For now I only have the track in blender. The layout lays on a 2048x plane: This would be my first mod, so I need some help with it and maybe this isn't the right thread, I'm sorry for that. This is the current topology (straight out of the game) The first thing I'd like to do is make is playable, then other things might come. Ideally make it pbr, multiple groundmodels (tarmac, concrete, grass) and place the missing models, with beamng ones, that populate the world in the original map. And here's the first release! It even has some textures. bay_a.zip
will there be a romanian map that next? i want to see a huge map that goes from bucharest to ploiesti and calarasi, and pitesti too
Why don't you make a Romanian map yourself instead of asking virtually everyone who posts about converting maps from other games to BeamNG? I have already explained to you how to do it.
Very little progress and a question (or 2). I am following map in 30 days tutorial, I have baked the terrain but in the wrong way, so I've spent time focusing on beamng when the problem is how to get a linear texture of height going from black to white. I could get the max height right, this was throwing me off, but the track was off by a few meters. Now I have to get a correct heightmap from blender. The question is: why the preview of the heightmap shows as red? And does it have to be stored as BW? in my case colors caused spikes, likely because some (or a lot) of information goes nowhere. Anyways, I spent hours on one simple step, next is materials. Those seem more complex.
Ok, I fixed the heightmap and here's how: Following this video: he exports in EXR, there is a way to have the ''same'' result with PNG: this way color space is still linear! It is very important to set the material precisely so that the very top is black, as he says (remove greater than to render). It is even more important since elevation is not a few cm but, in this case 105 meters, and half meter off was imprecise when I imported the road mesh. And here's how to import any mesh, set in blender with origin at world origin and everything applied: the world is 2048 so position is 1024, Z is to give a bit more space so that the terrain does not show through. I could also import the guardrails and with same setting they work nicely. Project is still very far from playable since materials are still a mistery, but I could drive on the NO TEXTURE road Errata corrige: I created the terrain with no offset, but the map is 2048 so offset should be at -1024,-1024, and imported mesh with origin at world origin will work when set at 0.0,0.0.
I got to a point where I want to add materials but the map is a weird shiny black or the no material one. Materials are there, I can feel asphalt and grass, but not see them. In the material preview I can. Also I don't know if or how should I texture the road mesh.
I have placed a minimap, just as a png image, that I might refine. I do not know why minimaps for other maps have multiple layers. The placement was the hardest. Offset is 0,2048. I do not know why. Also, when I clean cache, even after saving the level, nothing was there. Nothing. How can I share it if it does not survive a cache clean, that I might have to do to troubleshoot too. These are my questions for today. Out. Errata corrige: Minimap offset is now -1024,1024.
The map now has materials, for the ground at least. This is how I imported them. First, I copied a material texture-set in my map, then I copied the .json code for that material and adjusted the map name. With that done the game can recognize by itself the material. One thing I do not understand is how to properly have those whole-map .png and what exacly they do. PBR here seems different from blender. As I'm writing I see that cache clear still deletes my map. It is now in mods/unpacked/bay_a/levels/bay_a/... Luckly I now know where to take back the files. This is how the map appears. The asphalt has a weird interaction when the sun is seen from this angle, but the road is there, smooth, part of the terrain mesh. It is perfecly driveable, still lacks the spirit. I will not be working on it for a while. If I understand how to share a working copy of it I will