Hello again today i'm posting another port This time it is Autobahnring from NFS ProStreet Credits to heyitsleo for NFSAssetDumper and EA Black Box for ProStreet also known issues -drift circuit has collision issues -some shadows from lights might be wonky -disable lights using world editor as a workaround if playing on daytime only -scrollingscreen materials dont scroll.. i think it is a beamng issue as it has not worked for me in two consecuitive updates (0.29 and 0.30.0) -not all stuff is pbr yet - autobahnring isn't finished -report issues in a reply thx this one is more done than any other port i've ever done (like 30h doing it) Well one issue is i haven't finished all the stuff i want to do so it'll probably be released tomorrow or sometime next week I've done sort of a pbr conversion but I still have a lot of stuff to convert (and fix wrong material conversions bc i was getting frustrated some time ago) and it looks alright just trees are not possible because they have to be double sided and they have like some graphical issues if PBRized. I just have to place lights and do autobahnring AI route Town AI route is the best AI i could come up with so there is a little showcase of it below
Nevada is already ported although not pbr yet i have to update it (and AI routes too) https://www.beamng.com/threads/ai-support-nfs-prostreet-nevada-map.91840/
Coolio, I hope to see more maps like this, like how I was talking about adding each course from The Run.
Thank you very much for this one! Is there a reason why neither Autobahnring nor Nevada has lane markings?
Hello yes. Assetdumper does not get some materials and object for a reason i don't know. Those objects and materials are applied to the game when the World Detail settings (in ProStreet) are on Low or High. If they are OFF you can replicate the state or the map. That is why the tunnel has no rocky side: see image below So yes. The program exports all the geometry but not some stuff. There are also some road decals and like images missing. Those are layers on top of the road object. Have a good day! --- Post updated --- Also, does someone know how to make shadows darker? At night tunnels look as they should, but in daytime everything looks washed out in the tunnel... Compare it to the game screenshot above.
If you look at the official BeamNG maps they get around the tunnel lighting issue by making the global illumination darker when you drive into the tunnel and resets it back to normal when you exit. Unfortunately it affects the lighting of everything, so it looks a bit weird during the transition. Even the official BeamNG maps look weird when transitioning.
I found out what modifies it (zones) added zones to affect ambientcolor fixed pbr trees but some still look wonky thanks to you: did what you did to the other map and now it has smooth shading on terrain, looking way better tunnels now should have reverb too, the zones also have something for that added sponsorset from section 2619 (nitrocide)