@AlexKidd71 That sounds really cool. I will have to watch your tutorial video again now that I have played around with the tool. Does it create rivers and lakes? @bredler I could be wrong with this, but are you trying to copy elements From Johnson Valley TO Johnson Valley? Try naming the folder something different that you want to copy things TO (You can't copy into a vanilla game map folder, well more accurately, you don't want to). You could even call your new map "my_johnson_valley" or something to that effect.
Dude you are on another level. I have fast external SSD now and am slowly making progress to be able to use your tool. I have already watched your tutorial and am so happy that I will be able to use swisstopo data BTW are the trees next to the buildings on your newest screenshot generated from OSM data? Since the part of Gotthard you used for your tutorial is above tree level (Captain Obvious to the rescue) so no trees there, but my IRL dream road location has tons and tons of forest. So the mere possibility of all these trees just magically appearing via your tool is just so mindblowing. As are tons of other features I've seen in the tutorial … can't wait.
Some progress on osm buildings. Berlin Center. 10.000 buildings. No FPS drop. Now I'm working on LOD system for windows and doors.
All I can say is WOW! That's amazing! I wasn't going to make any city maps, but when this gets fully functional, I just might do some local town where I live too! Don't know if @bredler is still following this thread but I found something interesting yesterday. I tried importing some terrain textures I made from my first map and they also painted a solid black on the terrain. These textures were DDS (the old texture style - new textures are PBR) and the individual elements of the texture files (normals, details, macro etc...) were all blank white so they do not import correctly. I would not call this a bug in the tool because those DDS are no longer used and maps using them may become "broken" at some point in the future anyway. Also the new file system in BeamNG uses links to assets and textures rather than just having them all in the individual maps folders and they may be still working on getting them all linked, so that could cause some issues for some things at this time. (Just some things for mappers to keep in mind)
Sorry for that. But I’m missing context on your case. I need a full description of what you exactly do. I can’t solve any individual problem. That’s for sure.
Just updated to the newest version(shrinking my map for the next update) and this is so sick! So many features added, so many useful tools in one app. Huge thanks for creating and developing this! --- Post updated --- Can't wait for this to release. Hopefully I'll make a map of Kharkiv then. Actually, I have basically all assets needed, if there was a way to automate terrain paint and most importantly the building positions that would be insane.
Automation of terrain paint and painting the position of the buildings already works with the released version of you have a geotiff. Take a look at the tutorial video on the first post of the thread. The problem with Kharkiv might be bad resolution elevation data. But all the open streetmap stuff should work. --- Post updated --- Generated Manhattan
Version 1.5.2 is out. You can generate buildings from osm data alongside terrain generation. Don't expect too much and it’s not finished yet. But it’s fun using it. If you have 1.5.1 installed it asks you to update. If not --> https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp/releases/tag/1.5.2 Bremen, BeamNG Headquarter. The Devs are at work! --- Post updated --- I will make a tutorial video tomorrow using MapNG with Nikki’s hometown. @nikluz is the developer of MapNG.
New version where you can just select road painting on a material. You will be able to paint the road but nothing will be smoothed or post processed. https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp/releases/tag/1.5.4
I've been struggling with texture edges blending with the new PBR system and actually finally gave up for now. But, it got me thinking... I hear that BeamNG uses some tool to blend all the terrain layers and create a Base Color Map. I tried doing this myself but it didn't really work out. My though was maybe at some point in the future you could add to your tools one that can create the texture layers that blend edges well. I have no idea if this would be possible or feasible to do, and maybe at some point Beam will do this within the World Editor, but I thought it worth mentioning.
You mean when texture edges appear kinda pixelated because of limited terrain resolution? But as far as I understand it the textures of materials are not changed directly to fix that … For example if it's a road you can lay a road edge sticker on top which blends out gradually and hides the ugly edge. I mean that huge base color map is only a first layer where you paint tons of other materials on top, right? Yeah, I know • my terminology isn't right • or maybe I am not getting what you are describing exactly
A good basecolormap texture helps additional to the decalroads edges. If you zoom far out the decalroad edges won’t help. I plan to implement something. But at the moment I take a break.
@Crumple Zone Yes, that is what I meant. And yea, I fiddled with the base color layer and it does matter how things are layered and ordered. I have some rather contrasting colors and they just don't match well (glacier ice over volcanic rock) and none of the road edge textures work very well with it. I might just make my own custom edge blend texture. If I do it using the main terrain color with an alpha edge I should be able to blend it to all my other material edges for this map (sand, dirt, glaciers and rock). My previous map used DDS textures and they blend at the edges real nice, but don't react to light as nicely. I might just use DDS in my future projects. I'm going to play around with the tool more. I ran into problems with importing DDS terrain textures to my new map but that could be because it already had some PBR textures (The DDS all imported with blank textures like the issues someone else was having problems with) I'll let you know how it goes. @AlexKidd71 Yea, take a break for sure buddy. No need to burn yourself out. You've done some amazing work lately and deserve a bit-o-fun now
hey, was wondering if you could help - I used the app to copy buildings from x map to y map - they copied allright, then I renamed it and then built the zip file. copied the zip file to mods folder, started up the game, went onto the free roam on the freshly pasted map , the assets are there , copied allright but they have no material all over them :/ did I missed a step? any ideas ?
I will have to check it out. Perhaps it’s a bug in the rename function. But now I’m on holiday for a couple of days. The errors in the BeamNG log can give a hint what went wrong.