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WIP Rally Stage.

Discussion in 'Terrains, Levels, Maps' started by Danny Werewolf, Jan 24, 2019.

  1. Danny Werewolf

    Danny Werewolf
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    Totally forgot BeamNG is essentially Torque3D on steroids. I'm gonna go ahead and look at the whole site for more help on meanings lol. Thanks!

    That's fine by me lol. I'll DM you now and if I remember, message you once it's closer to release.
     
  2. krallopian

    krallopian
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    I just came across that site the other day and book marked it for later reading, seems to have the majority of my questions answered =D
     
  3. TedHallgren

    TedHallgren
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    its looking good but the corners are definetly missing some camber! corners will be very hard to go around at any kind of speed unless there is some camber.
     
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  4. Danny Werewolf

    Danny Werewolf
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    Camber is nice and all, but I don’t remember the last time most corners were kind of berms. Either way, trying to make this a bit difficult
     
  5. DuneWulff

    DuneWulff
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    Use MeshRoads.
    You can tilt each node of a mesh road. Use the "align terrain to mesh" tools within the terrain editor to align your terrain to your meshroad. That's the easy way to pull off cambered turns. After you align your terrain to the mesh road, delete the meshroad and smooth the terrain a little.
     
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  6. Danny Werewolf

    Danny Werewolf
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    Only now realized how helpful Mesh Roads can be. Updated a few sections using Mesh Roads; much smoother than only terrain, though not too smooth to think you're on Asphalt. Haven't done anything else today, nor can you really see it in screenshots. I'll make another video once I do more than smoothening.

    Thanks @DuneWulff for the tip.
     
  7. krallopian

    krallopian
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    Learning about the mesh roads completely transformed my level design. Went from spending 2 hours on a banked curve, to 35 seconds =D
     
  8. fufsgfen

    fufsgfen
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    Just remember to delete the meshroad, those are performance hogs, or at least were, I thinks still they are rendered even if on other side of the map, really handy to shape terrain with, but makes bad road themselves.
     
  9. krallopian

    krallopian
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    They can also really kill performance of they're high detail and you skid on them! I made a map with them as templates and left them under the ground, when drifting above them performance tanked substantially! I learned to leave them I. But with a curve bias thing of 89 (so there's virtually no detail)
     
  10. DuneWulff

    DuneWulff
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    Meshroads are what causes the lag on all of my maps before Meywue told me one day
    "don't use meshroads as roofs, they impact performance"
    the 40 rocks in the same place didn't help either but...
    Ironically, Deep Earth uses almost nothing but meshroads, and the map itself steams along at 60FPS regardless of where. Perhaps its also effected by having terrain with it? No idea really.
     
  11. krallopian

    krallopian
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    It REALLY depends on their detail level.
     
  12. fufsgfen

    fufsgfen
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    I remember that shadows and shaders had something to do with it, but then again, it is really hard to really know when all those used same thread on CPU where FPS drops came from in first place.

    But with 0.15 everything has changed a bit, it is kinda hard to kill performance now. Only map I can't run 60fps constantly has been Glassview mountains autumn version. I think all other maps run fine with 0.15 version of the game.

    For example Wavebreaker shores I get now 110-200fps where before 0.15 it was something like 40fps at minimum, so maybe meshroad objects are now much more usable.
     
  13. DuneWulff

    DuneWulff
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    What about the Rotting Grounds?
    Pre .15 it had areas that peaked around 7k drawcalls, and chugged to about 30 at worst sections. It relied a lot on meshroads as well, which I'm sure doesn't help.
    Its really a shame that meshroads are so demanding, they're really versatile in what they can be used for.
    I like making tents with them
     
  14. fufsgfen

    fufsgfen
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    80-160fps or so, I can't remember how much it was before, but less than 60.

    Definitely improved a lot from pre 0.15, so hit is not so bad, but then again, even meshroad objects would be easier now, there is point of running more vehicles, if there is lighter way to achieve same result, that would mean more vehicles can be used, but then it comes down to expertise of map maker, time constrains etc. Always there is some compromises.

    It is interesting though that meshroad objects seem to have much better performance now.
     
  15. krallopian

    krallopian
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    The way I see it, meshroads are calculated instead of static. So if yiu have a mesh road with 10 sharp corners and high detail, there is so much work being done on calculatibg the splines and texture mappiblbg them!

    This phone is going in the farbage. 10 minuted to type THIS
     
  16. fufsgfen

    fufsgfen
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    Well, you better use your fingers on keyboard :D
    "A telephone, or phone, is a telecommunications device that permits two or more users to conduct a conversation when they are too far apart to be heard directly. A telephone converts sound, typically and most efficiently the human voice, into electronic signals that are transmitted via cables and other communication channels to another telephone which reproduces the sound to the receiving user."

    I don't know if that is reason why meshroads are heavy, but they do tap on limited CPU resource, like LUA etc. But it is nice that those are more usable now, they can be useful in some situations for sure!
     
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  17. Danny Werewolf

    Danny Werewolf
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    >Passes out for most of the day
    >Comes back to three pros talking about meshroads

    Anyway, haven’t made any progress due to a trip. But tomorrow I’ll probably use meshroads on a few more sections and start continuing on the stage. And I was going to delete the unseen meshroads either way. Just find it funny how I didn’t know what those meshroads under maps were until now. Thanks for the chat.

    Still don’t have a name for the map though...

    I was thinking of Temperate Rally or Varied Rally, But it’s not very varied, and I think Temperate is used. Though I’m tempted to just use Rally Forest 2 or something, yet I doubt this would even compare to that map.

    Is mobile really that bad? I typed all this...
     
  18. krallopian

    krallopian
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    You def want to put Rally in there one way or another though! Keep working at it, don't worry about a name, it'll come to you at the right time! "Waterfall Rally" =D "River Rally"

    My stupid phone is the problem. I have it using, "SWIPE" so you just drag your finger to spell words, my phone insists on autoINcorrecting everything I type and it makes me lose my mind. "I'll just write this one quick reply..." 15 minutes later I'm still backspacing the same word, "THAN" NOT, "THORGOID" WTF IS A THORGOID!?" =D
     
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  19. Danny Werewolf

    Danny Werewolf
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    Made some more updates using MeshRoads and using "Paint Noise" to not give the forest such a flat feeling, with lightish hills. Also, second water crossing might have a MeshRoad bridge because I don't understand how to even camera in Blender, doubt I could understand anything else either way. I'm fine with the MeshRoad bridge, but is there any way to make guardrails easily, or any guardrails I can use? I noticed the MeshRoad small walls, like on some parts of Waboll's maps.

    I'm also thinking of posting updates with PostFX on, because the game still looks good from what I've seen without it on.

    No pics because I'm a lazy boy. May post some later.
     
  20. fufsgfen

    fufsgfen
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    Quick tutorial to Blender:
    Don't touch left mouse button

    There, you also can find Blender cheat sheets to get shortcut keys, because without those it just does not work. Keypad dot is also useful when camera in Blender.

    I think that you can copy guardrails from WCUSA or some other official map, no point to invent wheel all over again, heck, you probably can get some bridges from official maps too.
     
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