I had big (heat) problems with my RX480, one of the things that crashed my BGN, until I adjusted the settings in Wattman for the fans, tuned out they started at to high temp and had to high goal minimum temp. Lowered both and now the fans run more obviously and BNG doesn't crash due to this anymore.
2 buttons below options? Said what? Also when i drove in your cities, the fps issues seems to differ alot. At the walmart it doesnt do much but anywhere else at city is hard to have stable fps x) The map is good but the experience goes so down with bad fps x)
Yes that's WiP on there, never finished the train-track there, it stops back at the far end of Rockwood and never made it that far south. I will do something with it one day, though there's a good dozen-to-dozen-and-a-half miles finished enough to run a train on. If you can find a train, that is. That may be difficult. Yes, some models especially the ones with the stock reference cooler & drum-fan (hairdryer sounding ones) has issues. This generally stays under 80c in the summer on balmy days with the AC off (70f~80f in the home), and hasn't gone over 74c in the last several weeks, even after running Cities Skylines and Fallout 4 all night. So it doesn't have a heat issue at all and I really don't even hear the thing aside of before I replaced the junk fan on it. For what it's worth I have a large full size tower for it to live in, but it's not a disco ball type tower. Nope, sorry Disco Duck. No "Let's-Go to the DIS-CO" here. There was an issue with the fans not revving up when they were supposed to on an old driver. So, do one's self a favor and pay mind to the hardware forums for things like that with your model card especially when eyeing up new drivers, and as always, don't throw a blind eye to the word BETA on the driver. While they do check those things out pretty good, I won't use a beta driver for reason of that I need a stable machine. It doesn't take the Beamng editor very long to find a driver bug and BSOD (as that's how I found mine back in 2/2016 a month after starting), heh x 10. There's likely a developer option in the options somewhere the makes that performance graph button up on the menu. I will have to ask Nadeox. I will get back to you on that when I get to the bottom of that.
The map isn't done yet and some smaller roads go there where the grass is missing there (usually, if I am thinking of the right place). If you get good FPS your settings are fine. The grass is squarish-edged because of how big the terrain/map is. This will go away when we get tiled terrain support. I don't live within the confines of this map, I live about 30 minutes west of this map actually, but this area lent itself naturally to an enjoyable drive and a decent place to make a map out of - so I did!
Hi, The part on the pic are there gonna be houses and villages? My idea is to make a dense forest and a village in it. If u like it.
And I have another question. Will this map have a mountain. I know this may not fit the style of the map but it would be fun to have one. No, I'm not talking about a mountain couple of houndred meters high. No, we had this before. I am talking about a mountain real sized. This will probably blow up your ram. But is this planned? And BTW when did u start building this map. And how did you build a map so big if in f11 in only 2 by 2k in my experience. Because I was thinking about to start a map maybe not that big. But thus will be my plan. And if you save a map hiw do you get the files from documents to work in thr zip because i had an issue before. I just put the terrain files in the zip of my map and half of the map didn't have a terrain. I've looked everywhere and no sighs of help. Yes i am a beginner. But I finally will start my third attempt and yes I've looked on yt and it dosent says what to do with the files (IN MY CASE) as I explained above.
First thing first... TOO MANY PEOPLE (via reviews) ARE COMPLAINING ABOUT THE FPS IN THIS MAP AND HOW THE 144 SQ/MI MAP RUNS OBVIOUSLY WORSE THAN THE 4~16 SQ/KM MAPS THE GAME SHIPS WITH. I WONDER WHY. DERP. There's probably a good reason why many games have 'levels' or 'maps' sectioned off and conversely why it takes a team of dozens sometimes even hundreds of folks 2 years or more to make an AAA game run better than this buttered turd (my map) runs, which is made by one person. Never-mind I don't make a penny off this! IF IT RUNS BAD PLAY ANOTHER, SMALLER MAP. Stay in your shoe-box (map) where it's safe and don't come out. I am one person, and while I like to try and keep folks happy, it's you in the end who decides what you wish to do and directly the only person who will decide if you're happy or not. It's NOT going to run on every PC, further-more, if you have a PC a few years old like I do, you're NOT going to get 60fps everywhere, however, the simulation retains full speed throughout the map for myself. Don't like it? Fine, there's plenty of other maps out there. Remember, I made this map for ME, and a few select folks who're a good fan of it and/or use it on crash compilations. If there's too many reviews from folks not happy with it, I will keep future releases of this map from being posted where they're publicly downloadable. If I could make this run better I would, but other than making things faster by driving around in a world of fog where you can only see 500 feet (about 200 meters or so) infront of you, I can't do much about it. PC tech by large and whole just isn't quite 'there' yet. Pre-release not-even-beta game + beta of a super-duper-large open-world-ish MAP for a game never truly ready to run open-world in it's current state = 30 fps at times. That = life. Live with it, or don't use this map. This is not meant to be RUDE, blunt yes, Rude no. Rude is when I start name-calling etc and that's not usually like me :x Game can handle up to 4k by 4k on one terrain currently. Tiled-terrain support (for multiple terrains) is planned but not yet implemented. This is just a super-duper large 4k terrain as it sits, worked with lots of time and effort and ingenuity into something pleasing to the eye - in most