There's also minor differences in grille shape as well (basically because of the hood), but that's all the differences from his mod and the Grand Marshal in terms of the front.
This is what I've been tormented by this computer for 2 days whilst making... This is only a test fit, to make sure it functions well enough and collisions work OK. Nothing is 'for keeps' right now A raised highway piece for on/off ramps. It's huge. It's as long as 6 regular chunks of roadway, but this is a big map, so the piece itself is barely 1% of the map length or width. It's about 0.1 miles long. I have however made the other walls to match it to go under the other sections of roadway. This will replace the old decal-road based highway that it's built over-top of, because a rather dense city goes here! The textures aren't 100% perfect yet but they are my own highway textures. I will be making the on/off ramp pieces themselves shortly. They'll fit right onto this no issue and match up well enough you won't notice. There will be curves, slope changes, and a few lengths, all with constant angle barrier & a choice of one or two lanes. Doesn't look like there will be any three-lane on/off ramps at the moment, but there will be one/two lane ramps to attach to 3 lane highways just like this one is. Another view much closer: This is all a modular kit (ramps extend from the unoccupied ends to either side of the highway). That is all, sorry not too much exiting otherwise, I've been playing GTA San Andreas a bit lately (yeah yeah goofing off I know), to see what makes that map so fun, and that game so fun. That's going to be my primary point of influence in how to throw this map together. *All stairs will be able to be driven in the direction you'd normally walk up or down. *Lots of roads with hills to catch some air on. *Lots of deliberately placed jumps made out of hills, buildings, scenery objects or maybe a bit more obvious stuff. *Very few dead-end roads or routes, as why should the good time have to end? *Wide variety of roadways, from long straight highways, to twists and turns through the mountains, to city streets and signaled intersections. *Lots of cliffs to fall down like the cartoon coyote, the one who's hole in the wall made a cameo in Roane County. *Heavy use of LOD (level of detail) to keep FPS up. 1365 triangles up-close becomes 65 triangles when 1 block away from it! *Interiors you can drive through legitimately - I mean that, without tanking FPS. Only on large commercial buildings and public places (like subway stations or abandoned malls) will they be used. *Yes there will be at-least one abandoned mall. They're everywhere, they're so fun to explore, even more with a car, because if I haven't hinted enough from the above line, you'll be able to drive through it! *Subway you can drive through, or functionally run a (future) train through, though we don't have trains now. *Full AI compatibility, this is a 100% requirement and generally will be available from the get-go, even in pre-release form. *Mesh roads will not be used extensively in this map, if at all, only invisible decal roads for AI path guidance or country roads, any mesh roads currently in the map as bridges are getting replaced with the modular bridge kit(s)! *Those big concrete drainage spillways/ditches in San Andreas will completely be here 100%! *The city will have richer areas, poorer areas with much blight and crumbling buildings, and some areas for middle class folks in-between. There will be at-least one port, and at-least one large airport (and maybe a smaller dirt-field airport in the boonies in addition). *There will be a large 1-mile race-track for vehicles with multiple lanes and banked turns on it's own island. In previous iterations of the map, this was never finished. *There will be what I can only call 'many skate parks up-sized for vehicle use', while not inherently practical from a realistic standpoint, this IS a simulator and they are VERY fun, and there will almost always be a long stretch of road to hit some of the built-in ramps contained in them at good speed. *Map already has 100+ miles of existing roads, not including the new streets I've built (except where I built over and re-routed older routes). 44+ miles of unique highway, and 55~60+ miles of side roads. *It shouldn't need 8gb of RAM to run. It's currently using around 3.5gb to run, and won't have any large RAM-hogging forests that make Roane County such a bear to run. No promises but doing the best I can here on this! *Other forms of transit currently include: Subway/Rail kit that's brand new from me, and Alastair is donating a raised rail kit that's based on the elevated rail in Chicago. It will be one large metro loop, all of the same gauge. If anyone has any other ideas, give me a shout via private message, or wait & look for the thread for this map, which is as-of-yet unnamed. Who wouldn't want to play a map where almost every wall seems to want to flip you? --That's all for now, folks.
