My training thread about making a map.

Discussion in 'Terrains, Levels, Maps' started by DrLann, Mar 10, 2024.

  1. DrLann

    DrLann
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    Hello everyone. I'm making map in spare time and struggle with some issues. Actually my biggest headache is moving objects in scene tree to groups and collada export and import.
    • First question: it's possible to move group to specific group not moving it little up, little up, little up until find proper group folder?
    • Second question: I use Blender 3.2 and export building from game and import it. But I must always open dae file in Notepad, remove effects part of file and then I can import it to Blender. What is broken - game exporter or Blender importer? How do you edit models?
    Have a nice day.
     
  2. DrLann

    DrLann
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    Ok, as far I know now I can edit dae files, import it to blender and reimport to game. The import procedure into blender is as follows:
    • Remove all path of file used in IDs and names because there is limit end importer stop working there. Or at least it misses the most important part, because, for example, materials appear even though there is no model mesh. To much errors in console window. upload_2024-3-13_18-33-5.png
    • Edit paths to diffuse textures because I think start location is hardcoded and import doesn't start in proper location.
    • Remove effects library part of file using for example this reg. ex.:
      (?<=<library_effects>)([\s\S]+?)(?=</library_effects>)
    This is result:
    upload_2024-3-13_18-40-28.png

    Now need to "repair materials" (if u save and exit all unused textured will be gone). Open compositor, add basic nodes for UV mapping, set first texture which name is same like material and copy paste to the rest of materials.

    upload_2024-3-13_18-45-27.png
     
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  3. DrLann

    DrLann
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    Hi again. How can I make terrain mesh more smooth? I imported my height map. All look good but car see some strange bumps on road (see gif). I have even denser mesh than original Utah map but I think it doesn't count here.
    BeamNGdrivex64_cKd5Jk1AC8.png
    BeamNGdrivex64_4tMxaxiD7q.gif
    Oh, and terrain Smooth Brush don't smooth this. :/
     
    #3 DrLann, Mar 23, 2024
    Last edited: Mar 23, 2024
  4. AlexKidd71

    AlexKidd71
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    The heightmap should be 16 bit greyscale. Just apply a little bit of Gaussian blur in your paint app and import it again. For the roads you can use a meshroad. Just build it over your road with enough nodes make it a lot wider than the road. Then lower it to your terrain and tilt the ends so that it fits the terrain. In the terrain editor use the lower and upper terrain to mesh brushes one after the other. In the mesh road properties there is a value under the subdivision property. Don’t know the name by heart. Make it smaller for smoother meshroad. Something around 0.2 is very smooth. Make the meshroad invisible and test if it’s nice. When done you can delete the meshroad.
     
    #4 AlexKidd71, Mar 23, 2024
    Last edited: Mar 23, 2024
  5. DrLann

    DrLann
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    Thanks. I found solution but didn't found reason of this issue. I copied original *.ter file and use this copy as new file in terrain file path in terrain settings. Now road is the same but cars don't bump wheels. Strange. I spend on this 2 hours. <cry_but_happy>

    @AlexKidd71 Thanks for advices. I use blender for level making. I will start new thread for map W.I.P. soon as I finish first part.
     
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  6. AlexKidd71

    AlexKidd71
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    Aah, I get an idea of what you are doing. In BeamNG only one ter file can have collision. The second one then of course has none. Is this related to your problem if you use an imported mesh as your game terrain?
     
  7. DrLann

    DrLann
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    Pr
    Probably. I removed all .ter files and json (game create each time new). Maybe my workflow is bad - I use first icon in Terrain Tool for import new heightmap. I think it should by done once but I'm learning so many time refreshing this file. Maybe I do it wrong but I don't know way to refresh heightmap data without reimport it.
     
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