WIP Beta released OGC Map - Ultimate Beam.NG Map 1.0

WCUSA, Derby, Industrial, GridmapV2 / combined in the OGC Map!

  1. Online90

    Online90
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    The map will be in the official repo soon, then I will provide more information.
     
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  2. John Sandro

    John Sandro
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    This is just my opinion, but I don't think the grid map fits thematically here. I think Utah would look better.
     
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  3. JoLi

    JoLi
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    Oh yeah right utah is also missing xd

    Imagine this map with utah and italy.... damn...
     
  4. bmwcrazy456

    bmwcrazy456
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    And imagine linking the WCUSA highway to utah's... that'd be incredible
     
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  5. Online90

    Online90
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    Implementing Utah "could" be possible, but Italy is not possible. If I am not wrong, the max terrain size is 4096x4096. My map is already that size, including all these different maps. Italy alone is already 4096x4096.
    But I am not sure if I will implement it, I will give it a test soon.
    (IF I implement Utah as well, this would take some time to finalize for sure)

    Regarding the grid map not fitting in that theme: Yes this is absolutely correct, but my goal was to create a single map where you could do any activity without changing the level. This means you can test your car on the grid map, then went over to the racetrack in WCUSA and afterwards do some jumps on derby, all that in a single session. I may could "hide" the grid map inside a mountain, but I have to check our some things beforehand.
     
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  6. Naphthalene

    Naphthalene
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    Looking forward to having it on the repo cause I can't download it with drive for some reason
     
  7. Online90

    Online90
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  8. bmwcrazy456

    bmwcrazy456
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    I like the mountain idea - hiding it under another map or the outskirts of WCUSA seems like a great idea : )
     
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  9. JoLi

    JoLi
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    So essentially the map would be too big then with italy integrated? Or are there any other problems? I wouldn't mind if it would take up more resources, I have plenty of ram. And what about American Road? don't they have the same problem? Or is it because of the structures (buildings, bridges, ...)?
     
  10. Online90

    Online90
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    I found this interesting picture:

    Basically the OGC map is 4km x 4km. But it would be nice to have the right picture as an actual map :D

    And that: https://www.beamng.com/threads/max-current-terrain-size-tiled-terrain-support-when.59560/
    8192 x 8192 should be the max size. But I am not sure if its over kill to double the current size, because the current maps are pretty detailed from the original game.


    --- Post updated ---

    Hi,

    To make it short, at first I exported the terrain information from all the different levels (heightmaps, materials etc)
    Then I merged the different "pictures" in an editing software together and set the gray tones properly.

    Now I could import the new terrain back into the game.
    Then I had to go to every single map, copy all objects on that map, pack it into a prefab file, then import it to the OGC map and move it to the correct new position. Very long tedious process.

    After that was done, I started to combine the maps with my own creations.

    Very rough outline :)
     
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  11. rob_01

    rob_01
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    Would be good to join utah highway to wcusa highway as mentioned, if possible due to size constraints. I dont think italy would fit in with the theme
     
  12. bmwcrazy456

    bmwcrazy456
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    That's probably not viable - I think the Utah tunnels are all one asset, and it'll take some custom stuff to make it happen - probably needlessly complex.
     
  13. Deleted member 206528

    Deleted member 206528
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    Fantastic map content and there's nothing better in terms of it in my opinion. But it's hardly playable for me. Even with graphics turned to lowest, I get fluctuations between 5-30 fps. On normal settings I get like 5-10 fps steady. On every other map, including American Road, I get 40-60 fps on normal graphics settings. This map is severely in need of optimization.
     
  14. Online90

    Online90
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    Really? I didn't experience low fps problems and I think no one else reported it so far.
    Also keep in mind, every building and texture that I use is a original game asset, so I assume they are optimized :)
    --- Post updated ---
    Sneak peak, rework of the whole bottom layer road and the cross roads at the end of the highway. It will take a bit more time to finish.
    upload_2022-6-8_23-36-29.png
    upload_2022-6-8_22-32-32.png upload_2022-6-8_22-33-54.png
     
    #54 Online90, Jun 8, 2022
    Last edited: Jun 8, 2022
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  15. JoshD

    JoshD
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    What kind of specs are you working with?
     
  16. Deleted member 206528

    Deleted member 206528
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    i5 4590, 16GB RAM, overclocked Radeon RX 560 4GB, game installed on mass storage 7200rpm hard drive.
    --- Post updated ---
    I'm no map editing expert, so forgive if this is a stupid idea. But what if you removed every texture that isn't normally seen from areas players are expected to be in? And maybe is there a way to reduce shadows in less seen areas and other things that cause lag? I guess stock textures are optimized in terms of storage space, but idk about rendering.
     
  17. JoshD

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    With those specs I'm honestly surprised American Roads runs as well as you say. Aside from the CPU, that mechanical hdd is probably the biggest issue, I'd get an ssd if at all possible.
     
  18. Deleted member 206528

    Deleted member 206528
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    I have an SSD for the OS.
     
  19. JoshD

    JoshD
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    While improving a bit with the OS running on an SSD, the game itself would benefit greatly running on one. When I first got this game I also had it on a mechanical HDD & got much improved performance when I moved it over to an SSD.
     
  20. Deleted member 206528

    Deleted member 206528
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    So an SSD helps with FPS performance that much? 'Cause loading times aren't the issue for me.
     
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