WIP Beta released Douglas Rally (Freeroam Rally Stage).

Discussion in 'Terrains, Levels, Maps' started by Danny Werewolf, Jan 24, 2019.

  1. Danny Werewolf

    Danny Werewolf
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    Imma go ahead and turn those off than. Also, I think the water issue I had was because of the large amount of ripples in the water. I didn't change any, or many paremeters with the water this time, so it looks much better.

    Oh...you know what the issue was? The issue seems to be water LOD's and with distance.

    screenshot_2019-03-18_22-05-41.png screenshot_2019-03-18_22-02-23.png screenshot_2019-03-18_22-04-50.png screenshot_2019-03-18_22-05-02.png
     
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  2. Kueso

    Kueso
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    oh thank you for turning those off
    i couldnt run the map with everything on high with 1 vehicle without it just doing a poop on me 5 seconds into driving
     
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  3. Danny Werewolf

    Danny Werewolf
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    There isn't a lot to say now. All I can say is that we're In the beta testing phase. No deadline or release date because stress isn't fun :D
     
  4. Danny Werewolf

    Danny Werewolf
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    As if people actually care, sorry for the lack of updates. Just fixed a dumb mistake of mind, and redoing the forest for FPS. Hopefully it helps.
     
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  5. Fuvos

    Fuvos
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    Looks great! How did you make the foggy effect?
    I'm just starting out with the world editor. Any tips or anything you can share that you've discovered?
    I'm a friend/co-worker of Dune Wolf and I've just started with the world editor, since he wants me to takeover his level while he recovers but I don't know a ton about it so I'm really nervous about level design (I specialize in typography mostly so I'm really in unfamiliar territory.)
    Anyways your level looks really good! I hope I can create as well as you can!
    - Fuvos
     
  6. Danny Werewolf

    Danny Werewolf
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    More recent screenshot (just now) as I'm redoing the forest.
    screenshot_2019-04-04_22-05-59.png

    Really cool that you're working on DuneWulff's map. Just hoping you know everything else. This is the most recent series for map making; the one I followed. And it's my first too, kinda simple once you get things down.

    With the fog effect, you go to "Object Editor" (F1) and there should be a dropdown named Scene Tree. "Scene tab and search for "LevelInfo" (Names that by default, but it'll look like this)

    Annotation2019-04-04222049.png

    In properties, which should be the tab below, search for this.

    Annotation2019-04-04222244.png

    Thankfully you're not starting anew. Just make sure to make a backup of the map. For me personally, at the end of every day of editing works fine. But you could be more paranoid. Just copy this folder and paste it somewhere

    NCG User\Documents\BeamNG.drive\levels\levelname

    Really hope I don't sound like I think you're dumb...if you get what I mean, I understand how that feels.

    Just send me a PM if you need any more help. I'll know most stuff through trial and error.
     
  7. SuperType3

    SuperType3
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    I know it's from early in the thread, but a good solution for dense yet unlaggy trees is to get a few 3D ones and then a 2d image of forestry surrounding the area. Like what the old Rally Forest map did.
     
  8. Danny Werewolf

    Danny Werewolf
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    If you look at the screenshot I sent above, those are what I'm using; tree blockers. Yet that still wasn't enough, so I'm using a version of tree that turns into the first LOD much earlier than the trees at the side of the road. That's why I have to redo the forest.
     
  9. Danny Werewolf

    Danny Werewolf
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    REMEMBER, THIS IS THE BETA
    Hopefully I don't ruin anyone's day with this post, but I'm starting to lose motivation in playing BeamNG, mostly because of the lack of performance in my laptop and because like @fufsgfen said it, my brain can't stay on one topic/item for very long or else I start to get bored. Probably why I get sleepy after racing on Nascar. Also because I worked myself to a pulp on this mod early on, I dried myself out. This hopefully doesn't mean that's it for this map, and I bet I'll pick BeamNG back up either after the update or later on, but I...really do hope this map gets finished.

    Because I've been on the forums long enough to feel you guys's pain to abandoned mods, I'll release a much earlier version of the map. This is before I had to redo the trees, as that feels like it took alot of the motivation from me.

    Warning: This map is very laggy, hence the reason I was redoing the trees after this. You'd need a gtx1080 or something along those lines to run this map well. I don't know about specifics, ask @fufsgfen about it for further detail.

    Here's how to play at night the intended way. I'm going to either make the day map only day and make the night map only night on the sliders, or I will leave it how it is, and you'd have to play the night version to get the real experience, with the night skymap and everything.

