WIP Beta released Skidmark Cup Series. A series of tracks for racing.

Discussion in 'Terrains, Levels, Maps' started by HighDef, Feb 27, 2015.

  1. HighDef

    HighDef
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    Game Design, QA and burnouts.
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    This is my first creation post so please if I have done something wrong, your criticism is welcome. I had a thought the other day, as an alpha tester for BeamNG since the released in 2013, I have had much experience with the editor, however it was only last week that I finally found a thorough tutorial that tells you how to properly set up a map so it will save properly and be transferable to other PC's (mega frustration in the past with problems like this) https://www.youtube.com/watch?v=eBjGq8h20uk . Thanks a lot to Mecke-Productions there. His tutorial made making small tracks a breeze, well worth a watch! So I thought, with the Race update possibly coming soon, why not make some tracks that will hopefully be usable with the Race facilities and have a blast testing them in the mean time. So I'm making 3 256 size, 3 512, 3 1024, 3 2048 to start with then will do more of each surface type to make up short championships for each surface type and size. I've pretty much finished the surface and vegetation of the Small tracks and started the first Medium track. I wanted to get at least one up for people to try so that I could see If I've done anything wrong, I appreciate your patience if I have.

    So here are the first 3 small tracks in 0.4 state. I will name all the tracks when they're more completed.

    Here are previews of progress so far

    http://youtu.be/Y5O2xdHuG00 Small Track 1
    SmallTrack1_preview.png

    https://www.facebook.com/video.php?v=10152680472627045&pnref=story Small Track 2
    SmallTrack2_preview.png

    http://youtu.be/9luATnHA7W8 Small Track 3
    SmallTrack3_preview.png

    https://www.youtube.com/watch?v=pL-BsmMv_gw&feature=youtu.be Small Track 4

    If someone could let me know if they get any errors or missing textures I would be very grateful. Thanks.
     

    Attached Files:

    #1 HighDef, Feb 27, 2015
    Last edited: Mar 2, 2015
  2. mecke96

    mecke96
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    Looks good man! i'm glad you liked my tutorials :)

    I wil take a-look at the träcks tomorow and tes them... But right now im drunker then a camel on crystal-meth XD :D :D :p
     
  3. Aboroath

    Aboroath
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    World Machine ain't everything.:p
     
  4. HighDef

    HighDef
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    I'm assuming by the number of downloads and the number of complaints, which is zero, that these tracks are working OK for everyone. Do let me know what you think of them.

    They are not meant to be particularly realistic. Their main purpose is to make up a group to use as basic race tracks for championships, secondary purpose is to be easy on low spec PC's. I think that Small Track 2 is the most demanding because of the tree's.

    Personally I can't decide which one I like least or worst as I am enjoying them all a lot, not trying to blow trumpets of course but it proves how much fun you can have with the editor with 3 hours work.
     
  5. mecke96

    mecke96
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    I took and tested the tracks!

    its a good start of a track. What i mean about start is that there is a-lot of things that can be added.

    Everything i say is what i think could be added or redone. You don't have to do anything i say, but it will make it more fun to drive and race on.

    I know this is a beta so i'm well aware of it. But take a look on what i suggest :)

    Suggestions for all tracks:

    * Add stands and a start point, like a cross over bridge for people or a white line.
    * Add some concrete barriers/Tirestacks around some places so you prevent people making short cuts.
    * Add sound emitters like birds noise and wind in the trees.

    Suggestions on the track 2:

    *Change the terrain material base from grid to asphalt or concrete.

    Suggestions on track 3:

    * Add some small bumps here and there so it really feels like a muddy track.
    * Take a-look at the environment. Its dry grass/sand around then a muddy road.
    I would change it to maybe some really green grass around so you get the feeling that it's a really slippery and wet mud track.

    * Add a depth.ter.png picture so you sink into the ground a-little.


    Cheers// Melker S :)
     
  6. HighDef

    HighDef
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    That's brilliant thanks, no errors or 'no texture's' then I take it? I am intending on improving the surfaces of the floor more and making all 12-16 tracks to that standard before I start putting more objects in. I worked for 3 hours yesterday on Small track 4, hilly off-road avg speed 28-30mph, crammed a lot of track in. Pretty fun but needs more work on smoothing at the moment. Will get it up by tomorrow I would imagine. Thanks a lot for your support Mecke, it's really nice to be clear that what your working on is going to work. Have been kinda stabbing in the dark for a long time but the learning curve has been fun, every breakthrough has been a victory!

    - - - Updated - - -

    11041806_10152683847067045_8049869996344783525_n.jpg
    Just made this if anyone finds it handy. It's the stats of all the ground texture types, you can find this in lua/groundmodel.lua there is an explanation at the top that tells you what the stats do, which is just great :) The name on the right of the table is the name in which to name the texture to adopt those properties.

    - - - Updated - - -

    If anyone one knows a way to make your own texture images and import them I would be very grateful to know. I have some ideas :)
     
  7. mecke96

    mecke96
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    Just like standard terrain texture?

    I can make a tutorial on that later :)
     
  8. HighDef

    HighDef
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    Also If anyone knows how to import rfactor tracks as an object I would love to be able to do that. I've seen it's been done a fair bit. I want to use Cassino and the other tracks from the Italian Autocross mod.
     
  9. HighDef

    HighDef
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    I've been trying again to get one to work but am not seeing results. The image is named SmallTrack3.ter.depth it is a 8 bit grayscale PNG file (I have tryed 16bit and 32bit) The colour of the mud layer is 251 RGB. Am I missing something? Cheers :)
     
  10. mecke96

    mecke96
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    You will have to add it in the document folder, With the same name on the .ter file :)
     
  11. HighDef

    HighDef
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    Nothing, I have tried loading it from many different locations around the game directory too and nothing.
     
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