hey so i saw a couple month ago a bunch of libertycity map in beamng either paid or not complete so I thought maybe with the help of ai I could try exporting the map and be able to experience gtaIV map in beamng so here is the first ~good enough result to share I still have stuff planed like replacing assets and fixing the little quirks here and there issues right now are: High Ram and Loading time some tire puncture (it's really not that bad compared to most ported map with radial cheats and the strong tire cheat you can drive perfectly fine on the roads) UPDATE V2: https://drive.google.com/file/d/1oxXXlOlX_Y1jB4IQamuxWwHznH4mSR6J/view?usp=sharing TRAFFIC!!!! 0.40 made my map run way better so with the traffic ive been working on now is the perfect time for a new release now the map should run a bit better consider turning mesh quality down this is the only setting that truly does something and in world editor you can disable forest and change view distance so yeah this is pretty much as far as i think i can go for fps the rest is maybe adding traffic ill see when ill want to thinker with that right now it's just real fun to drive on already PICTURES AS REQUESTED
https://drive.google.com/file/d/1a-K_JOzKkr9oeYg9cI_O_f6XN3QyKzUh/view?usp=sharing update with better fps (half the size of the map) normal texture correct alpha on texture vegetation swap
https://drive.google.com/file/d/13mGmhn0eAVnIENi5ZCLwZ9MLlrGhQnPD/view?usp=drive_link new update slightly betterfps more shadows! one tunnel fixed
Imma try getting all the holes and the last tunnels fixed and then ill see if i can add anything more
yk, some photos of this map would be appreciated, it would be nice to see what the map looks like before downloading it
Hey. There are some issues in your port that are easy to fix: - Disable doublesided set to true in materials, its not an efficient way to render entire city - Enable shadow casting by turning off castShadows: false - Diffuse textures are missing a color space tag, causing the map to look washed out/too bright. You can fix textures using code like this: Code: import os, struct, sys, tempfile # DXT1/DXT3/DXT5 -> BC1/BC2/BC3 sRGB SRGB = {b"DXT1": 72, b"DXT3": 75, b"DXT5": 78} def retag(path): with open(path, "rb") as f: blob = f.read() if blob[:4] != b"DDS " or blob[84:88] not in SRGB: return header = bytearray(blob[:128]) header[84:88] = b"DX10" dx10 = struct.pack("<5I", SRGB[blob[84:88]], 3, 0, 1, 0) fd, tmp = tempfile.mkstemp(dir=os.path.dirname(path)) with os.fdopen(fd, "wb") as f: f.write(header + dx10 + blob[128:]) os.replace(tmp, path) root = sys.argv[1] count = 0 for dirpath, _, files in os.walk(root): for name in files: if not name.lower().endswith(".dds"): continue low = name.lower() if "imposter" in low or "normal" in low or "opacity" in low: continue path = os.path.join(dirpath, name) before = os.path.getsize(path) retag(path) if os.path.getsize(path) != before: count += 1 print(count, "converted") Which can be run with python3 retag_diffuse_srgb.py path/to/diffuse/folder I hope that helps, really good job on porting map so far.
There you go, some images. I used reshade and took the "liberty" to add a water plane because there was none and it looked odd without one. Can't complain so far, looks like the entire city is there. Still a lot of work to do like some alpha maps on fences and vegetation, the pot holes that damage your car in some areas or flat looking materials that lack shadow as mentioned by car killer. And it eats all my ram and vram. I have 32gig system ram and a 4090, both where filled to the brim after loading the map for what felt like 10 minutes. But the performance was way better than expected, 70-90 fps in 4K. At this point it's already one of the best ports of LC I have seen so far, cant wait to see traffic in there. ;-)
This is really cool! Though, I'm having an issue with trying to access the latest version Google drive link to your mod file. Apparently I need to request permission to access it. Is it possible to get this fixed?
Great port of LC, so far the only issue I found was a few of the stunt jump ramps not having collision like the one between Leftwood and Algonquin
yeah it seems some jumps props don't have collision it should be an easy fix i'll try to include it in my next update especially for beam it's quite a bummer tryna go over a big jump and then you just go through
I just fixed MOST HOLES and MOREE optimization im giving it a good test drive then I'll share you the next update this is shapping up to be really good
can't tell if this is something on my end or i have to wait a bit more for my car to load properly --- Post updated --- oh nvm, it just loaded