The abandoned mall update is coming, for Los Injurus - a new CITY map for BeamNG with all custom models. Los Injurus is an expansive city with all new custom content, only trees and a few textures/models carry-over from base BeamNG content. Featuring many different custom buildings, A subway system, car stunt areas, HUNDREDS of new textures, over 700-piece modular road kit (MRK), and already a few interior / underground places to explore, and the almost 45 of highway from the old So-Cal map - there's going to be lots of fun packed in to this map. Many of these features are already in and usable, and many many more await. The MRK (modular road kit) allows anyone to build a city, and includes several styles of roads, some railroad track, subway track, and road/highway/rail bridges, and even a highway kit from 4 to 8 lanes of width, this kit will be free-use when the map hits BeamNG public download servers in the coming months. There is no firm date on release, but folks who join the Patreon page and support the map get it early. This map is made possible through user support from awesome folks like you. P.S. One slightly tenderized but well loved Pessima for sale. I hope you guys are going to love this update. For those of you who have helped support the map on Patreon, y'all will get a copy. Map Thread -- > https://www.beamng.com/threads/a-new-city-map-los-injurus.57055 Join us on Patreon and help support the map and offset the cost of content and software: https://www.patreon.com/user?u=12840784 This map is made possible by user support from the awesome folks in the BeamNG and Youtube communities. Again, Modular Road Kit assets (which I have modeled myself) will all be available for community use to build your own cities with, when this map hits public downloads here on BeamNG site in the coming months. @burilkovdeni You always do beautiful work buddy, I hope it means something extra coming from an accomplished mapper. I know just how hard modeling and UV's can be. I've just spent 10 days building this [expletive] mall and trying not to punch the computer. Any luck on a two door 88 Pessima with 1989~1990 Honda Prelude tail lights with the same wheelbase as the sedan? I think folks would love that, it would be my new favorite. Don't feel forced - it's only a suggestion. Needless to say that reminds me, I haven't seen the covet sedan in a while, that was one of my favorites, I think I'll go looking for it tonight. @fufsgfen Big thanks for helpful advice in keeping draw calls down, I wish this info was more readily available before I had started, but it's mostly all handled now. Large, expansive moderately detailed interiors wouldn't have been possible without your help. Performance: Keeping the map below 4000 draw calls with a vehicle in play, is paramount. This is usually what kills BeamNG maps, and most all areas except ONE seem to be fine thus far. This insures any gaming system can easily get 60~80fps no issue or better provided you have the graphics settings tuned to your system. This map is playable on lower settings even on a lowly 3ghz 1st generation i7 "x58 chipset" intel system from 2009, with a 30$ used Radeon 6750 1gb DDR3 GPU and 6GB or more of RAM in the system (it will work on integrated graphics, on low/very low settings), but you need about 3.25GB of RAM free to load the map & play. To all who have already joined on Patreon, a big thanks, it's a lot of encouragement and certainly helps out big-time. It's time to show just what BeamNG can do & how awesome it can be, and we can do that together as a community.
I wonder, how would you deal with VY node not found when flexmesh has no Y dimension, like a rope for the dice? Adding more nodes so that string would be 3 dimensional shape would not really work out too well, since I have already around 5 gram node weight. Challenges often happen to be where one does not realize them lurking. Other than that it is working quite ok.
Little and easy to make detail, but quite nice. I think you could play a littlebit with the node weights of the shackle to make it bounce a littlebit ( like it would IRL)
Dirty "rally track" bridge texturing before seeing how to properly assign a groundmodel to a mesh (https://www.beamng.com/threads/mesh-terrain-material-not-working.22336/)
FC --- Post updated --- Ingame but i cant texture. Can anyone help? thanks! ( Thanks to @burilkovdeni ) In the meanwhile, I finished my wing jbeam! It was such a weird thing to do because of its shape, and i wish i had started with something easier, but alas, I did not. Atleast im more familiar with it.