spots anyways. You need to look through the new mapping tutorials here on Beamng site and the wiki. The way I did it was, dig up the game directory and find content/levels directory and find a level, pick it, and take the MAPNAME folder (like UTAH, or EAST_COAST_USA) and plop that folder into documents\beamng.drive\levels (ahem, not MODS\LEVELS, just \LEVELS because that's your live working/editing directory for map content you make). Then renamed the EAST_COAST_USA folder in documents\beamng.drive\levels to a name of my choosing (don't try to open the map now it won't work until after the next step). Open NOTEPAD++ (it's free, open-source, go find it), and hit CTRL+F and you'll want the FIND IN FILES tab, in files *.cs type, and again in *.json type and point it to the directory of your map (not in game files installation directory, but you want beamng.drive\levels folder in documents). Tell it to replace /east_coast_usa/ (with the / on there both ends for good measure!), with /MAPNAME/ (meaning: whatever you call the map, type in in-stead of mapname there). NO SPACES, just numbers, letters, and underscore _ may be used!!! No dash character like - or = or ; or : or ' or " or things like < > { } [ ] etc etc... or you'll confuse the scripting engine and crash the level loader script. One you have replaced with find_in_files method, all the *.cs and *.json files the path name to your map to whatever you named it, go ahead to your map directory that you just renamed, and find the preview pictures, make them something custom (there are a few of them), meaning, open them up and draw some stupid temporary picture etc or type in a good name in your favorite graphic software (paint dot net is easy, it's called paint.net and it's free from Microsoft for Windows Vista and above). Now save the files and then open the game up, you should be able to load up your map from the level selector and it should work. If it does not make sure you did these steps correctly, or start over. If you cannot do these steps you need to get better at using the computer and understanding what you are doing before you will be able to edit maps. I cannot fix everyone's problems for them, I can only steer them in the right direction or give hints. When you get your map to load, you can feel free to delete from the f1 object editor the old mesh roads (if there are any), decal roads, static mesh objects, theterrain object (which is the ground), streams, sounds, etc. You can import a new power-of-2 heightmap in 16-bit PNG format the likes of which can be generated from a few programs such as World Machine 1 or 2, World Creator (IIRC I think that's the name), or what I used, L3DT Pro which is 30$ USD and the cheapest productivity application of the bunch (which I did purchase, the author is very helpful, please support him, his company is BundySoft). Heightmaps can be in size from 128x128 to 4096x4096 units. The higher the number they are the longer they take to load in (up to 10~15 minutes on slower PC's for the largest heightmap), but the bigger they are too. A good terrain square-size is 1 to 1.5 meters. After the terrain imports (if you do not have a terrain to import, you can then take and create a blank, flat terrain), you can then save your map, exit the program, and find the line for your terrain (usually at the end of your main.level.JSON file now as you've just added it), and change it so it does not save it directly into /levels/ but into the actual map directory of /levels/MAPNAME/. Then move theterrain.ter out of /levels/ and into the map folder and attempt to reload the map. If you fail somehow someway read the log, look at the console with ` key and figure it out. Look for red stuff. Texture entries are stored in .cs files, check those out to see if you messed something up if you get orange NOTEXTURE. If you map fails to load, see that you have things like proper pathing in the main.level.json file and such. If you still fail, get better. I failed too many times to count. Too many times to write yet another book on the forum about. I'd need a thread in this forum that would rival Encyclopia Britannica (if that's still a thing!?) to show all the times I messed something up, as I've been learning since MS-DOS 5.x and 6.0 were the OS of choice, with Windows 3.x or 95 on top of it. God Bless DooM! On map notes, it has the mountains along the edge of the Cumerland Plateau, that's what it's going to have. More mountains are present in my two desert map, Nevada and So-Cal, and my map Tail of The Dragon, bigger mountains yet are in other maps, you'll need to find them to enjoy them though. This game doesn't naturally lend itself in it's current state to HUGE maps. Remember, I can't just ADD a mountain in like nothing, this is a real map based on real terrain & road data, real height data, it is what it is unfortunately. Yes I will add a town in a forest, Westel town will be in it, they're all in forested land for the most part, only farming activities and other human activity like building the towns themselves have stripped sections of land of it's native forest. The bald-faced rock outcroppings prevalent on this map are only there as if they were native forest like they should be, the FPS would be the pits everywhere and not just in town and the map would require a full 12gb of FREE RAM to load. So while I will add more to this map it won't be for a while as too many crying winy [expletives] complained about the FPS. (OK so maybe that's a little rude there, but how would you feel if you spent 2500+ hours on something for free and got complaints). The map development won't be moving anywhere this month until after the release of the next major game update tentatively in the next two weeks (by end of month, as per developers, unless problems arise). So until the next game update is out, I won't be doing anything, as it could end up breaking things when the game updates, and I'd rather only do one update if I must, per-map. That being said, I do have a So-Cal update in the works, but that's likely not even going to have much done to it for another week or so yet.
