I actually figured it out - went to the orginal level, checked the name of the asset in the editor and its location - went to the folder and compared it with the copied folder - it was missing some files. so i manually copied the files altogether and it works fine now. if you would like more details Im happy to share it for the future development of the app. its a great app btw love it, great piece of work.
Hello, I was wondering if anyone could help with a problem im having when importing assets, I imported them using the tool which is so helpful, but when I drag them into my map, for most of them the pivot point is very far away from the actual position of the asset, is there any way to fix this inside of beamng or is this just something that cant be helped without using something like blender to reset the position?
Cool tool! But I faced a situation where "Build Zipfile" button disappears in "Map Shrinker" mode. 1. Load level (.zip), it gets unzipped 2. I delete files 3. I go to other modes / categories / tabs on the left, directory stays loaded 4. I go back to "Map Shrinker" mode and there is no "messages", "compression level" or "build zipfile" buttons, only working directory. I also ended up with a larger file Original file size 538 MB Deleted files 157 MB Resulting file size 612 MB
I'm just watching your new video! That's a very pretty spot, have you been there IRL? Absolutely amazing stuff, I am working abroad ATM and this temporarily slows my progress, but thanks to you I will get my dream road finished in BeamNG.
My tip: just do one thing at once. I just tested the shrinking and it worked well. What can be done one after another, first shrink then rename for testing. --- Post updated --- I want to go there this year. I just asked my wife for a spot to test my tool and she said Bled As I told in the video, junctions work better now. You should uninstall your actual version before updating. I had a stupid error in the last version which remains if you don’t do a full uninstall. you can download the map from the video for testing the roads. Link is in the description. Driving around Bled Slovenia in BeamNG.drive
Thank you. I've used that method for some of my edge blending, but some of my terrain is custom and doesn't have road/edge materials that consist of both. (mainly blending glacier ice with volcanic ash & rock) Very much appreciate the tip though and will save that video for future references
A small update on what I am working right now: It's all about generating decalroads for the geotiff/open streetmap terrain generation. Features: Decalroad layer system for the different open streetmap road types with decent defaults for a quick experience A randomizer for decalroad layers like patches Curve constraint for decalroad layers which should only be visible in curves (can be combined with randomizer) Curve constraint to replace the main material of the decalroad in curves with another one. Dashed line -> continous line. No overtaking. Automatic lane generation for AI roads based on open streetmap data including direction divider when more than two lanes and opposite directions Full AI road generation based on open streetmap data Stay tuned!
This is epic thank you Does the decal roads system mean we do not need to go into the master splines and apply roads there? I experimented with using road textures from two different vanilla maps and applying them each to different OSM road types, each with a slightly different preset in your tool. Worked well I think. Was good to have the colour change. It was like this: Minor roads in OSM, small island ashphailt, 7m wide road preset major roads in OSM , WCUSA ashphlt, 8mwide road preset Maybe one challenge was I couldn’t tell what the ashphalt looked like until I generated the map. I want to try adding a dirt road layer too. I need to experiment more, this tool is very capable. Can’t wait to see this update to road generation. Applying randomised features like patches etc is amazing. Could it be possible to also create a road styles template that defines more granular visual features on top of matching OSM data? Perhaps to increase patches on a section of a long road, or remove/add road markings in specific places. For UI, maybe you create a road style, then in a view of the map Area in OSM and you can draw a bounding box, maybe add multiple boxes, and any roads in those boxes, have a certain template/road style applied?
I followed your YouTube tutorial and it was going perfectly until you added the roads via the Master Spline tool; when I opened it there was no option to import the master spline from a JSON file as there was for you (the button that looks like a folder was missing), only to import one from a PNG mask. Did I do something wrong? Even if I can't get this working and I have to trace the roads by hand, this is a godsend, as even with my limited patience and free time I will finally be able to make the large Great Plains map I have always wanted. Also, one more question - how do you translate the output of the MapNG "Surrounding Tiles" feature into usable distant terrain for your map?
Did you install the mod for the master spline import and it’s working? It should show up in the mods like any other mod when it’s installed https://www.beamng.com/threads/experimental-load-and-save-mastersplines.107762/
Also, another thing that would be good to see added is the ability to create distant terrain backdrops from OSM data as a 3D model, similar to what MapNG can do if you use the new direct level export feature.
Hey @AlexKidd71 i remembered in your Bled video you mentioned how you infer height from the footprint of the building. Would this help? I just stumbled across this today. Microsoft’s building footprint data. In some parts of the world there is height information, but even if there was no height data, it seems to have more buildings than in OSM data Looks like the geojson layer shows where the quads/tiles are, with the number references embedded, so I guess you use that to download from the links csv. I might try modify my geotiff and add this data so I get the extra buildings https://github.com/microsoft/globalmlbuildingfootprints **EDIT nope I’m a fool, the building data is via OSM not geotiff. I think I might have to edit the OSM cache files to insert the extra buildings atm. Unless maybe I could use a custom source like point to a geojson file instead of OSM for buildings?