WIP Beta released Fujimi Kaido v0.1

Discussion in 'Terrains, Levels, Maps' started by jscxnt, Sep 27, 2025 at 10:47 AM.

  1. jscxnt

    jscxnt
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    Fujimi Kaido

    Hi people, I am back from a little break to present you my port of Fujimi Kaido. This is currently unfinished as I want to fix a few texturing issues with the terrain since its currently entirely grass, and add BeamNG vegetation, but its to a point that's playable so I thought I'd release it anyway.​


    fujiview_preview.png lakeview2_preview.png parking_preview.png toriigate_preview.png riverview_preview.png bridgeparking_preview.png
    Features:
    - AI Traffic + Parked vehicles
    - Dynamic Street lights + Tunnel Lights
    - PBR Road textures
    - Time Trials & AI Races

    Recommended mods:
    - Agent's Traffic Mod for Japan traffic
    - Agent's Japanese Plate Pack (Map's default license plate relies on this)


    Assetto Corsa Conversion: DDM
    Original Map Credits: Forza Motorsport 3/4
     

    Attached Files:

    #1 jscxnt, Sep 27, 2025 at 10:47 AM
    Last edited: Sep 28, 2025 at 3:15 AM
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  2. Kuube

    Kuube
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    YES YES YES YES YES!!!!! THANK YOU!!!!! WOULD YOU WANNA PORT MORE FORZA TRACKS?!?!? :D
     
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  3. TwoTwoNine

    TwoTwoNine
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    is this based on the assetto port perchance
    or is it direct from the game?
    i recall it has some sort of texture mask it uses for mountains in order to apply grass/rocks/dirt where its supposed to
     
  4. Danny the Sniper

    Danny the Sniper
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    Nice! We need more Japanese maps for BeamNG! :D
     
  5. jscxnt

    jscxnt
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    Yes this is mostly using the Assetto port as it is already in a much easier format. Its essentially got an RGB mask for each of the terrain objects but I cannot figure out how to actually utilise it or turn it into a colour map.
    --- Post updated ---
    Its very possible, I definitely have a few in mind ;)
     
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  6. TwoTwoNine

    TwoTwoNine
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    Might want to give credit to DDM for the original port if that's the case- as far as I know they are fairly lenient with ports, a long time ago I asked them for permission (and was granted) via their now deleted YouTube channel.
    If you do have a few other maps in mind you're welcome to contact me through Discord (twotwonine)- I have access to the raw files of all XB360/XB1 titles as an archive in my drive (with various other games as well).

    As for the RGB mask it's actually more simple than it sounds, since BeamNG doesn't support those you'll need to split the channels (R/G/B) into separate textures where they can then be used as opacity maps.
    What I'm getting to is, you can have a layer for each texture, then use the separated layer maps as opacity maps for each one.
     
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  7. Xela

    Xela
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    is that so? I lived long enough to see this happen?
     
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    • Agree Agree x 1
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