Hello there! I've decided to create a very simple level creation tutorial video, for anyone who wants to make first map or learn the basics of World Editor 2.0 UI. The video features whole process from generating heightmap in L3DT to packing mod for release. Required software: Text editors: Notepad++ Visual Studio Code (my recommendation) Any other similar program that supports json syntax Terrain generation: World Machine L3DT Scape World Creator Terragen terrain.party Cities: Skylines map generator (skydark.pl) Video: If you have any questions do not hesitate to ask me here Additional links that might help you: https://documentation.beamng.com/modding/mod-support/ https://documentation.beamng.com/modding/levels/export_dae/ https://wiki.beamng.com/Map_Creation_Megapage
terrain.party seems to be broken for a while, here's an alternative https://cs.heightmap.skydark.pl/ I tested it and it works fine
Coincidence! I posted a help thread a couple of weeks ago with no replies about making a map. All of a sudden, this comes out!
Is there a way to make a flat map of asphalt without using other software than BeamNG? I develop driver training programs for emergency responders and would love to use BeamNG to enhance some of the topics visually. But after a few weeks of reading, watching and working in BeamNG I have created nothing usable. I've flattened the HighDef's template but that appears to be a bad approach. Any help is appreciated.
You could try to just make a single shade of gray png file, depending on which map size you need it could be 2048x2048 or 4096x4096 (as long it's pow2 it's ok) and import it.
Thank you, with the help of L3DT I now have a 1024x1024 NO MATERIAL square. The WIKI says this would default to a groundmodel of asphalt but I don't see this info in the Inspector. I can use terrain tools to raise and lower but I haven't read or seen how I can change this to a grass with a grass coefficient of friction.
I really love your tutorial. It's very on point and easy to understand. The heightmap generation might be tricky sometimes. And i also get the texture map from L3DT running in BeamNG. For everyone who has steppy terrain caused by upscaling heightmaps via Photoshop or something . I found Terre Sculptor as a free Solution. You can Resample Heightmaps up to 4096x and can Smooth the Terrain if needed. The Software is free and i love it. Thanks for this great tut.
Is there a way to get a map from blender to a .terragen or a heightmap. I have gotten a heightmap to work but the scaling is always off. just need some simple help
I cannot get the "Texture Maps" or "Opacity Maps" In the terrain importer to function correctly. What I do and what happens: Add 2 materials to the library > Import Terrain > Assign the heightmap, 2 texturemaps, their corresponding materials = Generated Terrain with masks and displacements in the correct place but the terrain appears with "no materials". I need to replicate the original material placement from a 3dmodel of terrain from blender. I have no problems with applying the materials without any Opacitymaps added along with the importing process. I have been at this problem for quite some time. One observation is that with a single file used for the texture mapping there is no masking effect and all materials will not work on a brush. But with 2 texture maps, any attempt to brush a material will crash the game.