    Open up World Editor and head over to the scene tree.


    Search in the seachbar for "DaSkyBox"
    DaSkyBox.png

    Open it up and look at the dropdown "Sky Box". There should be the material changer.
    NightSkyMat.png

    For night, choose "NightSkyMat"
    For day, choose "BlueSkyMat"


    You could also Enable the lights at the start and finish gates. Just search for "Light" in the shape tree and enable them.

    Change the time and it'll be almost pitch black. What I think is the hardest thing a rally stage could be. Just ask if I should change it to be slightly brighter, I'm not sure how, but we'll find out. @Brother_Dave might know.


    Help:
    @Fufsgen: Bridge, Other ideas.
    @krallopian: General help, possibly original help with staging lights.
    @TarTi, @BlueGinge123, @krallopian: Help with fixing textures and being awesome in general.
    @DuneWulff: Tutorial on a night version of map.
    BeamNG Developers/Map Makers: Multiple other objects and textures.


    Beta Testers:
    @SebastianJDM
    @BlueGinge123
    @fufsgfen
    @Skoops[FIN]


    Feel free to post any criticisms or questions about the current state of the mod. Below is all of the known changes after this beta version.

    screenshot_2019-04-07_23-40-12.png screenshot_2019-04-07_23-40-22.png screenshot_2019-04-10_14-40-46.png screenshot_2019-04-10_14-41-15.png screenshot_2019-04-10_14-41-37.png screenshot_2019-04-10_14-42-10.png screenshot_2019-04-10_14-42-40.png screenshot_2019-04-10_14-42-55.png screenshot_2019-04-10_14-43-35.png screenshot_2019-04-13_05-07-19.png screenshot_2019-04-15_02-30-08.png screenshot_2019-04-15_02-30-34.png screenshot_2019-04-04_22-05-59.png screenshot_2019-04-04_22-50-27.png screenshot_2019-04-04_22-50-39.png screenshot_2019-04-04_22-50-59.png screenshot_2019-04-07_23-25-08.png screenshot_2019-04-07_23-25-23.png screenshot_2019-04-07_23-25-44.png screenshot_2019-04-07_23-26-10.png
     

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  10. krallopian

    krallopian
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    Hey congrats on getting a release out man! What a long 2019 so far huh!? Great work my dude, can't wait to see what you throw together next!!
     
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  11. fufsgfen

    fufsgfen
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    For anyone thinking about performance and alike, this is high graphics with gtx1080, turning SSAO on will cause FPS to drop below 60, just so that you know that those trees are using high lods some distance, with grass that does not pop up and alike with less powerful GPUs you might want to try Normal graphics setting for now.
    upload_2019-4-23_15-52-36.png
     
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  12. Brother_Dave

    Brother_Dave
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    Looking good man, i hope i get the time to test it out soon :)
    About that dark night, i can look into that (on my phone now and mostly used scattersky without skybox) but pretty sure you (can?) use skybox and scattersky at the same time? If thats the case then its the nightskycolor settings (not sure about the name but its somewhere at the middle of the sky settings window) that adjust the brightness at night :)
     
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  13. fufsgfen

    fufsgfen
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    Now if my brain just would be as fast as my car :D
     
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  14. krallopian

    krallopian
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    What a wicked track!
     
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  15. Spiicy

    Spiicy
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    Wait a fucking minute, I didn't realize this came out.
     
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  16. Mr.Bot

    Mr.Bot
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    screenshot_2019-05-07_23-14-35.png screenshot_2019-05-07_23-44-29.png screenshot_2019-05-08_00-30-12.png

    I uh.. had too lol
     
    #196 Mr.Bot, May 8, 2019
    Last edited: May 8, 2019
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  17. FatWrap

    FatWrap
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    Love this map! Sliding around corners barely clipping trees while driving fast is super fun.
    Although the asphalt road doesn't seem to have textures but maybe that's a problem on my end. Too lazy to delete old mods..

    Still a very nice map!

     
  18. Danny Werewolf

    Danny Werewolf
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    Thanks for the compliments. But no, I think the asphalt road is a map based problem. If I get motivated enough to actually finish the map, I’ll fix it for sure.
     
  19. Kristian_Kasmuller

    Kristian_Kasmuller
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    So how is the progress?
     
  20. Mr.Bot

    Mr.Bot
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    This map hasn't been touched in for a bit from what I believe. Go on and read some posts above here or just go to the first page and read. That'll maybe give you an idea of what the current progress is.

    (I will maybe fix that road texture soon once I'm home if nobody has done it already )
     
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