Hi This is the palmont city map from nfsc This map is being reworked This map features the entire Palmont City from Need for Speed Carbon -all main districts -all canyons (Currently not available) -drift track (Currently not available) -San Juan (use World Editor, toggle all folders with SJ in front of the name eg. SJXWU) Heads up First launch will take 5-6 minutes due to mesh caching and billboards creation. To use lights at night, go to World Editor and make visible the "street" MissionGroup. If you wish to enable light shadows, select the children of said MissionGroup, and enable shadows, optionally bump the shadow resolution. I have those disabled due to my computer being suboptimal. Issues (please read) No AI (yet) No Minimap Barely working big map view No dynamic lights Lights don't cover the whole map (blame eLights from the game not covering the entire map) High drawcalls if forcing the LOD distance too high Collisions can be spotty Some materials are clearly designed for nighttime gameplay only; those have to be modified to night and day configurations using scripts probably some objects will appear invisible or weirdly see through. The alphatest box is checked when it shouldn't. Please report objects I'll list more here later The Console will say errors with spawnpoints; use Default. You will spawn at HWYSAFEHOUSE. Those are spawn points set for previous versions of the map and can be reused when spawnspheres are added to Canyons and other points of interest. The crowded scene tree is a pain to work with. I can't do anything for it. Seems to be an issue with the imgui not scaling well I guess. Everything is in its own little folder though There are some more. I probably forgot about some. Low draw distance? Download Zeit's graphics here: Repository: Zeit's graphics No collision? Open World Editor (F11) and select PalmontXWU's children, change collisionType to Collision Mesh in the Inspector. You can do the same with PalmontXBU if you wish. Bad performance? Please contact me as detailed below. Areas in need of playtesting: Kempton San Juan Silverton All canyons Drift Track (it has all barriers up. Barrier groups need to be done using game as reference) If an object is wrong, please contact me here as a Conversation or in my Discord account: anyway#8157 (I think that still works) When reporting an issue, please send an image of the location Update roadmap: New spawns, One in each borough (the corresponding safehouse. Silverton will have none as there are none for it. As a replacement maybe one spawn in Diamond Park). Finish fixing material assignments basic sunsky fixes and custom gradients for night and day stuff Minimap fixes Big map fixes AI in decalroads for Palmont City (no San Juan or Canyons yet) Mesh fixes for canyons and reintegration into map Size reduction (currently the map is 3gb in size due to mesh data being bloated due to mesh merging. Vertices will be merged by distance and normals recalculated for joined objects (Roads and Terrain). Material fixes: removal of unused texture maps to remove them from map folder. This will yield a sizeable reduction in complied map size Help is needed (reach out!) Performance testing: level loading, light shadow setup, visibledistance setup, shadow resolution, shadow distance Image sequence animations Better culling (disable areas and rendering based on Zones, to trigger correct Panorama mesh groups) Scripting for triggering lights, materials and others based on player position and level environment status Optimization. Video here Credits Map exporting: NFS AssetDumper by heyitsleo Map: EA Black Box Material to base color filename script: Buksikutya77/medek Help on some stuff: Modding for Dummies discord whatever the AI trained on that made the scripts for position and rotation exporting The current release of the map is dated 17-3-26. It is very early so please report issues as explained above You can download the map in Google Drive. Update 2: Download: nfsc.zip(1.3GB) <--------Please link me to the latest version Use as reference for navigation to canyons. Last updated 2026-03-17
Need For Speed Carbon,But the car will really be destroyed after you fall into the valley. Good work, keep working hard.(´∀`)♡ I hope that when the time is at night, the map will have a beautiful night scene, as shown in Need For Speed Carbon. You know, BeamNG's visual effect at night has always been poor.We can't feel the prosperity of the city at night.I hope this map can show us a great night view in BeamNG
Can't wait to have a Canyon Duel and push them over to the side of the Canyon, but with realistic physics of course
Hooray for the NFS map, I'm so glad because no one here is interested in the world of Rice in the 2000s
Update on map: probably not going to release very soon because the materials are duplicated and material utilities didn't get them all so I'm going one by one. Maybe in a week or so i finish fixing the duplicate materials I was using an old version of material utilities I messed up some terrain material lol Reimported the map in parts and then i'm going to fix materials
Hello again Quick update on the map I have finished importing sections, and separating them by the part of the map they belong in Currently there are the following collections · CasinoTown · Tuner · Exotic · Muscle · San Juan · The canyons in order of collections i don't know the names LOL · Drift tracks · Panorama objects · Track barriers Each part of the map has the following object name prefixes XTu - vegetation/forest/greenery XO - used for track barriers for what i have seen XOs - more objects lol but these are smackables iirc XSu - i think these are smackables too XSs - smackable objects (should not have collision in Beam due to limitations) TN - terrain and random objects TRN - terrain TD - random objects RD - roads, shortcuts and "runoffs" XOu - no idea lol XWu - i assume walls XBu - Buildings Issues i'm facing currently · Reduced performance when loading one district in its full capacity I chose fortuna as the test district, loaded it in full (all the object types) and set up collisions for road, terrain and TN, TD object types as Visible Mesh. On my potato PC fps were pretty bad. A way to fix it is reducing the visibleDistance value in Level Info, but the best way to do this correctly would be setting up every object (following the map documentation objects guide) in blender a reduced distance except for objects you see at a larger distance. NFS models do have LODs but for lower graphical settings, and AssetDumper does not export them. In the attached files is the amount of materials before passing material utilities- when i release the map i will release a "untouched" version with these materials and a "fixed materials" with the material utilities pass. After passing material utilities a lot of materials were messed up. Maybe i will do a test release just with the meshes in no material setup or anything as i'm running out of patience and want to do another ProStreet track lol. I'll update this post as i test the map further.
