WIP Beta released Need For Speed: Most Wanted (Rockport with Rosewood) -2005-

Discussion in 'Terrains, Levels, Maps' started by Eskim, Jun 26, 2021.

  1. Eskim

    Eskim
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    Oh yeah absolutely man. I have no problem with people reworking, revamping, adding stuff to the map. Feel free, if you feel you can improve it, please do, I would love to see the changes. The one thing I'd be more impressed with is the last part of the map being added, can't seem to find anywhere where there's a complete version of NFS MW 2005.
     
  2. Stefan190506

    Stefan190506
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    You're such a good guy, you didn't forget about the yellow filter, but I have two questions, are the warning lights flashing? , red crosses are made of many light sources?
     
  3. Levix

    Levix
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    No, they sadly aren't flashing, as they're just the texture illuminated by one point light to make them glow nicely. The base texture would need to be swapped out for a blank one in intervals, and as far as i know, that is not possible in beamng. I will be done with the lights at least in a month if I continue at my current speed and I am also upscaling all textures, without letting them lose their iconic look. This map will need a VERY good GPU, since so far with close to 8000 light it runs at 20-ish fps on my rtx 3070 and 16gb or ram isn't enough, because it fills up very quickly causing the game to run below 2 fps. I will be upgrading to 32gb to see if that helps and once I'm done with the map, I will try to create a "lite" version that is optimized. NFS MW 2005 is by far my favorite racing game, so i want to do it justice. I really wish there was a complete version of the model.
     
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  4. bob.blunderton

    bob.blunderton
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    It is possible. Have the left side of the texture illuminated, and the right side of the texture not. Show only half the texture for a second, then swap, then go back and show the first half again. You can do it the same way the traffic lights were animated (In Roane County and my Los Injurus map, the texture for the light contains all cycles, and it scrolls at intervals, making the light change - note this is NOT the way stock map lights work now).
    The texture does not scroll, instead it jumps every so many frames, and that makes the texture change as the displayed portion (yes only a portion) of the texture moves to the right over the course of the entire texture and continues indefinitely. I believe the movement is a fraction of the texture width-wise. You'll have to experiment with it or ask the devs - who know more about it than I do, as I can't think properly in depth at the moment.

    Code:
      "trafficlite": {
        "name": "trafficlite",
        "mapTo": "trafficlite",
        "class": "Material",
        "persistentId": "b4b5182a-0c5b-4700-8dda-e4561e166973",
        "Stages": [
          {
            "animFlags": 16,
            "colorMap": "levels/losinjurus/art/shapes/objects/traffic_lite.dds",
            "emissive": true,
            "glow": true,
            "pixelSpecular": true,
            "roughnessFactor": 0.607767701,
            "sequenceFramePerSec": 10,
            "sequenceSegmentSize": 0.00139999995,
            "specular": [
              0.5,
              0.5,
              0.5,
              1
            ],
            "useAnisotropic": true,
            "vertColor": true
          },
          {},
          {},
          {}
        ],
        "alphaRef": 239,
        "annotation": "TRAFFIC_SIGNALS",
        "castShadows": false,
        "doubleSided": true,
        "groundType": "METAL",
        "materialTag0": "beamng",
        "materialTag1": "vehicle",
        "translucent": true,
        "translucentBlendOp": "AddAlpha"
      },
    That's the source for the traffic light texture, you'll have to experiment just how you want it. Frames-per-sec is how often it changes and segment size is how much it divides the texture into scrollable steps. Again, it doesn't scroll so much as it 'jumps' to the next one. This way you CAN animate something by making X amount of frames horizontally and then those will animate as you wish. I suppose if you use an illumination layer, or a translucent layer like that, you could make a light that flashes (only the light itself need animate, that'll save you on megabytes).
    Sorry I can't help you more, but the last week my brain has been really fogged and I can't think straight. This happens now and then, I've just learned to deal with the fact and it goes away on it's own after some time.
     
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  5. Stefan190506

    Stefan190506
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    God, 8000, is it only the day ones (those that were in the original game) or taking into account the new ones that you placed for the night mode, because if so, then you can release a lighter one (as much as possible) without night lighting.
     
  6. Lil_Peanut

    Lil_Peanut
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    Do you think you will ever be able to make the NFS Underground map as well? Also, amazing replication and awesome mod overall!
     
