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WIP Wulff's Wide Open

Discussion in 'Terrains, Levels, Maps' started by DuneWulff, Feb 5, 2019.

  1. DuneWulff

    DuneWulff
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    dwffdesert_preview.png
    A massive, open world for you to tear up, explore, and crash in.
    This thread is meant to be for documenting my workflow, techniques, and any other items I believe might be useful to others.
    This map is meant to be a giant amalgamation of my "style" of maps. That means tons of stunts, dirt tracks, Mad Max-isms, MotorStorm-ology, pop culture references, and all around ridiculousness. Think Burnout: Paradise somewhere in the desert. The world is divided into camps, that's where all the action is.

    First things first. Terrain.party for finding some cool heightmaps. Unfortunately, the site is somewhat broken as of right now.
    For this map, I chose Purnululu National Park in Australia. Pretty neat looking place, but I'm only using it as a heightmap - I'm not just remaking it in Beam.

    After loading my selection into L3DT for further refining, I got this (which will then be imported into Beam)
    l3dt.jpg
    ...and loading the heightmap into Beam (also raising the max height a bit, because if its worth doing its worth overdoing.
    screenshot_2019-02-04_21-19-05.png
    TEXTURES:
    I like making my own textures, but I don't have any professional software (besides normal Graphic Design stuff) so I'm using some free software and websites.
    IMGOnline Seamless Texture Maker is one of the main ones I use. Its a tad rudimentary, but it gets the job done.

    I also use GIMP 2.8.16 with GIMP 2.8's DDS Plugin, for you know, editing DDS files.


    From this point forward, I'll be documenting changes/additions to this map until its finally released (which will be a while from now - this is an 8k map that will be fully detailed.)

    The Starting Camp
    The starting area is the first thing the player will see upon spawning into the map. It should really establish the overall aesthetic of the map and should be where you focus a lot of your designing.
    screenshot_2019-02-04_21-29-01.png screenshot_2019-02-04_21-29-31.png
    For this map, I want the player to emerge from a small, confined space into this wide open environment. I want the idea of this map to literally smack the player in the face when they first "escape" their shed. So, there's a sketchy, wooden ramp within the first 100 feet. Tires, scrap piles, excavators, and wood planks litter the ground nearby.

    And a current flyover of the entire map, 100% unfinished. (2/4/19)
     
    #1 DuneWulff, Feb 5, 2019
    Last edited: Feb 5, 2019
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  2. BlueGinge123

    BlueGinge123
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    fire
    keep it up daug
    or should I say birb
     
  3. Danny Werewolf

    Danny Werewolf
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    Yay. Another map to make my computer explode!

    Can't wait for this map either way. Looks great so far.
     
  4. DuneWulff

    DuneWulff
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    screenshot_2019-02-05_10-15-31.png screenshot_2019-02-05_10-14-53.png
    Quick little peak into how the camps are marked.
    The default "smoke" particle barely reaches 20 feet, so I chose to use the "dust" particle instead. It stands out more, too.
    Because of the scale of this map, the player will often have to travel from camp to camp. That means trailblazing through the wilderness because trails will be few and far between.
    In order for the players to not have to blindly roam the world, each major camp has a smoldering campfire with a cloud of smoke rising into the sky. There'll be innumerable smaller camps, but the player will have to discover those for themselves.
     
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  5. DuneWulff

    DuneWulff
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    Rockface Runs are a bunch of point-to-point circuits that take place, literally, on the rockface of the various canyon walls. Punishment for losing control is careening over the cliffside.
    screenshot_2019-02-05_15-50-14.png screenshot_2019-02-05_15-21-21.png
     
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  6. krallopian

    krallopian
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    Oh man You used hot air balloons!! That's something I've been waiting to get to modeling for mine! This map seems great, so much progress!!
     
  7. DuneWulff

    DuneWulff
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    I don't think I've made a map that I didn't use them in.
    You're free to use them if you want
     
  8. krallopian

    krallopian
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    I've never really downloaded user maps - back in 2013/14 I did - so I have no idea what people have and haven't done, but now that I've discovered this section of the forums I'm seeing so much! (If you hit FORUMS it only shows 5, if you hit forums again it shows them all! I didn't realize that for ages)

    And thanks that's real kind!
     
  9. Nicelittle

    Nicelittle
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    One extreme non tofu delivery incoming!
     
  10. DuneWulff

    DuneWulff
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    Thanks to @Nadeox1 's old tutorial, I managed to make my first static blender object :D
    It's wonky, ugly, and the collisions are all kinds of borked but its mine and I love it nonetheless.

    (cries from lack of understanding)
     
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  11. krallopian

    krallopian
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    Hahah nice!! That's such a great feeling, so freeing to make your own things!

    Then comes uv's, and collision, and never ending, "Now I can make THIS TOO!" ... bitter sweet =D
     
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  12. Aboroath

    Aboroath
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    My god this reminds me of Canyon of Speed. I felt a little tug on the heart strings at your mention of your first Blender static object. I felt exactly the same
    way on my first working Blender creation:cool:. Thank you for sharing your workflow!
     
  13. DuneWulff

    DuneWulff
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    Just some random exploration

    Was mainly working on decals, although most of today was spent working on my actual drawings
     
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  14. DuneWulff

    DuneWulff
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    Running into some... issues with the 8K size of the map.
    Scaled it back to 4096...ish. Rebuilt the entire map. Fun day.
     
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  15. DuneWulff

    DuneWulff
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    Some preliminary testing of a dirt airstrip.

    I never claimed to be a good pilot ;)
    You can see towards the end where the mountain range gets cut off where I sliced the heightmap.
     
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  16. krallopian

    krallopian
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    So the other day I was shocked that you had hot air balloons, but you also just posted your first blender object, so are those not your balloons/wind mills? Because they're two things I've wanted in my map since playing Forza Horizon (balloons) and that long water bridge map in Beam from years ago with those wind mills. BASICALLY I hate seeing other people's maps because then I feel like I'm copying/stealing their ideas but I'm not I sweeear =D

    Also, nailed the landing! =D Makes me think the game needs a POD RACER mod!
     
  17. DuneWulff

    DuneWulff
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    Honestly, I don't know where the balloons came from.
    I feel like I got them from a public domain site a long time ago for a school project. Might be wrong, its been a long time, since that model (and a bunch of other really crappy looking trees) where transferred over from my old laptop.
    I will say, if you make your own you're also able to make a variety of skins for it too.
    I'm actually making my own in blender for that reason, and because the model is actually quite broken (the coordinates are like a hundred blocks from where the "origin" of the object is. :p
    They'll be far above the map, so collisions won't be anything I have to worry about. lol


    The windmills are a stock Beam asset though. They come in pieces in the ETK map.
     
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  18. krallopian

    krallopian
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    Wow I didn't realize they were there until . . well now I remember seeing them haha!! Awesome, that'll save some time for sure.

    As for the balloons, that's funny man, especially with their wonky point of origin, very frustrating to deal with I'm sure! =D

    Thanks for the info man!
     
  19. DuneWulff

    DuneWulff
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    That was actually very easy. Tons of tutorials on how to make HABs on YouTube. Just a bunch of spheres, cut into rings and connected. It came out a little bit long vertically but that's okay. I'd say I got it pretty darn close to the old rainbow one, and this one doesn't have borked coordinates :)
    However, mine has this god-ugly shading effect...
    screenshot_2019-02-11_19-52-38.png
    It looks so 1995. Is there a way to fix this, if anyone knows?
     
  20. krallopian

    krallopian
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    That's a result of NORMALS on the vertices being "hard" try to find a way to "soften edge" or "set normal to soft" =)
     
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