An enhanced version of Driver 1's San Francisco arrives to BeamNG! Videos: Features: 1) Multiple spawn points allowing you to visit San Franciscos landmarks with ease. 2) All 903 2D Tree's replaced with BeamNGs 3D ones. This was painstakingly done one at a time by hand. 3) The slopes have been modified to play better with BeamNGs physics engine. This involved me having to add curved gradients to the base's of each of the slopes. 4) Golden Gate Bridge has been replaced with a modified version of Flight Simulator X's Golden Gate Bridge. This was combined with Drivers original Roads/Pavements in order to maintain consistency. The scale of the bridge is significantly bigger than the bridge Driver originally came with. The textures of this have been upgraded to 4K for improved fidelity via Gigapixel. 5) An extensive optimization process was performed with the city. To put it into perspective, the blender file I started with was around 90mb. A problem that the Driver city exporter had is that it'd occasionally duplicate polygon faces anything upto 9 times. Thanks to the polygon merge function that Blender has, it was possible to remove these in a matter of seconds. By the time I was finished with this, the final blender file was 41.6Mb! With such a reduction in polycount, this will no doubt result in nice savings on rendering performance. The city of San Francisco will not be held responsible for: 1) Exhaust pipes falling off. 2) Bodywork being damaged. 3) Cars going banana shaped. 4) Broken Driveshafts. 5) Collapsed suspension. Known issues. 1) Although I went to significant lengths to fix gaps/holes in the buildings, I wouldn't be surprised if I've missed any in some of the more obscure parts of the city. Entire city blocks and the multi-storey car park had to undergo extensive reconstruction due to missing polygons from the exporter. 2) I didn't add any additional buildings like I did with Chicago. Main reason for this is that the scale of the city layout was drastically off when compared to the real San Francisco. The fact that the road layout is completely different didn't help matters. The initial test looked too messy so I decided against it. 3) The underground carpark in Union Square is underwater. This is due to the ocean and due to the elevation of SF being highly inconsistent. This also has the effect of the sea level around Golden Gate Bridge looking somewhat high (not really noticeable unless you're flying a plane) 4) Missing building roofs. Again, not that noticeable at ground level but obvious when flying a plane. Special thanks to Krishty for providing feedback on the development of this.
looks great, driver 1 had amazing physics, but having played it only on a pal ps1 and ps2 the sloppy Hz count kinda made it even more difficult: now i can play with decent fps, even if cars in beam really don't like big jumps. Good to see this
I am going to nostalgia so hard. Are you going to port LA also? Would like to see what LA looked like during the day.
Have a WIP version that I've been toying around with for the past 2 weeks: Scale in those is off which has since been fixed. Trouble with LA was that it never came with daytime textures. I don't have the art skills to make a full on daytime texture replacement whilst maintaining Drivers art style so like Driver, it'll have to be night only. In order to get the night textures to render correctly, I'm having to use them as emissive. Only drawback to that is that the car doesn't cast shadows on the roads.
Yeah that's due to the tile based nature of them. Z fighting I believe it is. Not an issue on PS1 due to a lack of Z buffer.
As someone who played Driver to death, strong nostalgia there :') Yup, surprisingly works very well! Spoiler: Off-topic It is also quite different from the PSX version, I guess due disk space limitation: - You can actually choose different vehicles for freeroam - Levels have some minor differences, some areas are more detailed - Has speedometer visible (not there in PSX)