  7. Stefan190506

    Stefan190506
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    He did not create it, if you carefully read the first post, you will see that this is a card for Asseto Corsa ,made by https://discord.gg/avJedYgp . They also made a map NFSU2 and others, so I think it is possible that someday @Eskim will transfer her too. Moreover NFSU2 is completely finished, unlike Rockport.
    P.S. I in no way belittle your merits, the work you have done is grandiose, which is only worth the support of traffic and GPS, I am already silent about interactive weather, and now @Levix brightens it for us, thank you both very much and to those who made it for Asseto Corsa .
     
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  8. RSMC 15

    RSMC 15
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    Man, cannot wait for this to be finished, I've always wanted to drive my pessima in grey point! Hopefully they can find/input the coastal zone soon! Please don't cancel this like most awesome projects on this site.
     
    #128 RSMC 15, Apr 8, 2023
    Last edited: Apr 8, 2023
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  9. JoshD

    JoshD
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    [deleted]
     
  10. Stefan190506

    Stefan190506
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    I wonder what you wrote?
     
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  11. Drivesafe4

    Drivesafe4
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    Nothing of importance.
     
  12. Burkanx

    Burkanx
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    I have considered adding AI pathways to the Asseto Corsa port someone archive-dumped of many map ports.. It's one of the NFS Underground maps. Think it's NFSU2. Anyhow, it would definately take some time to add. Note that there are many invisible walls that linger across certain roads that cause collisions on this map port.
    To stay true to the original game I would not add the AI intersections or instead simply set all the lights to green just as the early NFS games had it.. (junctions flashed yellow)

    There is no daycyle, no lights and we all know it's a night themed map so, someone would have to resolve that complication.. (way above my skill level)

    Though before I begin that: I gotta finish my personal project on the WIP San Andreas map someone released years ago: added AI pathways, AI intersections and still adding parking spots throughout the map. (haven't worked on it in months-got burnt out of BeamNG earlier this year) There are even AI pathways through alleyways, parking garages, Pay-N-Spray, construction site, docks/piers and even the beach. Alot of the extra unnecessary pathways are set to 0.1 drivability as they are only for police/criminal AI for if a chase ensues. Can't hide from the police AI as they will find you eventually if they haven't already followed you to the beach and such lol
     
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  13. Stefan190506

    Stefan190506
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    Even vanilla maps don't pay as much attention to AI roads as this San Andreas Map.
     
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  14. Derpitron

    Derpitron
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    What is the latest download of this map which I should use?
     
  15. Stefan190506

    Stefan190506
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    https://drive.google.com/file/d/1MDJ59yhvTHkrR0vSRuKfrc3gC9lLW0BA/view?usp=sharing

    In the first
     
  16. eniwei

    eniwei
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    Hello. It is possible to add the rest of districts, but it would take some time (idk how the map is divided here)
    If it is just camden i can probably help to get the meshes in game in some weeks maybe when im in vacation
    Then the improvements made by other people would have to get remade in the missing part :D
     
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  17. eniwei

    eniwei
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    I will send a .blend file with the map better so you can fix the holes and such in the map
     

    Attached Files:

    • Screenshot2023-05-07135153.png
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  18. eniwei

    eniwei
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    Done! i will save the file and upload it to one drive next (my pc is on life support right now)

    There are panorama objects, race barriers and stuff. remove them and any lod object too. I recommend the material utilities addon to fix the materials(.001 copies and stuff), although most wanted map has a way better compatibility with asset dumper so you only have 1k mats instead of 5k ish like a ps map. Good luck i will not punish my pc any further

    All credits go to heyitsleo for NFS AssetDumper, Drift King for the import script and ea black box as usual.

    (https://1drv.ms/u/s!Au3GGfZ7Udf1o2qsT0qH7K78pBYW?e=4aAxiS)
     

    Attached Files:

    • Screenshot2023-05-07172111.png
    #138 eniwei, May 8, 2023
    Last edited: May 8, 2023
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  19. Stefan190506

    Stefan190506
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    Deleted

    Too large
     
    #139 Stefan190506, May 8, 2023
    Last edited: Nov 24, 2023
  20. banda

    banda
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    Is this project still ongoing or is it more or less abandoned? Asking as I've started to create my own modified version of this map aiming to be more multiplayer friendly. I just wanted to make sure I'm not doing anything that is under construction in this project already to prevent doing work with no meaning.

    So far my version has way less props such like the barriers in between highway lanes etc and also fixed collision on the trees since the leaves had colliders aswell.
    Also wooden fences that were destructable in the original version, have been removed.
    Now I'm working on re-creating colliders to all of the thin fences since BeamNG likes to make them extremely sticky.


    Any further questions about my actions I highly prefer to get contacted via discord @banda#1337
    Also apologies for my such a poor grammar, not my main language..

    Cheers.
     
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