Released [Tutorial] Making a terrain for Beam-NG (in depth guide with pictures)

Discussion in 'Content Creation' started by Fundador, Aug 14, 2013.

  1. Aboroath

    Aboroath
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    Thanks Fundador, this tutorial has been very helpful and I occasionally refer to it when I know I've made a simple mistake somewhere.:cool:
     
  2. inotalas

    inotalas
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    Thanks a lot. Very very helpful.
     
  3. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    Thanks a lot, this tied up a lot I knew mostly about and the L3DT program is great thanks :) was wondering if anyone knows how to make custom terrain textures. I want to make snow but I have no idea how adjust the physical settings of a texture, as in make it less grippy and give it some sink like with the sand texture. Able to help please? Thanks I have looked on the forum but the search function doesn't find anything related. I am pretty compitant with the editor but I don't write code, only adjust it. Cheers

    Ok I've found an explanation on making a depth file to denote where on the terrain u want there to be sink How-to-make-mud , but this doesn't explain grip levels unless the deeper the sink the slippy-er the floor? Not sure how I'm going to know exactly where to grey to get it right in the right place on the terrain though.

    <<----Updated and solved---->>

    Right got it. The GroundModel.lua has all the types of ground surfaces, like rock, dirt, mud, SNOW and even ice. All you need to do is name your texture after which ever one you require and it will adopt those physical properties. You could easily make your own by copying a new one in the GroundModel.lua, adjusting the settings to your desire and simply name it as the rest are. Quite simple really. Hope this helps people as I'm over the moon about this. Not having so much luck with making a Depth file, which is very easy too. Just click export heightmap from the file menu then in the 'my documents' Beam NG folder a black and white map of each different texture on the map will be made. Simply fill the colour as 250rgb-255rgb and that will decide the depth. Make that your depth file is 8-bit Grayscale and named correctly and bingo, sadly it's not working for me but the process is really quite simple unless you want to go into immense detail with your depth then that would take ages. Hopefully I will have a solution for that soon too :)
     
    #123 HighDef, Feb 14, 2015
    Last edited: Feb 16, 2015
  4. YarnevdLoo

    YarnevdLoo
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    Hi there!

    I've bumped into a problem. Everytime I try to load a new world the following happens:
    Beamng.drive new level error.png
    someone got a solution for that?
     
  5. aljowen

    aljowen
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    Yeah, i have a similar problem. i will post if i come up with anything.

    - - - Updated - - -

    Ok, i have got a work around.

    Go into the content folder in your BeamNG drive installation and then go into levels and select the void. Navigate through the folders in that zip file until you reach actual files. Copy them into the directory of your level. Then rename them to have the same name as the directory of your level. Open the .mis file and find the fields that contain the level name and level description and change them as to whatever you wish.
     
  6. Narwhal

    Narwhal
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    This is usually cause because beamng created the decals, .mis. or any other files outside of the level folder you created. It created them in /levels instead of /levels/mylevel(mylevel being your map). i dont really know how to fix it, i think if you copy the file from /levels to /levels/mylevel it should work though
     
  7. luas5534

    luas5534
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    my game crashes when I select new level.
     
  8. randomshortguy

    randomshortguy
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    The solution is LITERALLY right above your post. Take a look at aljowen's post.
     
  9. YarnevdLoo

    YarnevdLoo
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    I did what you did but it still crashes... I think I did something wrong then. Could explain it maybe more clear? Sorry that I can't understand it... I think I'm dumb.
     
  10. pickle330

    pickle330
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    Sorry for the bump, but I seem to have a problem, and couldn't find a solution anywhere in the forums.

    I started making my map, and once I got to the part after adding the sky and ocean, I tried saving. It seemed like it worked, but I don't think it did.

    Lastly, the worst problem, when I get to the point I mentioned above, (after I save the map) I exit the terrain editor. But, as soon as I press F11, the game just crashes. When I reload the game, there is no proof that my map existed.

    If anyone knows what I may be doing wrong or a solution, I would appreciate an answer. :)

    EDIT: I forgot to mention, I'm using the newest update.

    EDIT 2: Just noticed something new. I could exit the editor now, until I saved the map. After that, the game crashed when I closed the editor.

    EDIT 3: I have decided to just move on from this point, and texture the map without closing the editor. I finished texturing but none of the textures seem to have loaded properly. They look like this: texturefail.PNG
    Also I decided to close the editor again, after giving up, the game crashed again.
     
    #130 pickle330, Mar 22, 2015
    Last edited: Mar 22, 2015
  11. FS16

    FS16
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    My game always Comes up with this error :( :

    2015-03-28_00003.jpg

    What can I do?
     
  12. XspunturboX

    XspunturboX
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    When im trying to make the terrain materials the pictures show up white. how do i fix this? BeamNG.Drive.x86 2015-04-19 11-34-31-879.jpg


    after adding the materials to the map. BeamNG.Drive.x86 2015-04-19 11-54-31-801.jpg


    reloaded the level. BeamNG.Drive.x86 2015-04-19 12-13-50-488.jpg
     
    #132 XspunturboX, Apr 19, 2015
    Last edited: Apr 19, 2015
  13. Skystunt123

    Skystunt123
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    FOR THOSE WO GET THE ERROR "HEIGHTMAP IMPORT FAILED"

    So i used to get the error failed to import terrain check console, the solution is to move the heightmap in your game folder.

    Looks like it's a problem with the engine that doesn't let him import external files, only files that are located in the .exe folder and it's subfolders.

    Hope it helped :eek:
     
  14. f1proracer

    f1proracer
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    This is correct but the specific folder that works for me is in "C:\Program Files (x86)\Steam\SteamApps\common\BeamNG.drive\content". Just place your hightmap next to the levels and vehicle folders.
     
  15. theonciest

    theonciest
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    ... I LOVE YOU TY SOOO MUCH!!
     
  16. Skystunt123

    Skystunt123
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    Ok, so i ran into a problem, i can't save my map, everytime i press save as, and select the folder and the name where i want it to save, it can't save the map, it just stops for a few seconds like it's doing something, but there's no ".mis" anywhere :c
    I get only the ".ter", which can't be read by the game
     
  17. Skystunt123

    Skystunt123
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    I've managed to duplicate another map, then rename it, and replacing everything.
    But thank you for your help, i've managed to find where it saved it, it was in levels in the documents folder.
     
  18. minisnooken

    minisnooken
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    For some reason, I can't save the .mis file, can anyone help? I click save but when I go into the folder it isn't there.
     
  19. Aboroath

    Aboroath
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    Absolutely everything you do in a map, no matter what it is, gets saved to the documents/BeamNG.drive folder. You will need to manually copy and paste every single
    changed file back to it's proper place and overwrite the same file in your respective main game folder/file locations. Hope this makes sense.:cool:
     
  20. TArthur99

    TArthur99
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    whenever I click "new level" it says that BlankRoom.mis.decals and then the heightmap wont import it just says hightmap failed to import.
    please help!
    I am using version 0.4.0.6
     
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  21. Crayceets

    Crayceets
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    Hi I can't find "AppData\Local\BeamNG\BeamNG-DRIVE-0.3\levels" Please help I am using windows 8
     

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