That's Beamng for you. Tricky to learn. But rewarding. --- Post updated --- I generally look at vanilla maps first, then mods (asking for permission to reuse terrains where possible). Creating new terrains is doable, but a faff. Does the original PS2 level not have a map you could use as a base terrain?
This looks worth getting into but i just need like 3 simple textures to match a old PS2 map. Concrete, Grass, and Brownish Grass, i dont know where i could get those and how i coukd just copy them without ruining the shape of my terrain block. Maybe ill have a more look at thwta Terry sent me, the way the terrain materials are and t It does but its just a plane texture with little detail. --- Post updated --- This almost makes me wanna give up on this project, i really dont know how im gonna get similar colored grass textures and without changing my terrain shape
you shouldn't need to do anything with your terrain. If you send your zip file across to me, I'm happy to take a look. It won't be for a few days minimum, but I might be able to suggest something.
This almost makes me wanna give up on this project, i really dont know how im gonna get similar colored grass textures without changing my terrain Okay. Heres a cleaned up version of the map so its super easy to work with https://www.mediafire.com/file/gctm3ezfpvfotoc/CleanedLevelForTerrainWIP.zip/file
Thanks for this. I've had a look. The materials are definitely set up wrong. The overlay should be the same size as your map (1024, I think you're using). This should be an image that looks like your map from above. It is tricky to make, but use the export terrain function and you get the alphas of your different terrain types, this could help you build a decent image. The macro is the middle terrain. Set this to something around 0.4 strength, and a size of around 20-50 (depends on the texture you use). Distance is the distance this starts to fade in from. It should be around 50-200, no more than that imo. The Detail is then the close up. Strength can be more, but it'll often go dark. I would stick with 0.5. Size should be small, around 4-5. Distance around 5-10. All of these need playing around with to work well. With your current overlay, it'll not look great, but once you have a 'map' version, it'll improve. Using PBR would be a massive improvement, mainly because you have more control. I'm afraid I don't have time this week to look at it in detail. I'll take another look when I can, but have a play around based on the above.
I would love to convert to PBR but its a lot to learn for me and im currently out of state so definitely not learning anytime soon. So ive kinda caught onto making thay type of overlay image, but im confused how do i include the materials i want, i just photoshop it exaclty how i want it to look using colors or what --- Post updated --- Thanks for checking this out btw
Is your aim primarily for it to look good, or to replicate the level on stuntman? Might be slightly different approaches is all. The overlay really provides the colour for the ground more than anything. Not so much the material. That's slightly simplifying it, but it's how I see it at the basic level. You can allow it to provide all the colour, then use greyscale textures for macro and detail. That helps with the overall blending, but can look crap on really big maps (or more importantly, maps with low resolutions in the terrain mesh). To make an overlay, I generally lay the textures I want where I want them, export the terrain using the export tool. Take the alphas for each terrain that it puts out, and use Photoshop to colour each one the way I want it. Overlay them on top of eachother, then apply noise and blurs/posterize to get them to look sort of like the vanilla overlay textures, then use them in the map. It is a bit fiddly though. Another option is to just straight up draw the map you want. But that's tricky unless you're good at it. Which I'm not. What exactly are you aiming for? I'll give it some more thought.
Sorry i just realized you replied i need to get notifications and thanks for the explanation i wish i could work on it right now but im 1000 miles away from my pc Im mainly trying to replicate the stuntman map as close as possible but its a PS2 game so obviously if it was 1-1 it would probably look like shit, so mainly the color of the concrete and the type of material it is from the actual stunt arena, and then the grass color, and i need a dirt to blend in with the dirt ramps and the grass. There are plenty of screenshots of the PS2 arena on both of my posts: ● I have the BeamNG.drive Forum Post for the project here - https://www.beamng.com/threads/stuntman-constructor-arena-ps2-2002.103037/ ● and here is the project on my website which has way more - https://kingxgames.weebly.com/forums/beamng-stuntman-stunt-constructor-arena-level How would you go about it? Should i even worry about PBR with such simple stuff or
@el_ferrito I haven't gotten around to working on the terrain, im working on a car for the map. But im still yearning for your expertise xD
So sorry man, life... Work, kids, dadmin. All stops me doing anything with Beamng. Haven't even installed the last update yet. I hope you've had some success.
I understand. And ive been working on my website as well as a ton of other side projects for the map and updating the pages for it. Sadly have not figured terrain out but i have mastered so much more. If you do ever get the chance though i definitely could still use your help. How hard could it be to match a simple 3-4 ps2 textures to a beamng map
@el_ferrito So i have created a mesh plane with this street, & make the concrete section as accurate as i can to the stuntman game But i am still stuck on making the grass look good like from the pics on this post