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WIP Northern Japan

Discussion in 'Terrains, Levels, Maps' started by Yellowfin, Jan 8, 2018.

  1. Yellowfin

    Yellowfin
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    Joined:
    Nov 28, 2017
    Messages:
    8
    I've always enjoyed building worlds, so creating a map for BeamNG is something I've wanted to do for a while now. As for the reason behind the Japanese theme, well, there doesn't seem to be any other medium-to-large scale maps based on southeast Asia (plus I'll finally have a map where my Miramar won't feel so out-of-place).

    The starting heightmap is a hefty 8192×8192 in resolution, assembled from DSM imagery of Hokkaidō courtesy of JAXA's AW3D30 project (key phrase here being "assembled from", mind you). Imported with a resolution of 0.5, the in-game dimensions come to 4096×4096.


    I've settled on having the map's "date" be 20/03/2016 for a few reasons:
    • Vernal equinox, which simplifies ToD-related stuff a bit.
    • It would allow both winter (ice!) and spring-like areas to coexist on the map.
    • Cherry blossoms and Pieris shrubs would be in bloom (eye candy).
    Most of the work at the moment is centered around the terrain along with moving the most important aspects of my layout plan from paper to the map. I may as well post at least one screenshot:


    On an additional note, I also recently figured out the design for JP license plates, so eventually I'll just need to consult the guide on the wiki for getting them into BeamNG:
     
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  2. Driv3r1142

    Driv3r1142
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    Joined:
    Feb 15, 2015
    Messages:
    1,933
    This looks interesting, I will be following this one.

    If the ratings weren't turned off I'd give you a like, but here, have a positive post :)



    Good luck, and if you have any questions feel free to ask.
     
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  3. MisterKenneth

    MisterKenneth
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    Mar 26, 2016
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    Looks promising.
     
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  4. ryu_hk416

    ryu_hk416
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    Joined:
    Sep 15, 2014
    Messages:
    9
    Looks great!

    I used to live in Northern Japan so I could help you by posting some photos.
     
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  5. Yellowfin

    Yellowfin
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    Nov 28, 2017
    Messages:
    8
    Sorry for the slow rate of updates. Aside from still learning the ropes, I also over-estimated Torque's ability to deal with editing maps larger than 2048×2048 (not that it's impossible). Textures are also being a pain for me too (definitions going AWOL after a level reload, random crashes, etc.), and I'm often having to manually edit the individual materials.cs files

    Thank you! If you think you could also assist with checking translations, that would be fantastic too.

    Edit: Spent a chunk of today researching markings and working on textures, so... yeah

    Not sure how I'll deal with chevron markings though. Makes me wish you tell specific RoadDecals not to use node widths as a modifier for texture width.
     
    #5 Yellowfin, Jan 10, 2018
    Last edited: Jan 11, 2018
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