I never realized how massive and accurate these maps were in driv3r, fucking awesome port job except for the flooded secret area's . The way Beam handling feels is very similar to how i remember driv3r. Cobble up some traffic and cops mode and you pretty much have Take a Ride in Beamng. It'd probably be pretty awesome to use these maps for a cops and robbers mode on BeamMP since they are tailor made for car chases
map view doesn't work for me so I needed this ~~I don't think it would hurt to raise everything high enough so that the low area in Peacock Park and the tunnel to the go-kart track aren't underwater. We can extend the beach sand geometry out to eventually meet the lower water plane.~~ I take that back. The docks/boats would be a lot of work to move. Perhaps pulling the tunnel to to go kart track above water and putting a solidify modifier on the connecting courtyarts/buildings would be easier. I wish there was a golf mod.
Other than the transparency issues on the meshes and some collision issues these are very fun maps. I played this when it was brand new and spent countless hours driving around and running from the cops. I just wish that the destructible props didn't have collision, it ruins the alleys unfortunately. However still a ton of fun.
How do i go about enabling them in the world editor, I'm looking through the scenetree but cant find what to click?
Oh man, thank you su much:] This is a dream come true. Just tested it and it runs fine and looks better than I remembered. Also not that small. Ima go make some time trials for these. I hope you will keep adding fixes. Like some of the fences that were destroyable in the game could be without collisions . But anyway this is awesome. I really like that there is a possibility of porting maps from old games. Really like the World Racing map and NFS map, but I think this will be my fav.
I'd like to experiment with smoothing out the rougher angles of road transitions and modeling in some details that are currently only textures, like the very long stairway in Nice. I'm experienced with Blender but I don't know the first thing about getting geometry and textures in and out of BeamNG. I've extracted the d3_nice.zip but don't know how to make the game run from that folder instead of the zip so I can make edits and then review them. I imported /sectors/s2/Driv3r_nice2.dae into Blender but none of the materials actually reference a texture file. Luckily the name of the material matches the actual texture file names so what I'm trying to do now is write a python script that automatically looks at the material name and attaches the correct texture file so I can see the textures in the viewport. After that I'd like to make a small change to the geometry and then export a new .DAE file and see it in BeamNG but I don't know if there's anything special I need to do with the collada export settings. Any help would be appreciated.
What I would do is use beamng's mod manager to unpack the map ingame. Then I would open the files there with blender.
thank you ... after talking to bing and meta ai for almost an hour I'm no closer to being able to automate adding the image texture node that matches the material name.
Regarding flooded areas. I know you can paint a hole in terrain, can you paint a hole in the surface of the water? Or is there an inversion of water volume that would create a void in the water?
OMG! Thank you for porting from DRIV3R maps like Miami, Nice, and Istanbul in BeamNG. The terrains are nicely detailed, but there is a little bit of the all-low-res textures and no roof in certain buildings. I think it is a 2004 game-map-like so, it creates the building mesh without them improving like this. I also think that I realize there is a hole in it. Some objects are a little bit worse or crappy hum... I've never tested the rest of the ported-another-game map like that. The map quality was very poor when ported from another game to BeamNG.Drive so, not bad. I'll test two maps Istanbul and Nice and it's not lag. Thanks and I'm quite excited about my experience! Regarding some ported maps, I've tested with the vehicle like this.
This is great, I played way too much Driv3r back in high school. The awesome maps and incomplete glitchy-ness made it a treasure trove of fun gameplay... Now I really want to set some lap times on the Miami kart track, lol. I need to bust out the DH Super Gnat and see if the unfinished section of Miami got imported with everything else, that was a really difficult thing to get to in the original game. I would be willing to bet there is a way to do just that or at least cheat the engine to make it work. The Italy map has multiple "levels" of water and water falls (pretty sure jungle island does too). In this case, theoretically the main water level could be set at the lowest possible point you'd need, and the sea level could be spoofed with a large fake body of water, like the streams in the mentioned levels... Or at least I assume...
I've been looking at the transparency bug with some of the textures. I think it would take opening all of the textures in a photo editing app and editing them to fix it. A daunting task for sure.
Broke out the Gnat and went on a sight seeing walkabout today, I've always wished for a way to noclip or fly around Driv3r maps. The unfinished area near little Havana, getting to this in the original game required some doing. There was a barrier you'd park a van (or something, it's been years) near and hop over a barrier in downtown, and you'd end up in the "blue hell" under the map. You could run around the outside of the map and get to this area. There is so much incomplete stuff in Driv3r, it became a game in it's self to explore all the glitches and unfinished stuff. Back to what we were doing, Tanner's mansion/safehouse looking transparent... The Kart track Land the heli and forget about the gates... Watch out for Timmy Vermicelli Land again and spawn the Covet GTL, and forget about how unfriendly the kart track is... The track is much more agreeable with lore-friendly cars, but that tree before the carousel is lethal.
I found the Istanbul map extremely laggy, even in low graphics without any traffic. On the opposite, Nice was... nice .
plz fix the spawn choosing section bc the map is invisible but visible when you zoom in to maximum zoom
I'm loving these! Really nice for just chilling and cruising around with traffic. Are there any plans on adding basic PBR to textures? Could use a generic normal and roughness maps for the asphalt, same for buildings (I could assist with this myself) Could potentially replace 2d trees with beam ones too, maybe working traffic lights too? Also, at least for Istanbul there's this post processing filter that makes dark spots darker, and if you drive at night I think it kinda makes everything harder to see --- Post updated --- This part on Nice near the airport is missing textures
There's this tool for automatic generation of normal and roughness maps using ethically trained AI, whatever that means. It was made for RTX Remix but might be useful here too. https://github.com/Kim2091/PBRify_Upscaler/