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WIP Beta released The Tennessee USA Roane County 0.71 Beta Discussion/Suggestion/feedback Thread 0.9.0.1

HUGE 175sq/mi, 193+ miles of roadway, US40 highway, 3 Towns, Signs, Working Traffic Lights, Trees

  1. bob.blunderton

    bob.blunderton
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    Welcome to the discussion board for Roane County Tennessee, the largest earthly Beamng.drive map.
    Should you have comments, or feel shortcomings are present, or want something added, do let me know.
    Thanks again to all that helped provide models, testing, video coverage, and countless suggestions to make this a better map. The next update won't take months like last time - should be shorter, end of May possibly.

    64-bit OS and 8gb RAM is required!. You must have 6gb free (5gb free just to load it!) for comfortable solo play, more for including AI cars.
    This is THE largest map in Beam, and pushing it and the PC to it's limits. Please keep this in mind should you get low FPS. Install to mods/levels like any other BeamNG mod.



    загрузите звено ниже, Вы должны встретить Beamng.drive, рекомендованный системные требования, чтобы управлять этой картой хорошо.
    требует 8gb память в системе, 12-16gb память, рекомендованная для того, чтобы использовать много ИИ, 64-битовую операционную систему, карта - сжатых 600 мегабайтов. Работы ИИ большая, видео карта на 2 гигабайта, рекомендованная для средних деталей, 3gb видео карта, рекомендованная для высоких деталей. Цель ИИ поддержек. (Экспериментальный) поезд поддержек.

    Go here:
    http://www.beamng.com/resources/ten...beta-5-real-terrain-8gb-system-ram-reqd.1586/
    There will be no more mega links, or google drive links now that it's on the main mods>levels page.
    Feel free to still message me if you have something to say on here or use the discussion. I usually check daily.
     

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    #1 bob.blunderton, Jun 16, 2016
    Last edited: Apr 18, 2017
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    • Informative Informative x 1
  2. CP100

    CP100
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    I like the flats which are opportunities for speed.
     
    #2 CP100, Jun 16, 2016
    Last edited: Jul 1, 2017
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  3. Dealercrash

    Dealercrash
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    Looks good!
     
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  4. bob.blunderton

    bob.blunderton
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    I do nothing but freeway maps, but since there's only one of me, I can only do 6~8 a year. There's plenty of straight-aways. It's pretty balanced. I'll be smoothing up the roads decently before this gets out. If I can drive it with a keyboard, in a Pessima, going about double the speedlimit, it's generally good enough. The road smoothness, for the most part, will be on the level of my other two Interstate maps when it's done, and decent enough in most spots when 1st released.
     
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  5. Oshawott

    Oshawott
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    Cool this place is only 2.5 hours from Portland, TN.
     
  6. 1185323118

    1185323118
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    Why not use some official road texture, they are pretty good too and kinda makes your map more BeamNG-ish
     
  7. bob.blunderton

    bob.blunderton
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    These textures are placeholders, I am putting in better textures, as seen in small sections of So-Cal (on the inner highway loop) and Nevada-Interstate (where I re-did the hills). I tend to bring most all my own road textures, as they weren't readily available 5~6 months ago when I started to need them. I just got some bridges worked in tonight, that will be representative of the final product to replace the placeholder bridges on loan from Ouerbacker. Eventually, I may backport some of my textures to other maps that I've made.
    As always, when I release a map, any road textures contained herein are free to a good home (map). ANYTHING in my maps (if not belonging to someone else as per the credits) belongs to everyone the second it hits these servers.

    Pics from the new bridge models and textures (there's no columns underneath yet!) :
    Top left: Samuel Rayburn Memorial Bridge (just west of Kentucky St. in Kingston on US Route 40)
    Top Right: The bridge west of the bridge mentioned previously, that crosses over the road to the Coal Power Plant.
    middle Left: The new bridge over Pine Ridge Drive
    middle Right: Texture close-up. I spent a good hour+ making this texture into what it is. Thankyou freebie paint programs. It even has SPECULAR mapping on it! This is an example of the texture quality that will be present in the final product. Just like the new sections of Nevada Interstate has new asphalt road texture on it. I haven't switched all the asphalt textures over because I have to make replacements for everything first (ramp aprons, on/offramps in single-and-double width, turn lane overlays, etc). Not just going to scoff all Beam's textures :) Gotta have something new right - at least I thought that was the idea?
    --- Post updated ---
    And yet another post. Got the normals and specular working great (enough for now!) It actually looks like concrete now - hooray!
    On the 1st pic (bottom left) there's little square spots at the end of the broken white line, that's where the reflectors go. They'll reflect, too!
    Showing a preview pic at night, also. (bottom right)
     

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  8. bob.blunderton

    bob.blunderton
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    The road surfaces for the highway have been updated to something representative of the final product. They have proper individual normal and specular textures for night play.
    Playing at night looks just like the real deal as per road reflectiveness.
    EDIT: And yes, I do listen when people comment in! The old road textures DID suck. So yeah, new ones. I was on the fence about putting new ones in, glad that's done (mostly, anyways).
     

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  9. Brother_Dave

    Brother_Dave
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    Havent got the slightest idea of what Tennesseeeeseeseee looks like but i like it!
     
