There is a 4096 object limit, per map, in Beamng.drive. This includes: the player, the camera, spawn spheres, any player clones (other vehicles), any checkpoints, waypoints, and other things such as: sounds, static meshes, decal roads, mesh roads, terrain blocks (only one supported with collision, this may change soon though), clouds, sun/sky, water plane, ground plane, theforest object (it counts as one object, regardless of tree or props amount used), etc. So you must put any objects with collision (or that don't have it and don't NEED it, like flowers/3d grass, piece of paper, or hanging vines), into the forest brush. Adding a colmesh to things can be done, and it's not too hard, if you already know how to model. Again anything with collision on a large map needs to go into the forest brush, I can't say it enough. So yes, totally 10000% the reason you crash out is usually too many objects, or you have a bad model in there somewhere. I was able to make my huuuuge Roane County map, with currently on or about 3372 of 4096 objects used (that's roughly 724 free object slots!), I am sure I can lessen that number by a good 100~200 objects by cleaning up the hundred or so intersections a bit more, and several hundred more objects used when I put railroad tracks in, as currently the railroad tracks lack built-in collision. If anyone would love to make the tracks in my map have collision, let me know folks - it will mean that I can add countless miles of more railroad to the map. Just respond here with an @ and my name on it, or private message me. If your map is broken, you can also give me a shout out with your question, I will also be hanging around in the content creation forms this week helping out where I can! --Cheers folks! This is very very beautiful, however, two things to note just in case. Interiors to buildings, that you cannot 'drive' inside are pretty, but while we can free-cam, we can't technically walk yet, so it would somewhat be wasted. Please oh please, if you make interiors, please make sure the buildings, when more than a few hundred feet away, go to LOD (level of detail, less detail) and omit the interior from the LOD or you will end up making the map slower than my map! They're very pretty though I must say, and tastefully built, and the exterior of one looks right out of the 1960s with that one rancher. I should know, our house was a 1960s ranch before it was renovated. Also, second thing. make sure these have a built in collision mesh (COLMESH group) inside each model. Without this, your model must use visible collision, which is very hard for older CPUs that just meet the requirements to process. This results in a slow game physics-wise and my put off many players - take it from me - author of huge monster maps - many will complain. Also, in addition to processing faster, a built-in simple collision mesh will make it so you can use the object countlessly in the forest brush. Forest brush items are EXEMPT from the 4096 object limit in a map. So while you won't hit this limit, unless you're making something say, larger than a stock map, you'll need to make use of it as it will help you pack more detail in (FPS non-withstanding) without hitting the limit. Nothing wrong with interiors in my book, just make sure you can't see them / they don't display until you're basically at the edge of that home's lot or in the driveway. The developers/moderators usually stand against using interiors on buildings unless you can drive in them, though they're really cool to look at, so you won't get hate from me on the subject (so long as they have built-in collision). My processor or GPU might not be your best friend (considering my PC is over 3 years old now) though. --Looks good! --- Post updated --- As always I am humbled by your mapping prowess. Keep up the beautiful work, you really show what Beamng.drive can do there, buddy. Your original Canyon of Speed and the wacky-YBR review that covered it, was the reason I originally bought Beamng.drive at the 0.3.x alpha stage.
After a bit of fooling around with the powertrain code I made this covet: It has 3 diffs (center, front, rear) they all have three modes: open, lsd and locked 2 shafts that I can disconnect 1 rangebox its kinda unstopable
Thank my friend! Why my work is very long? because I detail all meters of my track, thats the difference than other peoples. I often draw roads and delete it until find the perfect draw. Also I test roads with my G27 and my driving experience . Players how used keyboard can't have the same feeling in my opinion.. For the moment I create a very speed track without a lot of jump but again later playing with a good AI, I hope.. After, a speed off road track with crazy jumps. I don't forget mines, hangar slalom and jumps over rivers...
A panda 4x4 covet would be fun but this is just for experimenting/fun now. Idk what I will do with it.
How? And would it be possible to use this kind of painting system (or whatever it is) to make plowing a field possible? ot (from other tread)
Object limit was never the problem, i barely used any. the map was just too big. if you wanna try to make it work i think i still have it somewhere. you could give it a try.
Even better Picture this in your head for beam Its coming along so well eh @AlexGTR @gianpiero *says in old mans voice* Them bloody Russian mods. Screw you Ivan.
Tweaked the front and rear bumper's Jbeam to match the new shape: Big exhaust: All future development will take place within this thread: Refreshed Pessima