Released The Nevada Interstate forum - Succeeded by MODS release - bug reports only here!

Discussion in 'Terrains, Levels, Maps' started by bob.blunderton, Jan 20, 2016.

  1. bob.blunderton

    bob.blunderton
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    Please ensure you've removed old versions of this map which may conflict.
    This will not conflict with So-Cal Interstate nor will it conflict with Black Hills map or any others.



    Please post bugs with Nevada Interstate to this thread, including bugs (if any) that would be/are introduced with version updates in the future.

    This update fixes invisible walls bug, removes all highway mesh roads in favor of decal roads, fixes the AI's fear of bridges and certain mountain roads over tunnels, and generally is a quality-of-work improvement over the previous update. Road mileage remains the same (for the most part), but the roads are smoother this time around. This should pretty much do it for this map, please let me know if there are any unworking textures, collision errors, or other badness. Corners have also been banked in many (but not all) spots. There's also some awesome new rock formations here.
    As usuall, only bug that could be found is lamp posts eat cars, DON'T HIT THE LAMPS.

    Use THIS NEXT LINK to find the mods resource that this forum map-dev thread became.
    http://www.beamng.com/resources/nevada-interstate-prequel-to-so-cal-interstate.922/


    You don't need to download again if you got v4 from mega before it went to the MODS section, it's the same file as I had posted here with a Mega link previous to posting it in the mods forum!

    Again, it's now on the mods section, for everyone to try. The mega link was taken down.
    It was only here as a courtesy for those following this thread to find it easier as I initially had trouble uploading it to this site (my connection drops randomly, though it doesn't seem to bother Mega).

    Pics updated to reflect quality of work improvement version 4.


    CREDIT TO THE ORIGINAL MAP AUTHOR *OUERBACKER* for geometry such as the tunnel model(s), the pretty mountains/terrain, and the placement for many of the surface roads and all the other buildings and other odd'n'ends that pre-existed the interstate and the many roads I made. Credit to GHOST for his lights in Ghost's map. Only the MODEL for the static mesh is used. Don't crash into these, BAD things happen!

    http://www.beamng.com/members/ouerbacker.3611/


    Enjoy 15.4 miles of highway (outer side) or 14.7 miles of highway (inner side). It loops onto itself after you pass about 10 or 11 interchanges and 2 short tunnels and one loooong one-mile tunnel through mountainous (and some flat) terrain. Intersections as real as possible. Highway is as smooth as possible. Bridges have a bit of a bump [lessened] but that is normal if you've ever driven a real car. Read the last post on page 2 for more things. Ignore the lack of refinement of the starting point, it's mostly temporary for now and is low-priority - you won't be spending much time down there anyways.
    Drive pretty much in any direction for a mile or two and you'll hit highway (look for the lights).

    PLAY THIS AT NIGHT FOR BEST EFFECT. Decent video card is recommended. I get 40-55fps on a Radeon 7850 2gb with a slight OC. It needs some more guard-rail placed (done, just added a bit more to prevent some crossover accidents). As I said, read the last post by me on PAGE 2 for more infos.

    GPS and AI support are in.
    Fixed: Starting point bugs where you could fall thru walls.
    A few texture errors, and a tire-flat bug on an offramp when driving the wrong way. AI acted goofy is fixed, Invisible walls fixed (game update!).

    There should be NO show-stopping bugs or other fun-ruiners. I think a bunch of wind turbines in the NW side of the map disappeared due to the deletion bug, will fix that before it's made public on the mods page.


    If there is anything left to fix, let me know, if not, this will find it's way to the mods page shortly.
     
    #1 bob.blunderton, Jan 20, 2016
    Last edited: Jun 15, 2016
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  2. Zorin-Ind.

    Zorin-Ind.
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    That is very good looking! Would be so much fun trying to achieve the highest speeds without crashing on this track.
     
  3. Firepower

    Firepower
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    - Endless Highway by Nadeox1
    - Matrix Freeway by Occam's Razer
    - Desert Highway by iheartmods
    With that said, this looks pretty nice so far, I like it :D
     
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  4. bob.blunderton

    bob.blunderton
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    Desert Highway is quite good, but while that's rural desert highway, I'm more speaking of interstate freeway system, here. Thank-you however.
    Oh, and nice lion picture, I used to have a friend I knew from vo-tech who absolutely adored those things. Awesome creatures they are - I'd have one as a resident house cat but considering it could eat me, No.
     
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  5. Aboroath

    Aboroath
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    This is exactly the kind of thing I've wanted to do with Blackhills since day one. My skills
    currently lack for the endeavor so make it happen! Looks nice.

    Please credit the original map author by name if you release this. It's the respectable thing to do:cool:.
     
