Good- Yes, you did mention that you like the map.Thanks! For some reason or other, I have a bad habit of focusing on negative things. Also, thanks Radman26.
Ooh, I wouldn't usually double post, but... I noticed a compression issue with my previous way of getting roads out of Cryengine and into Beamng. In other words, bumpy roads were being created because my method of converting the heightmap's image file was causing some data loss. Yay! Since this problem has been rectified, all of the roads in 2.9 are quite a bit smoother. here is 2.9 https://www.dropbox.com/s/0afpdo8x09pym45/Trynelgren2.9.zip?dl=0
I don't think I noticed the bumpiness in v2.8, which was the first version I tried. Where would I look? (for comparison purposes between 2.8 and 2.9)
Visually, there is little to no difference between the versions. However, on 2.8, if you are watching one of the wheels, you will notice a small bump every meter or so. Though minuscule, these bumps were greatly affecting the handling of some cars. especially those with stiff suspensions.
Hello man! I have not seen if any people have talk about the little piano music but is it your composition? Are you pianist?
hi The composition is not my own . It's one of Roger Quilter's Elizabethan Songs, "Weep You No More" to be exact. My little rendition of it sounds nothing like a proper recording of it. I mostly blame this difference on my flawed method of recording. I guess one could say that I'm somewhat of a pianist.
Just chiming in to say thanks for this map! Probably the best driving experience I've had in BeamNG to date, with a wheel and shifter. Hope it continues to be developed! Cheers.
I don't like really this little music, and the volume is a little too high (It is just my opinion ) , but I really want to congratulate the initiative!! It is a good idea!
Thanks, it definitely going to continue being developed. Currently, I'm making a winter version, which will be done pretty soon. After the winter version is together, I'm adding the last road to Trynelgren, fixing sounds, and redoing the dam. It seems like we're somewhat on the same page. That music was a 15 minute toss together, so my second iteration of sounds ought to be quite a bit better. That's nice. Mining tunnels require a lot of work for very little gameplay, so there probably won't be one added. But there will definitely be some more scenarios.
That's quite nice. ______________________________ Also, so as to make this post worthwhile,here are some pictures that show my progress on winterizing stuff. The industrial buildings are almost done.
The snowy textures look nice. In v2.9 I found a rock which is floating, I think you can find it easily from the screenshot attached. EDIT: I also don't understand the purpose of the underwater bridge, or what it's trying to represent.
Thanks, that rock is now fixed. The bridge is going to be bridge. Currently, it's not much of a bridge, but.... it is going to be a bridge after I import a new height-map out of Cryengine. ______ Also, does anyone want a rough copy of the winter version? It would be really easy for me to upload it tomorrow. By tonight, I'll probably have the terrain and DRI assets done. Please note that snow banks won't be added until the other road is added.
Hey, once again, great map! Thanks for making I think I've found the cause of why there are containers on the side of the road at the abandoned fuel station Just a small idea, I don't know what's (easily) possible or what your plans are, but could it be nice to have some kind of maze of mining tunnels with a hidden/abandoned side exit? I like the current mine, but like it is now you can drive only in and out the same way. I don't know much about map creation (tried one, still not finished ) but by removing/flattening a square-ish area, put a single mesh on top of it like a roof which looks like the surrounding area and re using the tunnel parts it shouldn't be that much work, right?
All meshes currently act like asphalt, though, so the "fake" terrain wouldn't drive like the dirt you'd expect it to be.
Here is one idea that I've had for a while. Please excuse the terrible mock up. This would be a lot more functional than placing the caves on the terrain. Caves could easily added to the sides of the tunnel after the tunnel clears the edges of the terrain. What do you think of this idea? edit Oh drats, it wasn't supposed to attach like that. I'll fix the image attachment when I'm not on a mac. So, in other words, it'll be fixed when I get home.