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

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

  1. Quotation

    Quotation
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    Could you make a tutorial on how to save it, I ended up deleting a whole map, cause it would save in the levels folder not in my actual map folder, and If it wasn't in levels it would corrupt.
     

    Attached Files:

    • dasdas.png
    • DASadsasd.png
  2. Fundador

    Fundador
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    I just added a small section explaining how to save. It can he found at the place in Tue tutorial when you first have to save the map. I also made a few bits clearer :)
     
    #22 Fundador, Aug 15, 2013
    Last edited: Aug 15, 2013
  3. jvictorgt

    jvictorgt
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    Is anyone else having a problem with their terrain file not saving?
    I worked a few hours on this map today, and after I rebooted my computer and tried to play in it said it couldn't find the .ter file...
    I lost pretty much everything I've been working on.
     
  4. Fundador

    Fundador
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    You have to remeber to press "save as" then save it in your small_cove file or it will just corrupt
     
  5. Dr. Acula

    Dr. Acula
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    Thank you for this tut. Has helped a lot in getting/creating decent height maps and making a decent looking level out of them.

    And thank you to you too for GeoControl 2. I find it is a lot better then L3DT, with a lot more natural looking height maps.

    -

    Also, is there a way to stop BeamNG crashing, or at least help it when I'm trying to AutoPaint textures onto a 2048x2048+ sized map. I am no where near using even half of the resources on my computer when BeamNG stops responding as soon as I click 'Generate' on the AutoPaint screen. I know I may be expecting a little bit much for the Torque engine but there must be a way to make it more stable? Maybe a 64bit fix so it can use more ram? If anyone has any insight to the matter, please feel free to share.
     
    #25 Dr. Acula, Aug 16, 2013
    Last edited: Aug 16, 2013
  6. Fundador

    Fundador
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    try making the map smaller but the metres per pixel larger when you generate in L3DT
     
  7. jackeo21

    jackeo21
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    Hi, I get a Terrain import failed, check console for error messages

    In Console:
    Height map must be square and power of two in size

    Please help!

    Thanks
     
  8. BBQ

    BBQ
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    ..........

     
  9. Jon

    Jon
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    #29 Jon, Aug 17, 2013
    Last edited by a moderator: Oct 21, 2015
  10. Nish01

    Nish01
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    Hey there, thanks for the tutorial and all the information. I have already started on my first map/map design. http://imageshack.com/scaled/large/832/ro6c.png
    http://img22.imageshack.us/img22/8596/agv9.png

    Its going to be a 4-wide (four lane) dragway, inspired by the famous Zmaxx Dragway. With a short course off road racing track, maybe one made exactly like a real life one from Lucas Oil Off Road Racing. And another part of the map with be Rock Climbing and the like.

    Its going surprisingly well so far, I just though id ask ahead of time before i need it, if there is a possible way of making a timer, that will track and record the times of people going down the strip, and later show up on the Clocks down the track, and one at the start. Might require a fabricated from scratch model though, im not sure. Also if there are any tips or suggestions you have let me know. thanks again
     
    #30 Nish01, Aug 17, 2013
    Last edited: Aug 17, 2013
  11. Fundador

    Fundador
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    So basicly, your height-map's size must be a power of the number 2. When you make it in L3DT, ensure that the two sliders are on any number that's a power of 2, the most used powers of 2 are 256, 512, and 1024 :)
    I hope that helps :)

    - - - Updated - - -

    First of, that map looks insane! will be brilliant when multiplayer or same pc racing comes out. As for the timing, you would be better asking that question in the programming section, it would probably involve LUA or LAU or whatever it's called which i am not familiar with ;)
     
  12. theWOODman

    theWOODman
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    Thanks for the tut, it was VERY helpful. I'm currently working on a racing map of my own now ( since I can't make cars at the moment ). It's a bit of a large map so it's going to take me awhile....
     
  13. Nish01

    Nish01
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    Thanks man, certainly tells me im heading in the right direction. And alright, thanks anyway though :p

    Good luck with that man, hope it all works out
     
  14. Lewin.

    Lewin.
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    Can somebody help me here, one of the textures is not applying with the auto tool, seems like grass2
    prob.JPG

    Edit, deleting the missing texture texture fixed it
     
    #34 Lewin., Aug 17, 2013
    Last edited: Aug 17, 2013
  15. fetthaufen

    fetthaufen
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    I couldn't find the thread so could someone post a link or answer to this question? :)
     
  16. |Maku|

    |Maku|
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    Very nice and well explained tutorial Fundador. :) The only problem is i even can't get pass from making new level, it gives me error: Failed to creat resource: [tools/levels/blankroom.mis.decals] . After that when i try to import heightmap it gives me another error, but console only shows that it failed to load heightmap. Any ideas ?
     
  17. AndreC

    AndreC
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    Yeah, that's the one thing I can't figure out at this point. Basically all my paved roads behave like dirt, lol.
     
  18. fetthaufen

    fetthaufen
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    I think i found it, it's linked to the layername of the texture / material you paint on the terrain so if you used the road decals there needs to be concrete underneath...
    Additionally it's important to close the editor with f11 so the layer changes are applied.

    Edit: Names need to be standard names => Mud, Grass, Concrete ... I wonder how you would make your own "physical material" ... i would really like to finetune this...
     
    #38 fetthaufen, Aug 17, 2013
    Last edited: Aug 17, 2013
  19. Nish01

    Nish01
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    Hey just thought i would make a request for a couple more parts. One would be the weather(sun, sky, wind and all that lovely stuff). Another would be like other posters said, how to make the roads behave like their textures (drit behave like dirt, ashpalt like ashpalt) and if you can adjust the grip or other settings. Maybe even a quick summary on how to make simple buildings and structures. (that is if its in this tutorial category?) like i said though great tuts man keep em coming
     
  20. AndreC

    AndreC
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    Thus far, I've created this mountanous terrain. Currently if I set a max speed of 20 MPH to it you'd probably still have a damaged vehicle. But the max I can hit is about 40 before the bumps start to break stuff.

    BeamNGSandbox 2013-08-17 16-05-01-81.png

    Its a work in progress at best, but because of the nature of the terrain I don't expect to get the roads to a reasonable 60 MPH drivable speed unless I manually lower and raise everything around the roads, smooth and basically re-make the map from scratch with the amount of work it would need.
     
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