Hi, i will release a small test version with only San Juan. The version you saw in the photos on the first post had some canyon, but i'm reworking the way i work with the map so yeah no more of it, it even had traffic paths set up San Juan had some lights set up so you can play on one side of the map with lights LOL. The way im working now with the map is separating each map section in its own blender file to avoid one black box mess up like the materials. I will test with san juan as it is the section that was the closest and smaller together to import (the canyons are scattered around some stream files so it takes more time to import) Ideally this should make me able to import all map pieces and set up all materials by tomorrow, but i don't know if the materials will have conflicts even if they were imported from several different files. Wish me luck : P I will upload the map test below here If you go and unpack the map i think you will find a folder called c01, that is the canyon i tested. If you want you can try it I don't guarantee it will work lolllll After compressing the folder i also included fortuna if anyone wants to try it out... it has some part of the freeway too To try those unpack the folder and use world editor to invoke those meshes I need your help if you download the map! look for anything that looks off... any terrain or road that is incorrectly blended and such.. those might be fu'd up materials!!! i don't want to go through 2k mats just for san juan lol Other issues are: textures don't have their normal maps linked, will be fixed once materials are fixed, just like the whole map lol bad performance: explained in my previous message no ai: i don't have the motivation to set it up if materials aren't fixed some objects look weird: i haven't alphatest (ed) the material, probably will be fixed if i come around that object. Download: This release is old and is not supported.
After going through san juan's materials i found a whole lot of materials that had the same name yet had different images... i hate whoever named the materials lol. I will export all map sections then without the material utilities pass.. no need to separate map parts/blender file. Full map later today then but no materials set up I don't have the patience to do this ))
Currently testing the map on silverton Objects are missing because of a limitation of the game and daes i guess Over 2k objects on a dae makes it not load all objects lol These are some pictures of silverton Awful performance too if looking at silverton with free camera lol
This Is Amazing. No, seriously. As someone who grew up playing NFS carbon, this brought a tear to my eye as I was driving in it. Is there any way I can help you get the map completed faster? I don't want to sound pushy but I'd do anything to get my favorite game map into BeamNG 100%!
Hi i like ur mods lol I am currently checking ALL 42k or something materials to find differences in images used, to rename them to avoid Material Utilities to mess it up when merging base names. Assign normal maps to applicable objects in Blender to have a "fixed material" version of the map I forgot to add, FIX ALL .Anim.001 objects to have Image Sequence animations, i can compare those using a (redacted tool that sadly got leaked ( to make sure they work as they should) After that i need to assign all the object groups to disappear by parts or chunks, just like Carbon does, and when you are very far from a location, invoke Panorama meshes to improve performance. Even though a AssetDumper update can render all of my efforts useless (as i'd have to reimport all meshes) i think vertex colors will not be important given BeamNG can have realtime lighting very well After i check materials i will update with another message. Currently testing both Downtown Palmont and Silverton has been going well. Some issues on collisions with some objects that should be smackables, but i somewhat fixed the drifting lag issue present in other maps i have ported from ProStreet. I hate you, intern at Black Box that named materials the same --- Post updated --- If there is a faster way to check material thumbnails i'd like that addon or window idk how blender works lol Using material utilities's thing is very slow and blender likes to freeze when making material thumbnails
You're a lot better than I am! Do you have Discord? If so could you pop me a DM? I just got switched to the new naming system so just send a friend request to bentonchiez. I will be gone the entirety of next week but would be happy to help in any way I can.
I think i havent showcased the material messups Take a look: As a bonus the ai route on the canyon on the first post's screenshots