Your questions adds about as much to ths thread as my coming comments will.. A better question is, will ppl read through the thread before complaining about FPS or anything else. No, because they dont know that theyre too lazy and wants to be fed the answer like a baby bird gets fed its already digested insects.
Type 100+ wpm when I am doing okay and not hurting too bad to feel my fingers. Otherwise it's mash&pray. Yeah tell me about it. I'm sorry, I should have posted it on the main page. I will be continuing the map progress but it's going to take time for it as I have to research some things here and there to try and make better objects etc, better FPS and such. Can't really do too much about the FPS in this map though. "It is what it is". I will be talking to the developers about it a week or two after their next release for some advice though. I mean, it's a city, what do you expect. I even put lots of vis-blockers in, but about the only thing that did, was block out a bit of the terrain, the rest of the stuff didn't get blocked...which helped maybe 0.25fps per blocker, leading to max a 2fps boost. Sad, so sad. Maybe they just aren't implemented enough yet, which is what I am thinking. There really isn't any way I can improve FPS on older machines, otherwise I'd gladly already have done it for my 3+ year old PC which is still sputtering along for some reason. When it dies I'll repair it as needed, so I doubt I'll make a new one anytime soon. It's just not worth upgrading to me, so yeah, if you get 30fps in the rough spots be happy as a pig in it's own filth. This coming from a guy who every 18~36 months built a whole new PC, even sometimes two new ones a year. Money wasn't a worry as I always was working 60+ hours a week (part of why my back is cohesively shot). Now it's like, oh yeah, the new 8xxx series intel chips have 15~20% MAX better speed per core, when OC'ed, yeah, OK, not worth 700$ for new chip, good motherboard, cooler update kit, and RAM. That doesn't even include a new copy of Microsoft Winblows which is another 100$. Now, if the performance was double on everything, it'd be WAY better, but it's not. Threadripper CPU's seem quite tempting though with it's RAM and PCI-E bandwidth but the intel 8xxx series is just a wash aside of 'more cores' due to Ryzen giving them competition. That having been said I *WILL* be doing something about the slowness in Harriman when you're just south of the JUMPS in the industrial area. I have no clue why it went down to like 22fps in one spot. Didn't notice until after release. Will try upgrading some of the bridges to the new style, and see if I can turn some of the sidewalks into meshes with meshculling enabled.
What do you think @bob.blunderton , GTA V uses parallax occlusion for fine grass, could that be a way to do grass in BeamNG - Tennessee instead of the way its done now? Thinking of what eats more CPU/GPU compared to quality. Might earn a few FPS or atleast itll get past that squareness due to the shear size of the map. Heres a GTA V screenshot:
I would love to know more about how to do this stuff. Would be nice for the devs to incorporate that here unless it is already. Beamng seems to use billboard sprites generated by the engine (yes, it does, and it does so on the CPU not the GPU and yes, it does have some performance impact).
Nice, caught the devs using the invisible road trick. So to that end, I'll keep using it. Good, because ALL of my maps, every one, uses that trick. We have one way road support now. This will be implemented into my maps ASAP (this month). Best wishes, happy holidays, etc... BIRDS IS DELICIOUS, I'Z BE LOVINS BURD! SO YUMMY I COULD BITES A EGG'S HEAD OFF! Don't let the Chris-Mess muzak drive you batty. I could shake a box of broken light bulbs/cups/dishes/etc and make my own. Commercialism has infested everything, beware! I dread the stores this time of year. Sales on marked-up merchandise, when in reality they mark it up 60~200% and then mark it down 60.1~200.1% or there-about's and call it a sale. They must take us for sheep. Well this sheep's wallet is staying closed this Friday. My bones hurt too badly to stand out in the cold standing still in some line. Let the people with a more reliable skeleton do that. Mine's worse then the ones you see in Castlevania. Even the dog is looking at me like I am a giant (bone) chew toy or something. Eeek.... Expect an update eventually this month (next 25~30 days), in the coming weeks. Not so much feature-detailed-etc filled but a 'functional' update to implement the new features of the editor over AI control. Will need a guinea pig or two to volunteer for testing in a while. That aside, if any of my maps are broken, not working as intended, etc, let me know and give me a heads up so I can drink my worries away like an idiot proper (and fix them when I feel better). --Cheers
I'm not quite sure whats going on here with the black boxes around the trees, buildings and other things. Did it break due to the new update to 0.11?
hi guys i have a problem with this map. When i start the game session with her, i can't find the train tracks