  6. RobertGracie

    RobertGracie
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    Looks impressive :D
     
  7. bob.blunderton

    bob.blunderton
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    Just updating, 12 miles of highway built in both directions, little over 3/4ths of the way around the map, pretty much all the ramps are done, too (and drivable at suggested speeds). A few bumps in the service roads (that lead to the ramps) to iron out, but what matters is the highway is nice N' smooth. I mesh-road'ed most of the mountains on the highway (it goes through two really high spots), and what looks like atleast 3 if not 4 tunnels. One of the tunnels is a MILE long (give or take a tenth of a mile). Looks like the loop is going to come in around somewhere larger than 15.5 miles, but shorter than 17-18 miles. Should be quite fun. Can't wait until they get AI support for mesh roads... though I am going to experiment with "hackey decal roads" overlayed upon MESH things to make the AI drive on it - don't know how they'll handle uneven surfaces that it's applied to - while the mesh roads just above it would be what they'd be driving on. If it works, we'll have an AI compatible highway, in-stead of just a few portions of it and all the service roads. Bridges would still be an issue. E.G. Right now I do not think there would be a way to have AI be able to drive overtop of a bridge, and under it simultaneously... since AI is only able to drive on ONE vertical plane, the decal road. Regardless, there are principal highways and other rural roads that do go *under* the highway via decal roads, so I can get support in REGARDLESS to SOME extent to support AI.

    All that said, I'd still like to point out that this map is for the pleasure of HUMANS *not* for the AI. I like the AI but not that much. Really does feel like the rocky mountains though! I am going to put more pics up on my steam profile (the one you end up on with the picture links in my first post). So, check that every few days to see what I've been working on, or just how I've managed to absolutely obliterate the car in the process of testing the map. It's got a good 200 miles + of testing in the last 48-72 hours alone.

    What I need that might save some time and get this map out quicker: Models of signs in Beam be it in user or default maps.
     
  8. RobertGracie

    RobertGracie
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    Do you need a beta tester for your map?, I am offering to help with the beta testing
     
  9. GameNoobTV

    GameNoobTV
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    I will be all over this map when it is available! looks amazing!!
     
  10. bob.blunderton

    bob.blunderton
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    There's atleast 2-3 spots on the highway where I can nail 170mph in twin-turbo sports car (looks like a Bugatti Veyron) - the one that has the flip up spoiler for downforce that pops up @ highway speeds. I have also gotten the 88 pessima with stage 3 turbo up to about 135 or so, usually with a big CRASH thanks to keyboard driving heh heh. I am favoring realism over perfect roadways - though that said there are still smooth spots leveled to perfection for the Need-for-Speed freaks in all of us. Most mountainous turns going up or downhill are banked. I can do 70mph sections of highway turn at 90-120mph depending on the turn tightness in most of the decent handling cars, with a keyboard. I treat mesh roads like the plague they are, but needed them for most of the hills. If it's fast you want, well, c'mon it's the interstate. Only about 30% or so is FLAT terrain though... the rest is either a few rolling hills or MOUNTAINS.
     
  11. TYLERTJ

    TYLERTJ
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    Looks good
     
  12. bob.blunderton

    bob.blunderton
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    Okay, anyone who wants to beta-test, just say-so & I could private-host the file for a bit in a few days and get feedback. I need to finish the highway loop 1st. I've still got AT LEAST two weeks (100hrs +) of work to do on this at this rate. 12 miles done, about 3-5 miles to go. My internet connection is really spotty in here but it's been agreeable tonight (this changes by the minute) - so I'll try and get some pics up tonight. Anyone who wants to beta-test let me know. Trying to get OUERBACKER's blessing 1st before I make this public (regardless, the highway loop must be completed 1st).
    This will not be my only highway project. Going to do this to a few of the good maps now that I'm getting good @ it. Maybe the next one will be my own map for a change. There's many good BEAM maps out there.
     
  13. RobertGracie

    RobertGracie
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    Make a private group
     
  14. bob.blunderton

    bob.blunderton
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    Just received permission in full from OUERBACKER to 'do whatever' with the map. AWESOME, this means full speed ahead. So, if you know him, don't forget to thank him, he's a community team-player.
     
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  15. RobertGracie

    RobertGracie
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    Well thats good to hear :D
     
  16. GameNoobTV

    GameNoobTV
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    I would quite enjoy the task of testing the map for thou.
     
  17. CaptanW

    CaptanW
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    Nice work but it needs 1 thing, road signs!!!!!

    EDIT: I would like to beta test this if you would like.
     
  18. bob.blunderton

    bob.blunderton
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    Have you any road signs already integrated into beam? I will be able to use default ingame stuffs that's already in there, but there isn't much in the way of road signs for highways, those will be one of the LAST things to go in.

    I did just integrate some lights for the highway, along with a gantry for large overhead signs. The lights really make it look awesome though, will say that, aside of the reflections of the ground SHOWING THROUGH THE MESH ROAD. So they'll only be over the DECAL roads for now.
    So I can't put lights over mesh-roads (hill stuffs). Don't know if it's a bug or what, but the ground shows right through the mesh roads ONLY AT NIGHT. Shadows also are cast on the ground UNDER the mesh roads in the daytime, read a post that said to turn shadow detail up, but I have it set to 'high' (which performs flawlessly in a full-lighted area at night or day, on a radeon 7850 2gb video board, i might add). FPS should be no issue here.

    Anyone know a solution for these mesh roads? I don't see settings for translucency (they're not in the day time, but at night it's obvious). I'd like to be able to have a 'lighted' freeway in places with intersections.
     
  19. Josh

    Josh
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    Very nice map, can't wait to try it out.
     
  20. TripleAye

    TripleAye
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    I'd be interested in looking into creating some overhead interstate signs.
     
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