WIP Beta released Black Hills A desert world 1.2.3 1.0

A large desert map with bumpy roads

  1. Godzilla!

    Godzilla!
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    Re: Black Hills A desert world 1.2.1

    It has all the files, but I can't seem to know why it doesn't work.
     
  2. Ouerbacker

    Ouerbacker
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    Re: Black Hills A desert world 1.2.1

    It looks like it should be working.

    One little question, though.
    Are you running on pre-race update or the older version of beamng. Based upon how your game isn't running from the alpha_prerace folder, it looks like you could be running on the older version.

    Does your game's directory look like this?

    ertttt.png

    If your game has been updated to the pre_race version, have you also gotten the smaller updates?

    If you can answer yes to the previous, have you installed any mods that modify the default art file shown in the image above.?



    __________________________________________________________________


    Also, if you have the downloaded zip file of blackhills in your levels folder, your game might possibly be trying to load off of it and the unzipped version at the same time.
     
  3. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    At this point I'd suggest a complete uninstall of all beamng files and a new beamng download.
    All mods and levels can easily be re-downloaded.
     
  4. Ouerbacker

    Ouerbacker
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    Re: Black Hills A desert world 1.2.2

    Yeah, that would probably be my next suggestion.

    _______________________________________________

    wip tunnel

    - yes, the tunnel object is currently hovering
    BeamNG 2014-07-12 16-32-48-10.jpg

    and an example of smoothing
    After I made this video, I spent another fifteen minutes smoothing.


    I figured out that the smoothing tool works 100% better when only normals are visible. It actually smooths things.
    So, my screen has looked very purple for the past day.
    BeamNG 2014-07-12 15-40-34-97.jpg
     
    #144 Ouerbacker, Jul 12, 2014
    Last edited by a moderator: Oct 21, 2015
  5. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    Tunnel looking nice.....lighting inside?

    I'm working on another Sonoran desert staple idea for your map. It will be a "kitbash" for
    Presentation purposes to fully show the idea.
     
  6. Shadowdragon94

    Shadowdragon94
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    Re: Black Hills A desert world 1.2.2

    sonoran desert??!? YEEESSSSSSSS!!!!!!!!!!!!!!!!!!!!
     
  7. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    As a fellow and former "Arizonan", this map nails so many attributes of the
    geography it's unreal. The only thing obviously missing is various cactus and vegetation.
    I want native vegetation so bad I'm about to get off my lazy ass and make it.:D
     
  8. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    Okay, so I messed around with trying to copy statics from other levels into Blackhills but couldn't quite find what I was looking for so I'll just post a few pics
    of another idea for this map.
    bridge_modled_after5.jpg 8 US 191 Hatch Wash Bridge.jpg bridge_modled_after4.jpg i10oldbridge.jpg white-canyon-bridge.jpg

    These are all in AZ. Wash bridges are so damn cool. I actually got close to replicating this fairly well with statics from other maps but had major league
    problems keeping the textures on them.
     
  9. Ouerbacker

    Ouerbacker
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    Re: Black Hills A desert world 1.2.2

    It's going to have lighting. My plan is to make its inside similar to the Wawona tunnel.

    After I get the tunnel area done, I see about making one or multiples of these.

    _____________________________________________________________

    Also, I've adjusted the colors a little bit.

    better or worse?

    BeamNG 2014-07-14 14-51-04-02.jpg BeamNG 2014-07-14 14-45-58-25.jpg

    My eyes have a tendency to prefer too much saturation, so I'm trying to compensate.

    ______________________________

    Also, on Sunday, I got this idea to replicate a real town. After doing a little searching on Google earth, I came across Goldfield. This town, which I'm going to replicate a few blocks of, is going to be located near the tunnel. This addition should make a player much more likely to venture to this end of the map. If anybody happens to have any non-copyrighted pictures of Goldfield, it would be very appreciated if you sent them my way. In Blackhills, the town is going to be called Silverfield.

