WIP Death Road Bolivia (Yungas Road)

Discussion in 'Content Creation' started by lodarke, Mar 17, 2015.

  1. lodarke

    lodarke
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    I've been working on this project for a couple days now in L3DT, I have the terrain created from a topographic map of death road. It will still be awhile in BeamNG's editor before its released. I am having problems importing the heightmap/texturemap to beamng's engine. The only error i get in console is "Heightmap Failed to load." I can't find any documentation or materials on this exact process, Anyone know any?
    5.jpg
    Thats 1 small section of what i have.
     
  2. Fundador

    Fundador
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    I made a map creation tutorial using L3DT.
    Link in my signature. (below the comment)
     
  3. Aboroath

    Aboroath
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    Looks ambitious!.
     
  4. lodarke

    lodarke
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    It looks like a great tutorial but no matter how closely i follow the instructions i still get the same error when importing the height map. My beamng folders are setup a bit differently than what you had wrote in your tutorial. I tried importing from

    "C:\Users\1337\Documents\BeamNG.drive\levels\myproject" (where i place downloaded levels)
    "C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\levels" (where standard game levels are found)
    Neither produced any different results.
    Any ideas?
     
  5. Aboroath

    Aboroath
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    Try putting the heightmap into the contents folder right beside "levels" and "vehicles".
     
  6. lodarke

    lodarke
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    That did it, thank you very much:D
     
  7. KiloHotel

    KiloHotel
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    That image inspired the death road map I made, I soon found out just how difficult and time consuming of a task it is. Unfortunately I lost a bunch of work and I just haven't had the will power to re do it. Best tip I can give you, do not use the in game editor to change the height map, use L3DT or World Machine, I found that out after I did like 28 hours of work on my map and there was no switching at that point. EDIT: If you do end up using the terrain tools, make sure to use them looking from a top down angle, otherwise the tools can glitch and fly all over the map. Was hunting down circular pillars for days.
     
  8. lodarke

    lodarke
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    You described my first couple hours with beamng editor perfectly haha. I figured out that was impossible for the scale I'm doing. I took a topographic map, put grid squares and numbers on it in photoshop, then overlayed that onto the screen in L3DT to do the editing:)
     
  9. Aboroath

    Aboroath
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    Don't feel too bad my friend. I've lost 5 maps (4 do overs and 1 WM scratch), hundreds and hundreds of hours of work....gone. Not blaming anyone but myself.
    Some folks get it, some don't. Right now I'm finished making maps. Too unstable, still in alpha....what the fuck am I thinking? Not bent out of shape about it
    but my drive is done for awhile if not forever. It is what it is.
     
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