WIP BeamNG Paradise

Discussion in 'Terrains, Levels, Maps' started by falefee, Nov 5, 2017.

?

What area of the map would you like to see showcased in a video?

Poll closed Sep 21, 2018.
  1. Downtown Paradise

    69.1%
  2. Silver Lake

    3.6%
  3. Palm Bay Heights

    6.4%
  4. Harbor Town

    6.4%
  5. White Mountain

    11.8%
  6. Big Surf Island

    26.4%
Multiple votes are allowed.
  1. Nadeox1

    Nadeox1
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    BeamNG Team

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    Can you replicate that and post a Support ID here so that we can check?
    https://wiki.beamng.com/BeamNG_FAQ#..._a_.27Support_Request.27._How_do_I_do_that.3F


    If possible, a copy of the map so we can test would help (Can send in a Private Message)
     
    #121 Nadeox1, Nov 23, 2017
    Last edited: Nov 23, 2017
  2. falefee

    falefee
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    I believe I have no need for it now, but I would like to know, only the map now is replaced in template, but the info.json for my map (named as template) isn't replacing the original info.json for template. It worked in 0.10. Should I do a support ticket for that?
     
  3. Nadeox1

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    Yes please, so that we can check.
     
  4. falefee

    falefee
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    Do I say that I am already with support?
     
  5. Nadeox1

    Nadeox1
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    Yes, as in the instructions in the link I posted.
     
  6. bluehawk360

    bluehawk360
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    I suggest splitting the map into different sections. Like i know somewhere towards the middle of the map (near the airfield) there's a very long tunnel. Possible that could be 1 cutoff point between different maps. This way, it'll be easier to section off what part of the map has glitches/missing textures, and it will also help with optimization. Possibly you could make an additional map that combines everything into the entire map. So those with beefy computers can run it without having to change maps.

    Might I remind you people that this, is a SUGGESTION. Don't start getting all defensive on how it's a lot of work. I know it is, and I can't wait to see how this mod turns out. Burnout paradise was one of my first video games every and I've played the game to death.
    --- Post updated ---
    How many fps do you typically get on an official map? Just as a benchmark as to how difficult this map will be to run
     
  7. falefee

    falefee
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    My support ID is 25690
    --- Post updated ---
    I definitely understand. bob.blunderton gave me some awesome tips on finalizing the map, so hopefully the map can run near an official map. I get about 50fps on West Coast and 60 on East.
     
  8. DevilisticJosh

    DevilisticJosh
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    This game and Burnout 3 - mmmhhhh... Childhood.
     
    • Agree Agree x 1
  9. estama

    estama
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    That is good to hear, awesome map btw :)
     
    • Agree Agree x 2
    • Like Like x 1
  10. bob.blunderton

    bob.blunderton
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    Yeah I'll be here, we'll help you man, that's why I said to back the game up!!!
    ALWAYS, when working on a mod for a certain version, keep back up data. Especially youtubers who do crash-comp stuff.

    The dev's are using my invisible road trick :) A trick I've used since at-least So-Cal and Nevada Interstate 18 months + ago.

    Glad they used it, we get a better AI system out of it.
    We've got one way roads now too! WOOOHOOO!!!!
     
  11. falefee

    falefee
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    Awesome! When I try and edit a material in the shape editor the game crashes, I've contacted Nadeox about it, how is it for you though?
    --- Post updated ---
    Thanks so much! :)
     
  12. bob.blunderton

    bob.blunderton
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    Shapes in collada (files ending with .DAE) format, can easily be edited in notepad++
    If you want to for example replace BRICK_RED_WEATHERED with the material BIRD_SANDWICH, simply bulk-replace the one with the other inside the DAE. They're all referenced in there (both in the material index and face index).
    DAE's may have a ton of textures referenced but only use a few of them, especially when doing them in bulk.
    So when you go to replace something you will see sometimes '7 things replaced' or as much as '22 entries replaced' etc.
    Make sure the name you're replacing it with is the texture's MAPTO = entry. So if BIRD_SANDWICH texture is MAPTO = CHICKEN then you'd replace BRICK_RED_WEATHERED with CHICKEN not BIRD_SANDWICH.
    Usually mapto = is defined in materials.cs, right under the texture's in-game name in the editor (usually right under "new material (in_game_name)" line).
    I made all the ECA models into different texture-calls by editing text. I can't model to save my hide.
    You may have a crash in the editor due to it replacing paths improperly make sure to check your .cs files for oddball paths, but it's likely an editor bug that will be fixed in the coming days. For now notepad++ is your friend, and anything with -material after it is your target for replacement. Use bulk-replace though it works best.

    Copy model and name it what you want in Windows folder view.
    Edit with notepad++ and find the texture entry you want to change.
    Pull up the find feature with CTRL+F, tab over to replace and make sure if you have more than one file open you're on the right one.
    Replace your old texture you want to replace with a new one of similar size (I say this because, it's going to tile at the same rate so if your old texture is the length of 10 bricks, and your new texture is 20 bricks long, the bricks will end up half-size as it's still repeating the texture at the same rate, that's mostly how all DAE's work).
    Save file, you can now load it with the game. If you make a mistake, don't delete a DAE and try to tab back to the game, it will crash if it can't find the file it is using. Most changes (but not within a model) will be reflected live if the game is minimized, you'll see the change on return. Don't edit things like textures used in your map with the game full screen/not minimized, and the map loaded, or it could run the cpu load in circles. Just minimize it, many changes will reflect after you save your texture and un-minimize the game.
    You can then ADD BRUSH/MODEL with the forest editor to insert your objects as needed.
     
    • Informative Informative x 2
  13. falefee

    falefee
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    That's cool! I'll try and use that for now, but yes, it is an editor bug. I hope it gets fixed soon, because it really helped my workflow!
     
  14. Chevy1980s

    Chevy1980s
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    Paradise taxi in progress..
    screenshot_00141.png screenshot_00142.png screenshot_00143.png screenshot_00145.png screenshot_00149.png
    Also made sure it doesn't conflict with any original cars! Just started this two days ago since I had this week off. Although stuck on with diffuseMap[0] making my transparent areas chrome o_O
    along with some other things. This one is actually getting somewhere!
    Screenshot195.png Spazaz! Everything renamed!
     
    #134 Chevy1980s, Nov 24, 2017
    Last edited: Nov 24, 2017
    • Like Like x 3
    • Informative Informative x 1
  15. falefee

    falefee
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    That's awesome dude! When that's finished, can I bundle that with my mod? I'll also make you a developer in Discord :)
     
    • Agree Agree x 1
  16. maty

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    Add some burnout paradise cars!!!!
     
  17. falefee

    falefee
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    Look up bud!
     
  18. maty

    maty
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    I know!!
    But this is my 1st favourite car from burnout:

    And 2nd:

    And i still playing Burnout Paradise
     
    • Like Like x 1
    • Agree Agree x 1
    • Informative Informative x 1
  19. falefee

    falefee
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    Anyone make vehicles here? I can supply you models, textures, and wheels for any vehicle in the game :)
    Plus, get bundled with my mod
     
    • Informative Informative x 1
  20. nosraenyr kcirtap kcin

    nosraenyr kcirtap kcin
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    At least somebody make some skins from Burnout for the Beamng cars
     
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