someone knows how to make tracks, please tell me. I want to try making this one and another one in Shizuoka called Turtle Rock.
     
  6. sainther

    sainther
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    Feb 4, 2017
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    This was completely unnecessary
     
    • Agree Agree x 1
  7. Fujiwara's Takumi

    Fujiwara's Takumi
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    Nov 3, 2019
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    Was it?
    --- Post updated ---
    Can't I have an opinion?
     
  8. sainther

    sainther
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    Feb 4, 2017
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    yes, yes it was and yes you can have your own opinion but there was just no need for you to post an entire 7 line paragraph on how the creator of this map didn't make it 100% accurate on every little detail, was there, no there was not.
     
    • Agree Agree x 1
  9. mrwallace888

    mrwallace888
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    Jun 17, 2015
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    I was thinking this was just an Assetto Corsa port.
     
  10. fufsgfen

    fufsgfen
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    Jan 10, 2017
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    7,074
    I think that you could get best results by using Blender and Nurbs curves with Array modifier, adapt what is in link to roads:
    http://jayanam.com/blender-array-and-curve-modifier-tutorial/

    Number of copies in array modifier defines how long piece of road will be, you can see how I have made just tiny piece of road, mirrored and then copied it using mirror and array modifier, then curve modifier is what makes that straight piece to become curved road, curve modifier takes Nurbs path and bends array copied road to that path shape:
    upload_2019-11-21_8-16-4.png upload_2019-11-21_8-17-31.png

    upload_2019-11-21_8-20-42.png
    I did need to rotate parts to get it all work as first curve modifier seemed to do nothing, but after rotating road it did start to work perfectly, very easy to shape road precisely how you want, just drag points of curve, e to extrude more points from end of curve and then reshape.

    Using this method you can get a lot more road surface details modeled in and lot more accuracy than when using decal roads and terrain in game's internal editor.

    One could then build terrain in Blender too and render as heightmap or craft terrain inside game's editor, or one can build road side elements like guardrail etc. in Blender using curves modifier, some grass and forest might be possible to put down same way I guess.

    There are some tutorials in content creation section of forum, check sticky threads too, which might help with getting started with the tools and youtube etc. are filled with Blender tutorials, there is no direct answers or easy one step solutions though, one needs to learn needed skills from several sources.

    Eventually it is rewarding to be able to craft your own world and see your own vision of the world to become reality, but at first it can be frustrating when everything is confusing, my tip is to keep things simple, focus on one thing like getting road shape in first for example, ignore textures etc. at first.

    Also there is this which teaches some different methods, but you can learn how to get started with it, remember you don't follow all from tutorials, you just take what you need, adapt it to your way of working and create your own ways, tutorials are never giving you full answer, more like they are ways to find answers you need https://beamng.com/threads/highly-recommended-modding-tutorial-series.55534/

    Never follow a tutorial, always craft your own and just use skills from tutorials to craft your own, that is how you actually learn best, I think.
     
    • Like Like x 2
  11. sainther

    sainther
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    Feb 4, 2017
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    91
    it is just with the fake trees taken away and physical ones added
     
  12. mrwallace888

    mrwallace888
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    I wonder where the Assetto Corsa track mod got the model from, because it's disappointing how the consecutive hairpins don't have gutters.
     
  13. sainther

    sainther
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    Feb 4, 2017
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    91
    well in Assetto they do but the 'gutters' didn't really transfer over because its meant for Assetto vehicles not BeamNG vehicles so they don't work
     
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