WIP Beta released Rally Ridge - A fast rally track along cliff edges

Discussion in 'Terrains, Levels, Maps' started by sketchy_b, Jul 2, 2014.

  1. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    ** TEXTURE GLITCH FIXED ** DOWNLOAD V3

    FEEDBACK APPRECIATED: What you like/don't like about it? what you'd like to see? what cars work well on it?

    I intend on changing all the models in the level once I have got the terrain finished and also adding a bit of vegetation but not too much so as to keep fps good.

    I'm working on a custom level for BeamNG but I honestly don't know the ins and outs of the software yet and more importantly the file structure so I apologize for the complete mess of files.
    but any way I'm making good progress with my level but I have a texture glitch that has started to occur. Its only after doing a fair chunk of level that it appeared and is only noticeable when "Shader Quality" is set to high but see the video below:



    As you can see (I hope the quality isn't too bad) its a grass texture that is causing the glitch if anyone can shed any light as to what I should be looking at to fix it, it would be much appreciated. also any comments on the level are much welcome. e.g. what you like don't like e.t.c

    UPDATE: V2

    Ok I've sorted the texture glitch thanks to Miura and hopefully the level now loads for you guys but after moving the file and renaming in the .mis I'm now finding myself falling through certain sections of the track so again if any one knows why this is happening please let me know im trying to work it out myself but no luck yet.

    UPDATE 2: V3

    So I've worked out that if I rename the .ter file to RallyRidge.ter rather than UberRally.ter then that's when I start falling through certain parts of terrain but if i keep the file as UberRally.ter and rename the .mis file appropriatly then the whole terrain mesh works fine. any one know why this might be and also please let me know if the level loads again. thanks

    UPDATE 3: V4

    Big Jumps and Vegetation!! More track has been added although only one side of the island is drivable. I am now going to start adding my own models so I might not have another update for a while. As usual if there's any issues please let me know and I'll try and fix them. feedback positive or negative always welcome... Enjoi
     

    Attached Files:

    #1 sketchy_b, Jul 2, 2014
    Last edited by a moderator: Oct 21, 2015
    • Like Like x 1
  2. Kippopot

    Kippopot
    Expand Collapse

    Joined:
    Sep 22, 2013
    Messages:
    3
    Level looks pretty fun, one thing i think the incline is a bit too high in some places, it ends up being a hill climb. And obviously more track is always welcome other than that im quite excited to play this
     
  3. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    I'm still fine tuning and intending to start at the top of the cliff so it'll be some pretty fast downhill sketchy moments, I've uploaded the file now fingers crossed it works for you guys but let me know of any problems you have and I'll try and sort them. cheers though!

    - - - Updated - - -

    Can people let me know if the zip of the level works? thanks
     
  4. rt389g@hotmail.c

    rt389g@hotmail.c
    Expand Collapse

    Joined:
    Jun 9, 2014
    Messages:
    111
    I will give it a try this week and let you know if I see any issues. It looks like a lot of fun.
     
  5. Miura

    Miura
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    311
    It's looking for "art/terrains/GridMap/UberRally.ter". Copy that file to this level's folder, change the path in the .mis to match and reupload.

    You can fix the flickering grass shadows by disabling "shapesCastShadows" in GrassTop object.
     
  6. zedx1981

    zedx1981
    Expand Collapse

    Joined:
    Sep 3, 2013
    Messages:
    59
    As someone else has said, it doesn't work, just water and no terrain.
     
  7. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    Whoops! Thanks guys I'll look into it now.

    - - - Updated - - -

    Hey man thanks for that think I've fixed everything that was wrong before but after making the changes I know fall through certain parts of the terrain any idea why this is happening?
     
  8. joes123

    joes123
    Expand Collapse

    Joined:
    Jan 4, 2014
    Messages:
    72
    super cool me likes major jumps off of the ramp to but anyways yeah good job.:D
     
  9. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    just did a test with my mate and have discovered some great potential jump spots watch this space ;)
     
  10. medion

    medion
    Expand Collapse

    Joined:
    Jan 27, 2013
    Messages:
    85
    ok this might give me maximum 0.00000001 fps on my current comp but when i build my new one ill hopefully get 15+ fps ;).
     
  11. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    oh dear didn't realise it could be that bad I'm just about to release an update wich has lot's of vegitation so I dread to think what it'll be like for you then!

    If other people are having this issue can they let me know and I'll try to sort it a bit...

    I'll upload the update later on tonight or tomorrow.

    The update has some quite insane but entirely make-able jumps!
     
  12. destroyer8769

    destroyer8769
    Expand Collapse

    Joined:
    Dec 9, 2013
    Messages:
    550
    I have it running at near 60+fps IIRC so it's fine for me.
     
  13. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    Good to know thanks man. but you seem to have quite a beefy machine like me, I'd be interested to know how it runs on the lower spec - mid range machines if any one can enlighten?

    Also got my first few custom models in yesterday just gotta work out collision mesh and level of detail in blender now!
     
  14. MuscleCarFan01

    MuscleCarFan01
    Expand Collapse

    Joined:
    Aug 5, 2014
    Messages:
    13
    Map is a lot of fun, thanks for sharing.
     
  15. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    Cheers mate, glad you like it!
    Progress has been a bit slow recently what with having a full-time job and all that crap but I've got a good chunk of the second island done now so should have an update out soon!
     
  16. minion

    minion
    Expand Collapse

    Joined:
    Apr 25, 2014
    Messages:
    26
    V4 with vegetation gives me a texture glitch, all the asphalt roads dont have texture
     
  17. Draegast

    Draegast
    Expand Collapse

    Joined:
    Sep 2, 2013
    Messages:
    12
    v4 road texture glitch like above

    v3 fails to create resource for forests so nothing besides terrain loads.
     
  18. sketchy_b

    sketchy_b
    Expand Collapse

    Joined:
    Apr 13, 2014
    Messages:
    61
    Sorry guys, Will look into it in the next week. Still a bit busy with holidays and such at the moment. But expect a big update with the second island finished and hopefully all glitches eradicated!
     
  19. Destroyer247_52

    Destroyer247_52
    Expand Collapse

    Joined:
    Mar 9, 2015
    Messages:
    188
    This is a fun map but there are some issues. Most of the scenarios images are the same, and some AI roads should be fixed. Overall its pretty good.
     
  20. Spaceballs the Username

    Spaceballs the Username
    Expand Collapse

    Joined:
    Oct 13, 2015
    Messages:
    568
    Holy crap dude! How the hell did you find and revive a 1.5 year old thread?? The mod author has an updated version here: http://www.beamng.com/threads/rallyridge.24509/
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice