General Idea: I’m trying to import a 8k (8192px) heightmap into beamng. Along with this I’m trying to import three texture maps at the same time, one for grass, rock, and mud. My Experience: Heightmap - I’ve successfully imported a 4k heightmap multiple times. However while trying to import a 8K heightmap, the game pauses for a second as usual then a flat terrain block about 512x512 is created. The import terrain menu DOESN’T disappear signaling the import was unsuccessful. It seems beamng at least used to support 8K heightmaps according to this ancient thread: https://www.beamng.com/threads/turns-out-beamng-doesnt-like-16k-size-terrain-files.60140/ ------ My 8192x8192px map is 16bit greyscale image directly from world machine. Texture maps - While importing a 4k heightmap I was able to successfully use texture maps while importing so the map was already painted different materials like grass, rock, and mud. A question - The game supports one terrain block at a time (to my knowledge.) But you can’t have multiple materials active without any terrain blocks in the world. However while importing you can only use materials that are active. (in the terrain painting tool, NOT terrain library.) I'm not sure how I was able to import it once. ------ My 4096x4096px black and white texture maps are 16bit images directly from world machine. There is an example image attached. (The white is where rock will be, black will not have rock)
beamng generally dislikes 16 bit textures as a whole, i have accidentaly saved em as that for vehicle mods and they would show "import failed" texture, also beamng doesnt like terrain files over 4K so that doenst help
This doesn't help much, in the past 8 bit has given me stepped terrain. I'll try 16 bit. But how would 8k terrain textures work fine for the other person but not now?
Im just saying that anything over 4k 8bit can give issues since thats the ""limits"" the developers set, that's why their stuff doesn't go above that
hello, I'm able to import a terrain with a 8192*8192 px heightmap in BeamNG.drive 0.32.5.0. I started creating a level only a few days ago, so I can't really help about what could be the issue, but wanted to confirm that it seems possible. Did you check if there was any error printed to the console? Have you tried removing compression from the heightmap PNG? Here is my terrain preset if that helps: Code: { "heightMapPath":"/levels/some_level/terrain-height.png", "heightScale":200, "holeMapPath":"", "name":"terrain", "opacityMaps":[ "/levels/some_level/art/terrain/terrain.color.png" ], "pos":{ "x":-4096, "y":-4096, "z":0 }, "squareSize":1, "type":"TerrainData" } Terrain size is 8192*8192 m. Heightmap is 8192*8192 px, grayscale, 16 bits. Diffuse map is 8192*8192 px, RGB, 8 bits. I'm still using the "old" terrain materials. I tried converting to the new system but then my diffuse map was broken (showing kind of brown in the game).
Check your file type. In GIMP, I use 16 bit greyscale (floating) exported with no compression. https://www.beamng.com/threads/map-in-an-evening.91991/page-2 I explain my process here and in some other posts. Hope it helps.