WIP Beta released Perryville - Iteration 1.4

Discussion in 'Terrains, Levels, Maps' started by Occam's Razer, Dec 9, 2013.

  1. Possibly_Pos

    Possibly_Pos
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    Re: Perryville - Iteration 1

    wish there was a "theTerrain65.ter" fille...
     
  2. KarlRyker

    KarlRyker
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    Re: Perryville - Iteration 1

    I was speaking to him because the .ter file is in /levels not the map folder
     
  3. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    I updated this download last night with the terrain file in the appropriate location. Is the terrain still not showing?
     
  4. KarlRyker

    KarlRyker
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    Re: Perryville - Iteration 1

    I must of downloaded it right before you changed it

    But yeah, it's right again!
     
  5. 3r1cFPS

    3r1cFPS
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    Re: Perryville - Iteration 1

    It's a great map! I want to know who it will look like when it's finished :D

    ------------------------------------------

    Performance:

    90 - 100 FPS

    FX-8350
    R9 290X
    16 GB RAM
     
  6. EuroTrucker

    EuroTrucker
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    Re: Perryville - Iteration 1

    What's with the train tracks :confused:
     

    Attached Files:

    • screenshot_00000.jpg
  7. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Since Perryville is supposed to be a Rustbelt city, I felt the map would be incomplete without a rail line or two (the tentative plan is four). What you see is a short placeholder for one of the rail lines, a proof of concept to ensure the proportions are what they are supposed to be, and a performance test to see if anyone has any issues with the collision-heavy RR track. Depending on how performance plays out, I may eventually simplify the collision mesh.

    I'm getting ready to leave on my trip, if anyone has any further comments, criticisms, or recommendations, don't expect a punctual response.
     
  8. thewiz

    thewiz
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    Re: Perryville - Iteration 1

    I get about the same framerate I usually get, which is around 30-35 fps.:p
    Oh, and two mesh collision issues I noticed, if you haven't already: the loading dock ramp and one of the buildings partially collides (i.e., you can drive into it partway and then it collides.)
     

    Attached Files:

    • screenshot_00189.png
    • screenshot_00191.png
    • screenshot_00190.png
  9. mtchll3

    mtchll3
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    Re: Perryville - Iteration 1

    awesome map, just 1 thing, the diaginal between the buildings is a little laggy, other then that its my favourite city map
     
  10. EuroTrucker

    EuroTrucker
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    Re: Perryville - Iteration 1

    Ummmm the truck does not fit
     

    Attached Files:

    • screenshot_00002.png
  11. graysonk95

    graysonk95
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    Re: Perryville

    I am disappoint. How could you guys forget Penguinville?! :eek:
    Before DoNotEat was captured and taken out of the country, he was developing an updated "PenguinvilleNG" for BeamNG. It looked pretty great.
    http://www.beamng.com/threads/12-Fo...bout-CryEngine-Sandbox?p=31&viewfull=1#post31


    OT: Beautiful map. I love to see original content like this. :)
     
  12. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Yup, just got back home.

    Thanks, I'll get this sorted out. Expect a lightly updated version within the coming days. And it's good to know FPS is not a problem. [yet]

    Yeah, I've noticed that, too. Truth be told, I have no idea what that is or from where it is coming. Maybe one of those phantom light glitches?

    To my mind, a parking garage does not need to be capable of facilitating all traffic, just vehicles that are likely to need to use the complex (passenger vehicles and some commercial vans). Trucks, box trucks, and step vans could probably use loading zones to unload their cargo to nearby buildings, and would likely be parked overnight in either ground level or purpose-built complexes, rather than use parking garages. But I'm no expert.

    Far as I'm concerned, it's currently just another fun way to obliterate your vehicle.
     
  13. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    screenshot_00016.png

    I just fixed the aforementioned collision mesh issues and added a very early version of terrain textures. Let me know if you have any other problems.
     
  14. EuroTrucker

    EuroTrucker
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    Re: Perryville - Iteration 1

    I found a lot of problems with terrain textures I know it beta terrain textures
     

    Attached Files:

    • screenshot_00009.png
  15. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Yup, just found it. Evidently Torque decided to put the concrete material into a core file, instead of in my map's terrain materials file. Thanks for the feedback.
     
  16. lilstrip

    lilstrip
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    Re: Perryville - Iteration 1

    please keep working on it i have waited like 2 months for new stuff to come and theres only 2 new things... disapointing...
     
  17. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Interesting timing. I just started working on this again.

    I won't have anything new here for at least the next several days, but try to stop by the development screenshots thread now and then.
     
  18. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Better late than never, I've just updated the map to iteration 1.4.

    Changes include:
    • Improvements to Michigan Avenue and surroundings
    • Fully named streets
    • A few new facades and extra detailing
    • A mostly bridged river, and
    • A few small objects to break up the monotony
    I also fixed the terrain issues that were occurring.

    I'm starting to run out of free time, so I'm not too sure that I'm going to be able to complete this map in full. I should be able to sneak in a few extra, smaller additions if I can work past a few problems in the meantime, though. Let me know if there are any issues.
     
  19. Plissken

    Plissken
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    Re: Perryville - Iteration 1

    I like this map, even if it's unfinished.

    I found some small problems (fortunaly that doesn't kill fun) :
    • I have an error everytime I load this map 1.jpg
    • The roundabout is a bit too high above the ground, thus making a step all around it 2014-11-27_00002.jpg
    • Some materials are missing 2.jpg 3.jpg
    • I think sidewalks are too much tall (but I don't know about US sized sidewalks, so I may be wrong)
    • Bridge and road are slightly misaglined
    • And finally what disturb me the most : I think it's way too bright, this looks like a sunbelt city. Plus a darkest atmosphere would make the economic decline you state in the first post more noticeable.

    Keep up the good work ! :)
     
  20. Occam's Razer

    Occam's Razer
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    Re: Perryville - Iteration 1

    Other than the sidewalks, all should now be fixed, or at least improved.

    This one is a more stylistic choice. I tend to lean more toward the high-contrast, colorful side of the spectrum than the grayed- or browned-out overdetailed side. Probably to a fault, but I just can't stand the Gears of War/Fallout/CoD look in which the color range is unnecessarily narrowed. I could and should lower the sun in the sky to portray the autumnal northerly city, but I can't seem to do that with the time of day system intact, and I will eventually need to give the entire city another detail pass or two to break up the monotony and dirty the city up a bit.
     
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