cant right now and i dont got 2fa so it wont let me upload the screnshot i can try via steam later when im home
Do you mean stuff like this?: Its a known issue. Unfortunately there is not much I can do about it, it has something to do with the game engine. It happens when an object stands on top of another object. In this case, the ground is a large 3D Object. The game automatically puts the textures on the top object, there is no way to tell it some object hierarchy or anything. I can only "fix" it by disabling the collision of the vehicles. I decided I´d rather live with the occasional texture issue (luckily its only a few props around the map) than having no collision on these objects.
ye exactly thats the texture issues i have too dont really bother me that much the map itself is insanely beautiful and detailed but a few more prop cars especially in the big Vogelsang Town would be cool the parking lot next to the water looks so empty with one car standing there --- Post updated --- ye makes sense
Okay, yes I thought it was that.. I think its not so bad but if it really disturbs someone the way to fix it would be to go to the editor, object properties and just deactivate the collision. But yea.. then the objects have no collision, which is more annoying in my opinion.. You should activate ai traffic with parked cars, there are parking spots all over the town and any populated areas on the map. Adding more car props to the map would really blow up the file size.. so ai traffic parked cars is the best way for more variety and cars.
What I noticed from this map: since this map was set in Namibia it shouldn't have LHD traffic. Namibia drives on the left.
Beautiful work, there are many nicely composed settlements and shanty towns, my personal favorites with loads of character, ambient sounds and details A couple of screenshots of an early evening Shanty Town dug out of the ground, superbly composed...top marks on the horizon, looks amazing. Have added my own personal touch with added lighting from within World Editor
Yes I know, that would be nice... the thing is, i should have planned this from the very start but for some reason the idea only came to me later.. now I cannot do these changes to the terrain anymore. maybe for another project.. Ikr, I decided to make this map LHD simply because there are barely any RHD vehicles in BeamNG and I thought it would be too annoying to sit on the wrong side of almost every car in the game. Thats why traffic drives on the right side of the road. did you use any shaders or graphics mod? looks really good, especially on the first one, the sunlight doesnt look like this in my game.
Hello Murokmakto, No, I have not used any extra shaders, just straight in-game adjustments...I have attached screenshots of the settings used in-game if they are of help First screenshot is the in-game 'Environment' settings Second - Photo Mode settings Third - Finished screenshot Fourth - World Editor, my extra added lighting, Point and Spot lights spread around the ShantyTown scene...which is the Third finished screenshot ...keep up the great work, this map is going to be a good one!
Everywhere I've been so far I get over 100 FPS. In most parts of West Coast I struggle to get even 50fps. Why is there a giant rock on the observation platform of the migratory bird research station? I'm not a fan of the amount of fences in the far east of the map. It's disappointing that we can't drive on the additional large chunk of land in the north west of the map. I tried setting collision to Visible Mesh but it didn't work. I love these desert textures. I love the original clear sky and sun and wasn't tempted to use CK's skybox mod for hours. However, "Partly Cloudy 6" fits this place so good. The lighting from some of the other skies look good also but the way their fog fades into the distance looks totally wrong for this map. Damn that island is far away. Finally got there. I do not have the rock climbing skills to get out of the little village and explore the rest of the island. I've gotten stuck walking up a few steps in a church and in an unfinished building. "I decided to make this map LHD simply because there are barely any RHD vehicles in BeamNG and I thought it would be too annoying to sit on the wrong side of almost every car in the game." off topic - I still don't understand this "wrong side" of car complaint. Where I'm from we drive on the left and 50% of the cars are from the USA and the other 50% are from Japan. Everyone has experience driving both. Even people who might prefer wheel on the right have probably made many trips to the USA and had drive a rental car with the wheel on the left (along with making the adjustment to drive on the right side of the road instead of the left). It's really not a problem.
Hi, thx for your thorough opinion, thats always good to hear. Sounds good. The only place that I get an fps drop is around Vogelsangbay. But thats logical given the amount of objects and details in this area. Probably because I didn´t see it and I will remove it in the next update . Which migratory bird research station exactly? there are 3 on the map.. There are many farms in certain areas in Namibia & SA, thats why I put the fences there to resemble these places, thats just how it looks like irl. However, you can drive outside the fences. The fences are only along the road, but at the ends of the fences they end after like 100m. So you can easily drive around them or simply open the editor and remove some so to create gates. The low poly terrain was more meant as a background rather than to be really driven on, but technically its possible. totally agree The "Beamling" or player walking figure really gets stuck everywhere. Its so badly made unfortunately. I spend so many hours trying to build simplified collisions for the interiors to be able to walk in there but due to the nature of the Beamnling its almost impossible. It still gets stuck on every corner or step... its an absolute pain. Trust me, i really put in the hours to make the interiors atleast partially walkable... its really the best I can do with how the player model walks outside the car. Yes I understand that. Its no problem for me either to drive my LHD car in an RHD country. But still I thought it was kinda off since there are almost no RHD cars in beamNG.
I've been trying to find a way to make Blender let me mildly subdivide/dyntopo and sculpt at the same time without destroying UV maps so that I can take a low poly terrain and smooth out the worse parts and make some sections suitable as roads. Blender can't do it. Zbrush possibly can but I don't have the money for that. What are the plans for the island with the small village? What boat do you have that can get there in less than half an hour? I hate that cloud speed, cloud cover, and fog density don't actually show us a numerical value
Still an issue is the sheer number of polygons. With such a huge terrain the numbers get pretty high, don´t know exactly how high it is on skeleton caost but its probably a few hundred thousand. If you start to smooth out areas it gets a lot more. Its been a long time since I made that highway so I don´t completely remember how I did it but I started with a very high poly terrain, added the highway and then separated the shapes and simplified the terrain while keeping the highway as it is to have a smooth road surface. I use the Rescue Boat on this map, it gets to the island in a few minutes, it drives about 50 kph. The island is not really supposed to be driven by car, thats why there are no roads or anything. There is just this small, semi abandoned settlement there. In a previous stage of the map there was a second island, about twice the size of cormorant island now, where there were roads. In the end I didn´t further develop it since it was just too much for the map and already enough stuff there. In the real place this map is inspired by, there are many islands like this with only 1 or 2 buildings, mostly abandoned. I wanted to include this to the map and so that there is a place you can go to with a boat, if you want.
Arriving in style on the small island off the coast....travel by Boat...or Helicoptor A nicely composed settlement. These screenshots have had some extra fill lighting added within World Editor.
Hi, this seems to be a bug related to the game not using enough RAM. it has been reported several times already. However it has nothing to do with the map, rather than the game itself so there is not much I can do about it.. I really like your screenshot compositions, keep it up
Have you ever thought about making this compatible with RLS Career overhaul? It's a great map, but I feel like without the "purpose" a career mode gives me, I don't enjoy it as much as I could. I know it's a lot of work, but maybe let's make this a community effort? RLS has a lot of fans so you'll probably get a lot of volunteers. I'll be one!
Since I haven´t even played the Career mode I didn´t think of it, but many people suggested it already. I´ll be honest, I probably don´t have the time to do this on my own, so this would be something of a community project I suppose. So far I didnt even look into it, what has to be done and how to set it up, atm I have no idea.
Did some role-playing in Sceleton Coast, pickup a container for the Beach Hotel, saw beautifull red sky over the Vogelsang bay, Sunglasses was no luxerey, Stopped at the KO supermarket for something to drink, and a snack, at last deliverd the goods at the beach hotel Beautiful, and great map for role-playing.