>Package loading screens, campaign, scenarios, vehicles, and two levels into one .zip file >492mb >Manually rename all material paths in second map to use assets from original >Delete unnecessary materials/objects from second map >Repackage .zip > >mfw I curse at thee, highly detailed static objects.
hey guys, welcome to the dev screens! Here is where you post dev screens! ot: Some pics of a supercharger engine for a mod
On/Off ramp kit is in, with 22 new pieces. These perfectly match the highway kit, but where the highway kit was standard pre-stressed concrete beam & concrete deck design; these ramps are single-piece pre-cast units supported by optional pillars (read: you add in the pillars where YOU want them, they otherwise don't have any attached). The following pieces have been made thus far & are in game: Standard straight section in one length (currently just one, there will be other sizes). Choice of four curves either way, all banked: 2.5, 5, 10, and 15 degrees (8 total). Flat to banked straight pieces for putting at the beginning or end of a turn (one pair of pieces). Choice of four slope pieces: 1.25, 2.5, 3.75, 5 degrees top & bottom pieces (8 total). Beginning and end pieces for meeting up with large four-lane-road sized intersections. Will make cleaner intersections without a stub later when I do the divided avenue kit (that's not even started yet!) One pillar piece, cylindrical with a wide flange at the top where it meets the road deck, will tolerate meeting sloping road decks, as there's been a good bit of play designed into it. Pillar is tall enough to manage to stack road decks four (!) levels on-top of one another for fancy fly-over interchanges without having to dig into your terrain to lower the road-level on the bottom of the stack, or raise up the ground around the pillar (it gives you 1 meter of extra length for sloping terrain, if you're working with four levels of roadways in an interchange). Will design a pillar(system) in the near future that allows ramps to be directly stacked double-decker that looks legit. All pieces have native collision and LOD's for good FPS performance. Please reference screenshots attached to the bottom of this mega-post. Please ignore the light/dark spots on the pieces, it's just the 'normal' textures on this piece are too sensitive (or it's the specular being not-so-spectacular). Just happy to have my pieces in after crashing the game with the pillar (my boo-boo, is fixed) about 6~7 different @#$%ing times. It's still a good crash simulator. Should be fun to build with though. Will make surface ramps as-needed/ if-needed, though there's decal roads for that stuff with matching textures setup for decal road use. --- Post updated --- Quick text-based re-skinning to dupe those single-lane ramps into dual lane ramps (can also match this to the existing highway bridges, though I'd have to make a transition piece, they're close though). Again, ignore the dark/light spots, that's just the sun angle making the texture get all whacked, or whatever, I'll have it sorted later. So yes, that took all of <20 minutes after spending all day on the other stuff :x Will make transition pieces (1 to 2 lanes, and 2 back to 1 lane) tomorrow. 208 unique objects for road-building ( +1 for one subway station, in another folder) thus far have been created. That's a LOT of road objects - 65mb worth - not including textures. That being said, in the end, a huge city size will be smaller model-size-wise as the over-all size of the objects will be much much less. I still have variation pieces to make (rough routes, different textures). You don't want to split up the models into TOO MANY parts or you'll end up like Roane County's Downtown Harriman section, where there's just 'so many things' that (a single core of) the CPU even on a top-end intel 7980XE chokes up/bottlenecks! Conversely, Levels like West coast USA use very large single objects (a few of them) and that stays full detail most all the time, so you don't often realize the performance benefits of LOD's that you'd get by using many smaller pieces (until you saturate the CPU feeding the GPU as I mentioned above). This folder with all the models will likely double in size by the time this map hits the servers, though, due to said variations and pieces with different textures. Sorry for the double-post (sort of), it's different stuff though - similar, but still different. Tomorrow once the odds-and-ends stuff is done with the filler pieces and lane merges for the ramp pieces, I will start working on some canal / drainage channel pieces like San Andreas has, because YES, driving in drainage channels in many movies and games is so much fun (even in Greased Lightning if I remember the name correctly!), and adds a whole new layer of depth. There will also be hidden things accessed from it, too, but that won't be elaborated on. It will be fun to explore though, that I can promise you, and even more fun to chase/be chased by the AI around in/on. I have a vision for what BeamNG can be, it can be SO MUCH MORE than it is, and now NOTHING stands in my way***, mua-hahahaha... *evil laugh* ... see y'all soon! ***Well nothing except countless crashes, my aging computer tower (it's going to be 4 years old this fall), and my poor physical health. A bit of building with these here bits and I've got this fun bit! The turns are banked, ever so slightly, but this is only a 'dog-leg' portion through an interchange that's roughly 40~45mph speed limit here. You can go faster, but beyond 70~85mph you'll wipe-out and eat the wall guarunteed! Just though I'd add this last picture for good measure. --Cheers!
Mastering this page, will give you true power to create worlds: All that is needed is to learn skills told in this small book and there is whole world as a puppet to master builder: https://www.lua.org/pil/contents.html It will take only some 10 years from me to learn, but I think with that it should be possible to make truly interactive worlds.