Gillies Islands This is a project I've started that is somewhat of a sequel to gillys island and all the mesh based map project I started a while ago none of which got finished, there's going to be plenty of sketchy cliff roads, switch back turns, secrets, and all sorts of fun stuff to drive, while this project is admittedly way too ambitious I will most likely be refining sections of the map overtime and releasing beta version when I have enough of the map refined that I can say its worth releasing one instead of trying to finish the whole thing in one go as that could take a very long time. Latest Timelapse 9/11/2021 9/10/2021 9/9/2021
Spent some time refining some of the roads I've recently added to the map as well as improving the scenery.
A lot has changed since I last posted an update on this thread, the map has very quickly become massive and I plan on making it much bigger. Currently the map is around 15.5km x 14km, obviously maps like this run into issues with floating point accuracy but so far it hasn't gotten so bad that the cars turn into polygon soup and even at the farthest points from 0,0 there's only a small amount of jittering. At some point far down the road I may try to implement some sort of custom origin shifting system but from what it sounds like that didn't work so well for the devs so that may be off the table. I don't have too much in detail progress to show right now since I'm waiting until I have some more polished areas to show off. I've also been making the Blender > BeamNG workflow much easier which means less time fiddling around with the forest and collada exporter and more time testing out the map. Just to give an idea of the scale of the map here's what I have so far next to the italy map, it really puts into perspective just how massive this map is. Having so much scale means that map doesn't have to be so dense with roads and driving between points of interest actually takes a decent amount of time, I can also fit in quite a bit of scenery and probably a lot of easter eggs once things are more complete. Either way hopefully I have some more cool stuff to show soon, this map is definitely one of my most ambitious projects in general. It might be a bit silly to put so much time and effort into a mod for BeamNG but hey at the very least I could always turn it into a nice resume piece.
@Average Person Woah! Looks like Italy has got a tough competitor. Great going! However, I wanted to ask regarding "custom origin shift system". Were you referring to the SHIFT system from Driver: San Francisco just because the map scale is extremely large?
That sounds awesome but I was just referring to a technique games use to get around the glitchy stuff that happens when you're far away from the coordinates 0,0,0. Basically I want to occasionally move the player to 0,0,0 as well as the whole level relative to the player so that it's pretty much unnoticeable.