It is quite complicated if you take care for the details: - Footprints. If they are not matching buildings are overlapping - You need to select a variety of buildings which are placed randomly. Otherwise it looks very monotone - Performance: You can't replace all the buildings on dense maps. We would need tests here. - UI: select buildings by osm building type That's out of focus for me right now although this was my exact first idea.
The new Biome feature absolutely transformes any map. Breathtakingly beautiful working base for a map in a couple tries, amazing. I could swear the map performs better with italian assets now. Maybe they are newer and more optimized than East Coast's? Anyway, happy camper here. Always more stuff to learn and to polish as always … I had trees growing on the road but it was just too simple to use Forest tools and brush them away in 10 minutes Hey Alex whenever I come back to a current project and change stuff – is it still possible to make a ZIP file anytime? Same as when finishing a new project in Level Wizard? (This is not a feature request – only curious if I am missing it)
Hello, first of all, thank you for all your work, this tool is amazing! I wanted to come in here and ask how I can fix broken grass textures on some of the terrains caused by the 0.39 update. For example, the grass for the terrain dirt_loose_jungle_rock_island appears as a yellow missing texture. The actual ground portion is fine, but the grass is broken. I tried copying the terrain material into my level again but that did not fix it. Would be much appreciated! Edit: I already tried disabling all mods and clearing cache.
I have no fix yet. All modded maps which derived from the vanilla maps have this problem. Some texture paths have changed inside the /assets/ folder structure. I'm thinking about a repair feature but I have no time at the moment to do that. Just curious: Did you try the replace functionality in my terrainmaterial copy tool? --- Post updated --- It is quite easy to zip the folder in /levels/[your map]. make a "levels" folder somewhere else on your disk, copy [your map] inside the folder and zip the whole thing. The map shrinker has a deploy button which zips too I guess.
Hey Guys, I am still working on a good workflow for city recreation (rn germany) and I am struggling with 3d surfaces e.g. curbs, sidewalks, medians etc. The OSM roads were not detailed enough so I converted them to the road description format xodr (opendrive) to refine them in more specialised software (roadrunner) because I wanna recreate ultra realistic roads and lane layouts with traffic rules, complex junctions signals and so on. xodr has the advantage that you can describe most road related things quite accurately, it’s usually used for autonomous driving and traffic simulators for urban planners. I developed a tool to convert xodr back to decal roads and road markings, which turned out to work quite well at the end. What I struggle with is any actual surface geometry. I tried exporting the actual mesh from the roadrunner network and shrinkwrap it in blender on the terrain but unfortunalty it’s triangulated and that’s not good for further editing and it’s super messed up. The problem is hard to describe but it originates from the type of terrain file .ter beam uses which I can’t really work with so decal roads do project well on it as textures but any 3d surface that needs to follow the terrain with centimetre accuracy like a curb is super hard to do. I also tried using the same elevation map that I use in Alex’s tool within roadrunner to wrap the roads on it but when I imported it into beam its just not accurate enough. Another part of the issue is georeferencing. Since I wanna automate a lot of work eventually to repeat the process for more cities I only use georeferenced stuff so when I work in roadrunner or blender or beam, everything needs to stay referenced so it will always align perfectly with every export/import. I have now decided to prepare more things in blender with blendergis for georef. I imported the elevation map and projected orthophotos on it and now I am going to test how accurately I can work out the 3d surfaces. Then I need to figure out if it’s still accurate when I create a beam map with the terrain and import the surfaces in there. Basically the sidewalk has to perfectly align and keep the same height as the xodr derived roads I am able to import. I am also working on a blender geometry nodes setup, that will generate the curbs and so on from the outmost lane of the road, let’s see how that goes. Another side-issue is the sidewalks to meet with the buildings and filling all non road/nature areas, but that’s an issue for future me. I hope some of you may have more ideas and suggestions for these types of objects, maybe it could be useful for Alex too. Maybe there is a future where the tool could generate sidewalks between a road and a building or just with a defined with or so Maybe Alex has thought about this issue too and wants to share his thoughts …
Ironic that the day after I uploaded a map I have worked on for over 5 months now, Beam told me the map didn't work. I was surprised, but then the next day they released the 0.39 update and it became clear why they rejected my map. All the lush green grass was converted into a Giant "Post-It-Note" farm I was able to fix all my tree and bush textures with the Mapping Tools by deleting, and re-importing the assets (from 4 different vanilla maps). I'll have to try again with the grass. I like post-it-notes, just don't want them growing all over my map - lol --- Post updated --- I've done the exact thing with no luck yet, but I will try Alex' suggestion and hope that works. I'm actually a little surprised that Beam doesn't write a script with updates that can scan map mods and re-assign file locations for the things they know have changed. I would think as the developers, it wouldn't be that hard to do... A simple tool in the launcher with the "Clear Cache" tool to re-link assets, or something. Maybe in the future.
I've tried using to replace the terrain materials, but it is not working right now. The groundcover and tree leafs are now in "assets/materials/foliage" and you can copy the "main.materials.json" (from "art/shapes/groundcover") on the vanilla map to get that groundcover. BUT it won't replace your missing groundcover, you have to manually replace the groundcover one by one (and you won't see the result until you've reload the level). I have yet to try replacing or importing trees to see if the copy assets tool is also broken. If I got something wrong please correct me, I'm going to wait on new updates from Beam and Alex's tool since some groundcover assets are still 2D and I think long term, they're planning on making all groundcover assets 3D.
Backdrops... Now I will take a break and check my broken map project, haha .... --- Post updated --- A lot modders suffer these problems. The modding maps thread on BeamNG Discord server has a lot of tips about that. --- Post updated --- I had the wish to get perfect terrains with geodata but I gave up on this. OSM is just plain 2D and not very accurate. GeoTiffs are so so. I spent so much time now and broke my head. Conclusion: Only with a lot of manual work you get it more realistic. And that is in the modders hands. My tool is just a starting point. But the testmaps I generated with my tool already make a lot of fun to drive and look quite okay.
Hey guys, having a problem and can't seem to find the solution. Seems that replacing from the "Copy Terrain Materials" tools works, so maybe I was using it wrong or the update/hotfixes from Alex and Beamng change the behaviour. BUT when I replace the terrain materials (doesn't matter which one) all the assets dissapear : bridges, houses and even the backdrop. Can someone point me in the right direction on why this would be happening ?
Replacing all the terrain assets didn't work for me either... I think Beam changed all the East Coast textures and sprite / 3D shapes... Mapping Tools did fix all my trees and most of my rocks, but I ended up deleting my art/shapes folders and re-importing all assets (from 4 vanilla maps) The grass that I was able to get re-linked is all different and totally changed the feel of the map. I may export the terrain texture maps, then find new grass textures from another map and try re-importing new ones to replace what I had. I'm sure eventually, the 0.39 update will be nice, but for now it's just giving me headaches
Is a river/waterbody importer from OSM data planned for this tool? Or if not, does anyone have a workaround on how to create rivers from real geodata in BeamNG? I don't want to spend days coding some kind of json modifier (assuming rivers are even saved in json) just for it to be added to this tool weeks later 10x better
Waterways are hard to do because you only get a line. Estimating the width is almost impossible I guess. And not all waterways are tagged. You can check it in the osm shape selection.
How should I convert a polygon to a spline? It would perhaps work for a water block. I don’t plan to do that until I can be sure it works.
can a person use river data to make a road using mud for the texture, then use the river tool manually to lay in the rivers? (I feel like I may have tried that before)