  10. Fun4678

    Fun4678
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    I would love to see this, something about highway maps just make me smile! :)
     
  11. bob.blunderton

    bob.blunderton
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    If anyone has some homes, businesses, or even factories they'd like to see in this map, I am open to donations.
    Just host them somewhere and message me with a link and I will pick them up. You will get credit.
    Included textures is a plus. They should be modeled with LOD's also if they're complicated, so as not to fry anyone's potato :)

    I also need one very kind person to model the fossil power plant near the Samuel Rayburn Memorial Bridge on route 40.
    https://www.google.com/maps/place/T...6cb27f93bb9c9a24!8m2!3d35.8982457!4d-84.51882

    While these aren't required for this map to see release, it would be wonderful if someone has some things like this already made, or something along the lines, because I absolutely have almost no 'sketchup' skills - I haven't mucked around in it much yet.

    Otherwise, progress is steady, getting the last bumps worked out of the roads before I make some more. Everything's almost perfected.
    Can do about 160 with a keyboard-driven pessima race (custom gear ratios and a bit more boost) up and down the highway without crashing in most all spots, especially the mountain. NO mesh roads anywhere on the highway (actually, short of bridges, I don't think there's any anywhere).
     
  12. bob.blunderton

    bob.blunderton
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    The terrain update is a success! Woohoo. What satisfaction 2~4 hours of screwing with the boring, ugly, drab old terrain brings!
    1st pic is BEFORE. (eeeeew drab 2001-quality terrain, one value meal of McBlech!)
    2nd pic is AFTER. (it's the nicer looking one, if you can't tell this looks nicer, get outta here and come back after you get your vision checked...)

    EDIT: It's shown without trees, currently. It's hard to work terrain when it's buried under trees, but trees will be in the released version. However, you will be able to delete the .forest file in the zip if your PC stinks.
     

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  13. burilkovdeni

    burilkovdeni
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    Looking Good, is the ground going to be the same color as the cliff.

    Good Luck.
     
  14. bob.blunderton

    bob.blunderton
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    No, it will have green grass, and sandstone-colored cliffs. The cliffrock texture here isn't very high-detail, I'll have a better production-resolution texture soon though. There will be some sandy beaches, and unlike some of my other maps, it will have ROCKS in it in many places to break up the monotony of the terrain.

    In other news:
    Spec'ed out a production-quality overpass. This is what will be in the finished product.
    It's actually similar to some bridges in the USA, though this bridge doesn't mimic the normal vertical pillars in it's real-life counterpart.
    The pic is taken on Pine Ridge Ave, where Pine Ridge Ave goes under Route 40, looking N/NW.
     

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  15. Latios Jeff

    Latios Jeff
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    That's a very lovely picture you took there and glad to hear about how the progress is coming along of a map of this gigantic size.
     
  16. silvermanblu

    silvermanblu
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    Love your work on Nevada, this looks like its gonna be good. I can't wait to have some great freeway chases
     
  17. bob.blunderton

    bob.blunderton
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    This will have working AI when it's first out... It's looking as if I can get something out around or just after the 1st of the month.
    --- Post updated ---
    I have made the design decision to incorporate functional train tracks into the map. Seeing as I would have to make MILES and MILES of traintrack anyways, it only serves purpose if being useful. I could spend 100% time making beautiful realistic track, or 110% of the time building it to spec perfectly and 30% extra testing time to make it FUNCTION with the up-and-coming train mod.
    Yes, trains, for Beamng.drive! Train by Chris_Lucas, with parts from an old rig-of-rods mod (tracks). So this should be pretty cool. Was only going to do 2d ballast texture for the wood ballasts under the track with a pair of 3d rails, but I'll do this track entirely 3d why the heck not, right?
    It will only make the download 1% bigger and shouldn't affect the frames-per-second much at all (the trees in-fact do make much more difference). There could be up to a dozen miles of track here. Plenty of flat land for the train to run on.
     
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  18. bob.blunderton

    bob.blunderton
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    It's coming... like a dark ominous cloud on the horizon... Okay maybe not that bad but... heh
    Slowly but surely getting things worked into order in this map to take it from "blech boring yuck some-11year-old-in-mum's-basement" quality to the quality of someone who's been doing this kinda stuff over 20 years.
    Trying my best to stay on track for the 1st private alpha release going out around two weeks from now. 1st week of July, maybe.
    1st pic: Facade grass medians worked in on the highways in some spots. That took a lot of trial and error! The edges may have better blending when I get to it. That'll be much later though. The terrain is going to at minimum, look a little better than it does here. There's not near enough trees yet. That'll come later this week or next when I get more tree variety scripted in and booboo's in the tree-source scripts!
    2nd* pic: I have received usable realistic train-tracks today, and will be using them throughout the map, as there is much mining and a fossil-power-plant and much industry that uses it where this terrain was taken from. Yes, we use trains here. Cue the Green Acres theme-song!
    *I haven't put in pillars or beams on this bridge yet as they're the standard vertical jobs, and I haven't made them yet as I might have to scoot them back & forth as the map develops. The bridge is super-dull and just bare-minimum right now. It will look nicer when it's done.
     

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  19. Average Person

    Average Person
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    Hey Im the guy making pine hills, wondering if you could send over the train track models so I can add them to my map, I would also love to test your map.
     
  20. Amtrak America

    Amtrak America
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    Could you also send the tracks to me?
     
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