    Two very wip buildings

    half textured and no normal maps

    BeamNG 2014-07-14 14-46-53-84.jpg BeamNG 2014-07-14 14-47-23-52.jpg
     
    #149 Ouerbacker, Jul 14, 2014
    Last edited: Jul 14, 2014
  10. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    I think the second pic is perfect. First looks a tad washed out. I prefer some contrast and clarity in maps and hence tend to remove the fog entirely out of a map no matter how unrealistic, again just my preference. I took an extended
    google street tour yesterday of Vegas and Phoenix and was reminded just how crystal clear the skies and air can be. I like messing around with skybox and sun settings to attain the ambient over saturation inherent with the intense
    and high sun angles down there. Of course dust and air pollution will quickly ruin the clearest of days down there on a calm stale day.

    The town idea is inventive and cool and structures look nice!:cool:
     
  11. General Lee

    General Lee
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    Re: Black Hills A desert world 1.2.2

    Once a Challenger comes out and if a 68 charger comes out somebody could remake vanishing point car chase :)
     
  12. schumacher

    schumacher
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    Re: Black Cliff A desert world

    have the same problem : 1000 errors :(
     

    Attached Files:

    • bandicam 2014-07-16 14-58-07-323.jpg
  13. Ouerbacker

    Ouerbacker
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    Re: Black Cliff A desert world

    The purpose of blackhillsalpha1.2.2 was to create order on my end. It is an unnecessary file that I stuck on before uploading. To fix things, place the blackhills folder directly into levels.

    here's an image that clarifies this.

    bandicam 2014-07-16 14-58-07-323.jpg
    __________________________________________________

    Also, the greenish sky stripe is now gone.

    BeamNG 2014-07-16 12-20-15-27.jpg

    a very low poly guardrail

    BeamNG 2014-07-16 12-21-22-78.jpg
     
    #153 Ouerbacker, Jul 16, 2014
    Last edited: Jul 16, 2014
  14. lilstrip

    lilstrip
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    Re: Black Hills A desert world 1.2.2

    oh new update! :D
    btw version 1.2.2 doesn't work with pre-race update! :(
    never mind, i didn't see that it was in the folder like you showed in the picture lol :p
     
    #154 lilstrip, Jul 16, 2014
    Last edited: Jul 16, 2014
  15. Ouerbacker

    Ouerbacker
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    Re: Black Hills A desert world 1.2.2

    Don't worry. You're not alone. With the next update, I'm going to directly zip the file and not stick it in an additional folder.
     
  16. Aboroath

    Aboroath
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    Re: Black Hills A desert world 1.2.2

    Guardrail looks nice. Also see the road getting into the foothills....reminds me of the scenery getting up to Wickenburg.
     
  17. Ouerbacker

    Ouerbacker
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    Here's some progress on the tunnel.

    BeamNG 2014-07-17 16-53-55-45.jpg

    Does anybody have any idea why this breakage in the shadow is occurring? At first, I thought my mesh was the issue, but this has been disproved. I'm going to see if I can solve this problem by looking at the lights on small island.

    BeamNG 2014-07-17 16-53-33-45.jpg

    Also, I tossed up another alpha.


    Edit - this same lighting glitch is also apparent on small island's pointlights
     
    #157 Ouerbacker, Jul 17, 2014
    Last edited: Jul 17, 2014
  18. Seb121314

    Seb121314
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    Thanks Realey to make this incredible map ! with the new update the is just a little texture problem just after the tunnels
    BeamNG 2014-07-18 00-09-30-80.jpg
    but whatever it's an awsome maps !
     
  19. Ouerbacker

    Ouerbacker
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    Within a few days, I'll probably have a road there.

    _____________________________________________________________

    Also, very distant terrain.

    BeamNG 2014-07-18 21-57-52-96.jpg BeamNG 2014-07-18 21-53-10-40.jpg BeamNG 2014-07-18 21-52-47-51.jpg BeamNG 2014-07-18 21-51-59-71.jpg BeamNG 2014-07-18 21-48-17-81.jpg

    the distant object is roughly 10x10 miles and has 7000 triangles. If this tri count seems too high,just mention it, and I'll pull it down.
     
    #159 Ouerbacker, Jul 19, 2014
    Last edited: Jul 19, 2014
  20. Aboroath

    Aboroath
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    Can't wait to see the distance work and thanks for reminding me to download a Cessna.:p
     
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