I've always enjoyed building worlds, so creating a map for BeamNG is something I've wanted to do for a while now. As for the reason behind the Japanese theme, well, there doesn't seem to be any other medium-to-large scale maps based on southeast Asia (plus I'll finally have a map where my Miramar won't feel so out-of-place). The starting heightmap is a hefty 8192×8192 in resolution, assembled from DSM imagery of Hokkaidō courtesy of JAXA's AW3D30 project (key phrase here being "assembled from", mind you). Imported with a resolution of 0.5, the in-game dimensions come to 4096×4096. I've settled on having the map's "date" be 20/03/2016 for a few reasons: Vernal equinox, which simplifies ToD-related stuff a bit. It would allow both winter (ice!) and spring-like areas to coexist on the map. Cherry blossoms and Pieris shrubs would be in bloom (eye candy). Most of the work at the moment is centered around the terrain along with moving the most important aspects of my layout plan from paper to the map. I may as well post at least one screenshot: On an additional note, I also recently figured out the design for JP license plates, so eventually I'll just need to consult the guide on the wiki for getting them into BeamNG:
This looks interesting, I will be following this one. If the ratings weren't turned off I'd give you a like, but here, have a positive post Good luck, and if you have any questions feel free to ask.
Sorry for the slow rate of updates. Aside from still learning the ropes, I also over-estimated Torque's ability to deal with editing maps larger than 2048×2048 (not that it's impossible). Textures are also being a pain for me too (definitions going AWOL after a level reload, random crashes, etc.), and I'm often having to manually edit the individual materials.cs files Thank you! If you think you could also assist with checking translations, that would be fantastic too. Edit: Spent a chunk of today researching markings and working on textures, so... yeah Not sure how I'll deal with chevron markings though. Makes me wish you tell specific RoadDecals not to use node widths as a modifier for texture width.