Hi, you can add decal road for the ai very easily. For the mesh terrains, the first one needs to start right over an in-game terrain, then you can expand/move the road nodes anywhere you want. First you need to add a temporary 2 node road, then select the "overObjects", then move the previously added nodes to over the mesh terrain. To make it transparent I use "distanceFade" in left box and write "1". Don't forget to make the "drivability" "1".
Hi i will try to add it to the circuit as i have a little bit of free time today using your suggestion. Thanks
First ai test, ignore the great 20 FPS lol thanks @Kolas --- Post updated --- Clear cache and try again Maybe there is some conflict? idk i clear cache every session to avoid that kind of stuff --- Post updated --- highway ai test... simpler to do
hmmm idk if removing the zip file and adding it again could fix it if you have the april 21 i think version remove it too the map "levels/NFSPS_NEVADA" structure is the same- please let me know if that fixed it
You just have to make an invisible material. It can be copied from other vanilla maps. It’s called invisible road I think. You can use multiple overlapping decal roads for long roads. Just set drivability to 1 is a good start to test. On bridges you can have problems. There you place waypoints.
Nevada Highway in Prostreet is no-hope difficulty in racing games. Now BeamNG managed to make it even deadlier.
I am currently converting some stuff to PBR (and fixing some AI routes i forgot lol) I want to make all roads and terrain PBR and also add toggleable sponsor sets. I'll post an update when i finish doing that. The last screenshot is for NFS FE Platforms but i dont want to make another message in that thread until i finish converting those.
Is there any chance that we see the Ebisu map soon? I find that track with the thin roads and construction sides is on one level with Nevada. Would love to drive it!
Hi i am currently doing Autobahn i may resume Ebisu soon though i want to finish it before doing Ebisu. It just takes some time because of AI roads and lights for ambience (i could do it faster but i'm lazy)
i hope im not bumping the thread but thank you so much for this. i was genuinely thinking of importing this map myself but i was frightened that i might screw things up (i have 0 experience at modding in this game) and it might not work properly. Good luck on your next ports aswell.
Ah don't worry you'll learn a lot just by importing stuff and then figuring out materials. I'll work on ebisu soon as i am almost done with autobahn's town section just have autobahn Speed Challenge to do (next week i'm free so i'll finish it then) and go with Ebisu right after. I'll make a thread for both and then upload early Ebisu port.
First of all, thank you so much for porting this map! In regards to the framerate issues, I managed to find a way to improve it. The problem was the terrain meshes had each face separated as an individual mesh causing duplicate vertices. This wrecks havoc on performance and also makes it impossible to enable smooth shading. I imported the terrain, road, and transition meshes into blender and fixed that all up. This led to a decent fps boost in my experience. Still not perfectly smooth, but at least it's not laggy anymore for me. I've included my edits in the zip file below.
Hi yeah the map from ps is separared in like 200 sections. Each section contains different objects of any kind I just put the files from the game and categorize them because i don't know how to use blender for like editing the objects so yeah then i put them in game and that's about it. Cool stuff i'll check it out when i have some time to --- Post updated ---
Nah the sections aren't the issue. They're necessary so that pieces of the terrain can be culled if they are not visible by the camera. If you go into edit mode for one of the sections and try to move some vertices around you'll see that all of the triangles are disconnected. For each section I went into edit mode, selected all (A key), pressed M and chose merge by distance, then enabled smooth shading. When all of the triangles are disconnected, that means there is about 4 vertices in the same location for each of the neighboring triangles. Removing the duplicate vertices reduces those 4 into just 1, which reduces the complexity massively.
may i ask if you joined the meshes? this is before straight out of the game View attachment 1068464 after: View attachment 1068466 just that? I'll try that with the ebisu map and compare before and after. Thanks!! this can be helpful for the nfsc map too!