Hello today i am highlighting the emissive materials newly added. The video is short but i also show a little bit of the process. As i know the map i know what has to be lit and what has vertex lighting but it's unfeasible to keep in game because then there are no shadows. Carbon omits this because the ambient occlusion is a texture below the car. Here everything is real time stuff. I am mostly driving around and wanted to showcase the reflections a little bit too. The new (not new) but emissive stuff really adds to the night ambience. In this video i use the custom nights mod https://www.beamng.com/resources/custom-nights.39501/ and histakes ui mod https://www.beamng.com/threads/histakes-60-fps-sdf-cef-hybrid-all-in-one-hud-system.110110/ The latter would be interesting to have specific carbon stuff ported over like the location you're in and the hud in general. It is possible but i don't know about these ui things on beamng side and on the nfs side i don't know anything other than the basic stuff so what an fng file is, the frontend engine and such. The custom nights mod bumps up the ambient light color so the map is actually viewable instead of having a blob in the distance which is pretty nice. Here are some images from yesterday: The flares' images are still pending to be added. I'll add them today after i finish looking at some collision data. as for how the emissive materials are shortlisted i look at the image content and then gloss over the map to see them and check again. A lot of back and forth but it's nice to see stuff finally done. This was also done before but i don't keep those old versions around for storage reasons. That is all for now i'll probably do another post later with the collision stuff and the flares things. Also fix the animations with the fix suggested by tomica and add the animations because i'll reimport this thing with the flags to then do the large scale importing (aka the rest of the map). This last item will take some time.
Yeah I think it's better without the boundaries, even if a bit broken. My favourite memory of this map is when I was being chased by an undercover Roamer in the hills up in Silverton and bro took the turn a bit too wide, rode on the high walls and slammed himself into a building. It was quite fascinating seeing a crashed vehicle on elevated ground.
Hello. I exported the whole map without joining chop objects; 29,249 meshes iirc. My game crashed 3 times while opening it so it is really bad lol. But this means work has to be done to do actual streaming instead of hiding/unhiding. As a note stuff now is placed animated and stuff. I recorded a video but it's a slideshow on performance and there are a bunch of dropped frames. You may also notice the giant no texture; that is the skybox. I exported the whole thing so it's to be expected. That has to be removed along with skybox_xenon and sky specular, 3 huge spheres that come from the game and the reason i disabled shadows. I'll have to look onto actual streaming but this seems promising . It'll take some time because this will probably make me go onto stuff i don't understand so heavy vibe coding is to come I guess :c The main goal will be to load just the stuff on the current sections going by the levels.item.json. As the "streamer" already handles the hidden stuff i guess it'll have to hook on some lower level so from the level loading phase, not from the level is already loaded, let's stream now phase. I'll have to do some reading but maybe a new release will come in like a month or so If anyone knows on how to hook and maybe start off on this it is appreciated As another note the size is like 3gb; 1.5gb on meshes and the same on textures. The game's STREAML5RA.BUN is 1.3 gb for reference. That's all for today
I am delighted to present to you: the innovative streaming system (tm) features: no collision no animated objects (to be known why because I honestly have no idea as objects are passed from the original items.json file) (Update it is the ai misunderstanding a flag added as a custom property because it thought self explanatory ExcludeDisableRendering meant exclude from rendering when it is the object is excluded from being disabled on the viewport (always visible when inside the section i guess). delayed loading because of technological constraints (tm). (to be fixed) AI vibecoding over 9000 lua extensions because why not? The streamer was previously inside lua folder. Emitter volume scattering is still inside lua folder @map But i have to say it results in incredibly smooth gameplay once stuff is loaded and cached (this is the first run with correct meshes (Thanks version migration tool for not warning the user and me closing my game 3 times and having a broken map ) so they have to be cached) And thanks to modern rendering technology (3d resolution scaling) i am finally able to record in 1080p instead of whatever resolution i chose at the moment. This also means i am happy because this finally worked as i wanted. Here is a video But well anyways this presents the opportunity to see the stuff finally taking shape after 3 years
Hello! here are some new pictures. Last days i've been working with these tools to find a balance for the streaming. I've found adjusting the parameters to be quite tedious so i'm looking into having the streamer sort of look into the values from the performance graph to create advanced logging on how the CPU is creating the new objects and be able to get the quickest streaming possible while maintaining good performance Locked track path zone barriers here would affect all cars due to their collision properties. The crane is a moving object. The little diamond is too! The new clamp to exposure setting is a little complicated for emissive objects but i'm looking into it. I already had materials working. There is a little backlog of stuff i didn't do so i'm working on those for the next release. One of those is the flares. They are not appearing yet on generatedLight objects. sway flags being used for vegetation are also pending, along with more emissive material fixes. Panoramas! The lights are something to take care of too. They show when they shouldn't Performance testing. I'm working on world currently so traffic and collisions are coming along with the rest of the fixes: flares, section behavior ect. Well i hope this goes well To avoid burnout on this you might notice i work sporadically. Lately i worked on finding resources and reading up for some ui viewers to maybe move over the carbon stuff fng too But that is another unknown thing so i'm debating whether to do it or not. It wouldn't take attention away from the map itself though. So no delays on that front That's all for today : D I hope everyone reading is doing well. some of the implementations have been sourced from beamng earth and the variants of this idea mw decomp hyperlinked previously written ideas for the streamer nfs games themselves findings over time