Hi everyone, I’ve started an ambitious project: recreating Romania in a 1:1 scale for BeamNG.drive. The first phase is a 8x8 km area covering a large part of Bucharest (Sector 3). Currently, the map is in its very early stages. I’ve used MapNG to lay down the road network and basic building layouts to keep everything as accurate as possible to the real world. Current State: Scale: 1:1 Real world recreation. Coverage: 8x8 km (focusing on Sector 3). Progress: Early road layout and building footprints based on map textures. Important Note: I am currently in my final year of middle school (8th grade) and I have my national exams coming up soon. This means development will be slow for a while as I need to focus on my studies. I will post updates whenever I have some free time! I’d love to hear your thoughts on the layout so far. Screenshots: Download: https://mega.nz/fm/iqhDgBaA Installation Instructions: Download the .zip file. Navigate to your BeamNG.drive user folder (usually located at: AppData\Local\BeamNG\mods\repo). Place the .zip file inside the repo folder. IMPORTANT: Please DO NOT unzip the file. Just drop it into the folder as it is.
Looks good so far! Just a quick heads-up tho: BeamNG doesn’t like multiple separate terrain blocks on one map. If you stick to your plan of recreating a bigger area on a 1:1 scale, I’d suggest you either try using a 16k heightmap or using Collada (.dae) meshes for the rest. Alternatively you can merge multiple areas into one terrain with GIS-tools like QGIS (for example you could have the Carpathian Mountains start right infront of București for a more diverse terrain)
hello guys thanks for the tips --- Post updated --- Hi, Tofli , yes I even have a video if you want to see the map closer and btw I live there and I can say that most buildings are the right shape others are not exactly but I'll fix this summer
Hey, SynthethicMorgan? , yes it is bucharest, well now it's only 89% of Sector 3 because that's where I stay and it's easier for me to work --- Post updated --- Who wants to play the map like it is now you can install it from this link, I would change from the first thread but they don’t let me the forum say it’s spam, but I don’t know, anyway this is the link: https://mega.nz/file/euhxiLaR#bvd_hlQlQlQlQlqwmsJWrrzOg9rb5C0UYwj_4 --- Post updated --- https://mega.nz/file/euhxiLaR#bvd_hklQqwWAmsJWrrzOg9rb5C2LuUorXCX0UYtwj_4 Sorry, this is the real one
Hello, I know that the entire rendered map won't work even in its current state, and I have a pretty good PC and I get 80 fps consistently (whit max render distance , aprox. 16000 , but on map is default 4000) on 1440p resolution, I think on ultra graphics but without dynamic reflections, but I've just started the project and I'll make some optimizations in future updates ( my setup is cpu : ryzen 7 9800x3d , gpu : Rtx 4080 super and 32gb RAM )
Yeah, I'm a little leery about this, too. You seem to have some familiarity with the tools and software, so I won't rule anything out, but your first public BeamNG mod is a 1:1 scale recreation of an entire country? You're wise to split it up into development chunks focused on individual cities and regions, but even aside from performance, the scope alone is going to be insane. You might be better off roughly recreating a few regions of the country as individual maps, starting with Bucharest as you have here. I'm not trying to disparage you, and I can't say what's possible, but this seems like something young me would have jumped headlong into and made no progress.
Hello, yes I understand what you mean but I'm not going to start doing the whole country in a few days and that's it, no, I'm going to start with portions of 8x8 km, I'll make a mod for each piece and of course I'll start with Bucharest, now I'm at the beginning I can't do them all at once and I'm somewhat ok with the tools from beamng, anyway I'll document myself well and if you have any more advice I'll really listen to it
Unfortunately BeamNG maps are limited to only one square terrain tile of maximum 8x8km size (as long as you want a good resolution of one height value per metre), and this is a hard engine limit regardless of how fast your computer is. Also, it is frowned upon to upload raw MapNG exports without doing any improvement yourself as anybody wanting those can just generate them themselves without any mapmaking skills. Until more advanced tools come out, building very large maps that are both completely full of content and of release-worthy quality is a herculean task. If you want to build a map representing a very large area, you need to consider both your level design philosophy and technical aspects. When it comes to the former, there are three ways in which you can turn years of work into a more manageable project: 1) Focus on a 1:1 recreation of an area 8x8km or less in size, such as the slice of downtown Bucharest you downloaded, instead of expanding to cover the whole of Romania. 2) Do as the developers do with the vanilla maps and create a map that condenses the most iconic parts of the area you are basing it off of into a more manageable size. You can also do this with real-world height data; for example, if you paste the following code into MapNG: Spoiler: Code Code: { "schemaVersion": 1, "mode": "single", "center": { "lat": 45.170109692063086, "lng": 23.386236861295348 }, "zoom": 13, "resolution": 8192, "includeOSM": true, "elevationSource": "gpxz", "useUSGS": false, "useGPXZ": true, "gpxzApiKey": "", "gpxzStatus": null, "terrain": null, "textureModes": { "satellite": false, "osm": false, "hybrid": false, "roadMask": false }, "osmQuery": null, "gpxzApiKeyMasked": true } ...you will be taken to an 8x8 area at the base of the Carpathians with both hills and lowlands that might be a good starting point. If you want to turn this into a map representing a larger area of Romania instead of a recreation of the real-life location, you could expand Bumbesti-Jiu into a scaled-down large city by expanding the road network (though you don't need to do this too much), and filling the downtown with more and taller skyscrapers than a settlement of that size would have in real life. Then you could keep Gornacel and Sambutin as they are to represent the countryside, add more roads and another village with old buildings and a castle in the mountainous area, and excavate out a bay in the south of the map using the terrain tools and build alongside it a new beach town inspired by Mamaia. 3) Only model a select few long roads and built-up areas at high detail and block the rest off, rather than adding everything that is or would be there in real life. This is the approach taken by some BeamNG maps like Autobahn 57K Loop, Land of Sands, High Force UK and Sierra de Cadiz, as well as Euro Truck Simulator. 4) Combine approaches 1 and 3, or 2 and 3, by creating a map with a "core" that is filled with detail, surrounded by a larger extended map area with fewer but longer roads and less detail. This technique is used by Johnson Valley, Skeleton Coast, Polish Roads, Poland (formerly Middle Valley), and Great Plains USA. Now as far as overcoming the technical limitations and creating a playable area greater than an 8x8km square, you also have multiple options: 1) Use a single block of BeamNG terrain but increase the meters per pixel beyond 1. This is the approach taken by Land of Sands and the upcoming map Cold Coast by @Khark. The disadvantage is that if you increase it too much (like over 2m/pixel), any undulation in the road surface becomes a prominent bump instead of smooth transition, and it is also not possible to create fun off-road trails; you need to work around this by creating paved roads as mesh roads or custom-modeled objects. 2) Use 3D meshes for terrain instead of BeamNG terrain. The drawbacks are that this needs optimisation (e.g. culling mesh complexity away from the roads and nulldetailing tiles), the terrain can't have grass on it or be adjusted without going back into a CAD program, and it is also bumpy requiring mesh or custom modeled roads. Sierra de Cadiz, High Force and Autobahn 57K are made this way. 3) If using design philosophy #4, use a combination of a relatively small, high-resolution BeamNG terrain block for the main playable area and mesh terrain for the extended map, as all of the examples mentioned in that section do.
As far as I know work hasn't even started on the map yet; what he uploaded in the first post is an unmodified MapNG export which you can recreate very easily by going to the website yourself and exporting the same area if you really want.