1. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Venting about giving up trying to make maps for now.

Discussion in 'General Discussion' started by 4ndr3lac, Jun 8, 2019.

?

Were you able to learn mod making by yourself using the Wiki?

  1. Yes

  2. No

Results are only viewable after voting.
  1. 4ndr3lac

    4ndr3lac
    Expand Collapse

    Joined:
    Feb 22, 2015
    Messages:
    58
    Greetings, chaps

    I am currently very upset with the situation around mod making. This game breathes mods, and the current Wiki, sadly, can not help anybody making one. It's like you need 3 years of Blender know-how; a Software Engineering bachelor's degree and 2~3 months of Terrain Editor practice to make a single map.

    After finishing the new Terrain Editor, the devs should really invest some time in updating the Wiki - and making sure the steps are very clear and comprehensible.

    As always, sorry for the bad engrisch

    Devs, I really appreciate your work. From far, BeamNG is the game I have most fun playing. Please understand the side of a player who tried to make his own map to feed the community with one more heart-made mod and could'nt use the game's very own Wiki because it was outdaded.

    My best regards,
    André Carvalho
     
    • Agree Agree x 2
  2. CaptainZoll

    CaptainZoll
    Expand Collapse

    Joined:
    Nov 10, 2016
    Messages:
    2,346
    TBH though, you need a lot more skill than what you described to mod most other games. GTA IV or V for example, you still have to know how to use modelling software and use their physics code, but you also have to know how to encrypt stuff and properly insert it into the game's files, (perhaps using OpenIV)
    I do agree with your statement about the wiki being outdated, though. we really should start updating it.
    if you have discord, I would suggest joining the modding for dummies server, as the guys there are open to teaching you how to do stuff, and are up to date themselves on most of the new physics implemented.
     
    • Agree Agree x 4
    • Like Like x 2
  3. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    2,975
    I'm super sorry about this. We are working on a lot better documentation i the background that replaces the wiki. Hopefully we can release it soon.
     
    • Like Like x 23
    • Informative Informative x 5
  4. 4ndr3lac

    4ndr3lac
    Expand Collapse

    Joined:
    Feb 22, 2015
    Messages:
    58
    @CaptainZoll @tdev thank you very much for replying. @tdev I understand and am really looking forward to it!

    Have a good day!
     
    • Agree Agree x 1
  5. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,252
    Sorry for thread bump, but is this official documentation going to have those wonderful downloadable high-resolution maps of the, uh, maps?

    Speaking of, how are those made?
     
    • Agree Agree x 2
  6. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,921
    Are you talking about the one for the Automation Test Track? If not, what are you referring to?
     
  7. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,252
  8. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,921
    Thought you were referring to this:

    Would be nice to see all levels get renders in this style, although they would have to be updated alongside map changes. This render even needs some improvements, as it shows the old village area with the unused DRI assets instead of the new ones.
     
    • Agree Agree x 1
  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,252
    Not sure what you're referring to by "the old village area with the unused DRI assets".

    I do have to say that I prefer the simpler style of the JRI renders, because they make it easier to quickly and neatly highlight roads and/or parts of roads for my own purposes (like that giant master list of touges that I haven't worked on in forever). Italy, which is one of the maps that currently lacks such a high-res render, could probably benefit the most from such a thing due to having so freakin' many roads that you pretty much need a high-res map just to keep track of them all.

    That's why I was asking how they were made. If it's just a simple matter of piecing together existing game files, that might actually help a lot.
     
  10. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,921
    Originally, the Automation Test Track used retextured DRI, ECA and WCA assets instead of the current ones in places. For example, instead of the current gas station, you had a retextured version of the gas station from DRI. Some of these are still used, and by the current gas station you can find a retextured ECA building, however others are unused but can still be spawned in the world editor (such as the gas station in question).

    I can't find the videos for some reason, but the pre-update videos from various Youtubers featured the older version of the map that still featured most of these assets.
     
  11. Dogmatius

    Dogmatius
    Expand Collapse

    Joined:
    Nov 2, 2014
    Messages:
    16
    Not sure it qualifies as actual modding, but for someone like me who just want to splash around in the kiddie pool and create scenarios, car skins, and such, the wiki serves as an excellent beginners guide. And the rest can easily be learned by analysing and reverse engineering the original files. That said I do find the wiki and many of guides to be horrible outdated. If the devs don't have time to keep them up-to-date, then they should at least allow the community to do so.

    They should have made high-res preview maps available for all official maps a long time ago imo. Been searching high and low for map of West Coast USA so I can create some proper thumbnails for Time Trail, but there's none to be found and no method to render one through the world editor as far as I can tell. Kinda disappointing really.

    Edit: There's this old Italy map from 2018 by RyvyLo. It's not up-to-date from what I understand, but still better than nothing.
    Italy_MAP.png
     
    #11 Dogmatius, Aug 4, 2019
    Last edited: Aug 4, 2019
    • Like Like x 1
  12. RyvyLo

    RyvyLo
    Expand Collapse

    Joined:
    May 15, 2014
    Messages:
    443
    WCA_quickraces_thumbnails.png
    :)

    There's not really a in-game method to quickly get a polished map, but you can make a quick preview by exporting terrain heightmap (F10 editor, File, Export terrain heightmap), then loading the exported layerMaps (in the level folder) in a image editor, adding transparency and color for each layerMap and overlapping them.
     
    • Like Like x 7
    • Informative Informative x 1
  13. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,252
    Many thanks, I didn't think this image existed in high resolution or without text in the middle of it.

    Thank you. Hey wait, this means it could be possible with mod maps too!

    I did find images like that in the Italy folder, and figured a process like that could work, but just from a cursory look over the files, it didn't look like every road would be in the finished product. Besides, I was fearing getting the colors wrong.
     
  14. Dogmatius

    Dogmatius
    Expand Collapse

    Joined:
    Nov 2, 2014
    Messages:
    16
    Thanks a lot for the map and explanation on how to do it ourselves. You just answered a question that has been nagging in the back of my mind for the last two years. I salute you, good sir.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice