This is so cool! Will there be minor updates to it in the future, such as street-racing missions or AI improvements (once it’s sorted out)?
Absolutely. Yesterday I went on and revised the lighting to look much better, also adjusted the shadows because they're still from the experimental phase. I will post an update soon. edit: typo edit#2: Pushed an update, awaiting approval
would it be possible to do just the garage from SLRR as a standalone map? would be incredible and nostalgic and all the good things.
I'm not really thinking about doing more BeamNG projects any time soon. You can find the garage model in the map files if you feel like adding it to a empty map or something. If you wanna do that the garages are called the following: Green Garage: area_176_egyedi Blue Garage: area_96_egyedi Red Garage: shop_01_egyedi also the picture you attached doesn't work --- Post updated --- I just pushed another update that should address issues with storefront LODs, this results in a major performance boost as it heavily reduces the amount of drawcalls. It's a quick band-aid fix for the issue for now, but I hope it will help many of you out there with weaker PCs as the map didn't perform anywhere as well as it should've. The issue with the storefront LODs are a result of past experiments, but I wanted to address this issue regardless. Because the LODs are changed, this may result in more pop-in on these objects. The kind of objects that are affected by this update are the ones in the red circle, there's hundreds of these scattered accross the map, so every little change to them can do a major difference. Currently waiting for the update to be approved. This update also contains the new lighting from the previous update I pushed earlier today, but that haven't got approved yet. There's still a huge potential for performance increases, I'll be looking into it in the following days.
I love the map, but some of the driveways are switched with the sidewalk up to the front door on some of the houses. Another issue i have seen is that the driveways on some houses are just not there. Also I have seen houses that don't have a driveway or a sidewalk up to the door. Hope this helped! And also I love the work keep it up.
I have a very simple explaination of why this is the way it is and why I won't bother changing it. It's just how it's been in the game i ported the map from. Thanks for the feedback though, glad you like the map.
Was really not expecting to see this in Beam, but I'm glad it has happened. I spent so many years playing SLRR, and even some small modding, so this brings back some memories. And I can indeed confirm that there were houses with driveways and walkways placed incorrectly and other oddities. It's a 20 year old game haha.
I just checked in game, it seems like one of the house types is missing, I will investigate that tomorrow, thanks for the report edit: It was caused by an LOD issue, I fixed it, gonna push it out in a later update
Pushed another update which brings further performance optimizations, especially in the suburban area. Got rid of the badly made LODs. Also adjusted the clouds as it didn't really look that good in the begining, and just looked even worse with the new lighting.
Buksikutya77 updated Valo City with a new update entry: Revised lighting Read the rest of this update entry...
Buksikutya77 updated Valo City with a new update entry: Storefront LOD Fixes Read the rest of this update entry...
Buksikutya77 updated Valo City with a new update entry: Clouds and Houses Read the rest of this update entry...
There are many of those all around the map because the parking spot textures are just planes with the parking spot lines texture with transparency, so they're raised above the ground so it doesn't clip or z-fight with the ground. That being said, it can be probably lowered so it's less "obvious", thanks for reporting. --- Post updated --- I noticed this road/walkway/ground is not solid on the island, so if you drive on it you just fall under the map, I have fixed it, it will be a part of a new update soon. The Palm trees also have a very low LOD distance which is also going to be addressed. Floating parking spots from the post above have also been addressed.