WIP Beta released Foothill Mines V3

Discussion in 'Terrains, Levels, Maps' started by Driv3r1142, Mar 7, 2015.

  1. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Yes the version you loaded earlier I got that same bug, and lead me to redo the files and delete some too. I fixed it on my laptop, but it brought some more bugs too.
    I will be looking forward to the testing you can do later.:)
    Right now I can only hope my laptop testing is going to be positive.
    (And I'm surprised that I get playable frames on my laptop on low settings... it doesnt even meet the requirements for beamNG.):cool:

    On my laptop I loaded the map, after transplanting the cache files to the right places, including the .ter file, I got it to load, but the problem was that I was missing some buildings, that are present on my desktop version. Everything is the same between both machines.

    If you can get the files working, or a working terrain based on the current .ZIP file, please upload it so I can test it and fix my copy. I will make sure to credit you. And don't feel bad about your smallgrid; I lost mine in the process of making this map too.Until we get this map fixed it will probably be a prank for the Russian mod sites >:3


    **TO ALL FAST FORWARDING THROUGH MY POST; Please test this map so I can gather a testing group and get more than just one result from the same file.**


     
  2. Aboroath

    Aboroath
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    Re: Foothill Mines


    I've lost so many maps that have consumed many hundreds of hours of my life I'm over it. I'll learn to retain all this shit when I really REALLY want to retain it.:p

    More later.
     
  3. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Umm... Im sorry but I didnt quite understand you there. Im assuming you mean that terrains have taken about a month of your life from you? lol ROBLOX took years from my life and it still is taking my life... Same with beamNG. I will be happy once I can export my ROBLOX builds as static objects and share them with you guys.
     
  4. Aboroath

    Aboroath
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    Re: Foothill Mines

    Driver please check your pm.
     
  5. Miura

    Miura
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    Re: Foothill Mines

    Open the .mis file in a text editor and replace "levels/theTerrain2.ter" with "levels/foothills/theTerrain2.ter". Then there's no need to move any files and it should work from the zip too.

    It has two other .mis files and a foothills\foothills folder, I assume those are not needed.
     
  6. Hati

    Hati
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    Re: Foothill Mines

    OP, do you mind not smoking salvia before you format the text on a post? ow my eyes.
     
  7. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Well, I will look into it. Im glad people are posting easier ways to do this. I already solved a few issues in the .MIS with objects, but I didnt really look into loading files... I will look into it. How does it load though?

    - - - Updated - - -

    Eh, Im sorry it hurts your eyes... Some people just speed through posts and its kinda important that for now the map is installed correctly, until I can properly package the map.
     
  8. Aboroath

    Aboroath
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    Re: Foothill Mines

    Saw those as well and deleted the extra folder and re-named the .ter file so it wouldn't overwrite small grid.
    Map loads with a messed up spawn point but loads none the less.
     
  9. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    I cant fix the spawn point. Its because it would be a negative value. When I loaded the height-map it placed itself below the 0 mark. Don't know why, but it did. I uploaded a new .ZIP that's self containing, with a renamed .ter and edited .mis. BTW Any texture errors?
     
  10. Aboroath

    Aboroath
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    Re: Foothill Mines

    Unzipped straight to level folder fine, selector looks good, loads up fine. You still have two .mis files?, I deleted "mapa.mis" without issue. Textures look fine.
    The specular or whatever on a road texture is all out of whack, way too shiny. Aside from that I think it's close to what you're looking for.

    screenshot_00004.jpg

    EDIT: Eliminating the mapa.mis got rid of the "island" level in the selector as well.
     
  11. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Can you give me a fix for the shiny roads? Its kinda annoying me, but it is good for checking the levelness of the roads. BTW: Hows the drive?
    EDIT; Any loading errors? If so, its an issue in the .MIS I am aware of loading issues if the path to the missing object starts with content/ . If thats the case, just remove the content/ prefix in notepad++
     
  12. Aboroath

    Aboroath
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    Re: Foothill Mines

    Can't help you with the decal issue yet. The drive is bumpy but manageable. Ditch the off camber road. Make it at least level regardless how bumpy it turns out.
    I suggest at least doubling the decal road splines....looks like an N64 road right now. Not sure what you are referring to regarding objects but I'm not seeing
    anything strange with what's there.

    No loading errors for me. As I said I was able to unzip directly to the contents\levels folder.

    EDIT: a hack fix for the 50 foot spawn is to move your terrain and everything else TO the existing spawn point. Lame?...sure. Does it work?...yes.
     
  13. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    I kinda got lost here... The drive is as smooth as I can get it for now... its because I jacked up the map a bit by using raise/lower on the roads instead of just smoothing. Oh well. There is a reason why the hell jeep was invented;

    screenshot_00025.png yes The cave is drivable! Although only through the reverse side. Im working on an update with a road going back there, and adding a bridge across the lake. Im also working on making it much darker inside, using portals as seen in grid map. The spawn issue is probably going to be there awhile unless I can move the map without causing stability issues. Its minor, and pressing Ctrl R fixes the car after the crash landing.
    And about the decal flicker... I cant seem to decide what to do with it... I liked how it was when I first added the decals, but the flickering came in after I smoothed the road and readjusted the decals. Oh well. I can find a solution. And can anyone tell me how I should go about importing other static objects and adding them to my level? Its not a necessity, but I would like to know in case I need to import anything to the level now.

    In the next update I release(Which may require a full reinstall,) I am adding a few more roads, and more collapsed mineshafts(May have to be creative with static objects to make it a longer shaft. In the future I want to add vegetation, but I dont know how to.
     
  14. Aboroath

    Aboroath
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    Re: Foothill Mines

    You are never going to get perfectly smooth roads with the Torque editor tools. Mesh roads are cool for very limited instances and are generally not a solution.
     
  15. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    And you said something about ditching part of the road? Pics please? And I use mesh roads for bridges, and one is present on this map.
     
  16. joes123

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    Re: Foothill Mines

    Wow this map is epic and fun cause you can gain lots of speed. Oh and do some tricks as well.
     
  17. Driv3r1142

    Driv3r1142
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    Re: Foothill Mines

    Its going to get bigger soon. Im working on an update that adds a new road and one more cave. Ideas? Let me know. Jumps are not likely but I can see what can be done.
     
  18. Aboroath

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    Re: Foothill Mines

    The left hand turn after the big dip, my recommendation is to flatten it out even if it is bumpy. Mesh roads are fine for bridges, cities, freeways, super long, level and straight
    roads etc., winding and hilly terrain they are a pain in the ass. Pics tonight if still needed.
     
  19. jetcoasterfan

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    Re: Foothill Mines

    I just tested the map and no problems or errors found.
     
  20. Aboroath

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    Re: Foothill Mines

    What was your download and install process?
     
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