Salama Cascade v0.2.0

flowing banked turns, procedurally generated (mostly)

  1. dirtwheel

    dirtwheel
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    BeamNG Team

    Joined:
    May 31, 2023
    Messages:
    75
    Flowing banked turns, procedurally generated (mostly)

    Although the map is fully usable, there is still a lot that could be done.

    Post any questions, requests, comments, suggestions, etc!

    More details on the mod repo page: https://www.beamng.com/resources/salama-cascade-4k.30443/

    Here's the "procedural" technique I used to make it:

    - create terrain heightmap and PBR textures with Gaea
    - import terrain into Blender, and add roads using this technique by BeamNG dev LJFHutch: https://www.beamng.com/threads/making-road-in-blender-2-9x.77566/#post-1291294 updated to Blender 3.6. Basically, you make a road mesh follow a bezier curve, and position the curve over the terrain.
    - bake roads onto the heightmap and render road masks
    - back in Gaea, texture roads using new heightmap and masks
    - back in Blender, use Geoscatter to add forests, export and convert to forest.json
    - import into game using terrain importer
    - pull in textures, materials, daes from any zipped level using python tool
     
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  2. EUDM fanboy

    EUDM fanboy
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    Joined:
    Nov 30, 2023
    Messages:
    1,180
    salami map
     
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  3. dirtwheel

    dirtwheel
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    BeamNG Team

    Joined:
    May 31, 2023
    Messages:
    75
    One of the time trials is called Salami Sprint
     
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