Released Driver 1: Los Angeles

Discussion in 'Terrains, Levels, Maps' started by james_uk, Jan 5, 2021.

  1. james_uk

    james_uk
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    An enhanced version of Driver 1's Los Angeles arrives to BeamNG!



    Features:
    1) Multiple spawn points allowing you to visit an assortment of Los Angeles landmarks/buildings with ease.
    2) 2D trees replaced with 3D ones
    3) The bases of the slopes have been modified to play better with BeamNG's physics engine.
    4) Many new buildings added from Flight Simulator X.

    Known issues.
    1) Although I went to significant lengths to fix gaps/holes in the buildings, I wouldn't be surprised if I've missed any in some of the more obscure parts of the city. Entire city blocks had to undergo extensive reconstruction due to missing polygons from the exporter.
    2) Due to how condensed the map is, the building placement isn't 100% accurate or quite to scale.
    3) Shading on road at a distance looks grainy. Caused by the way Reflections built the cities out of tiles.
    4) Roads can flicker at times. Again, caused by the way Reflections built the cities out of tiles.
    5) Due to having night textures only, I had to set them as emissive so the city would render correctly. A drawback to this is that the car doesn't cast a shadow on the road.
    6) The city is intended for night use only. Changing the time of day will cause it to look incorrect.
     

    Attached Files:

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  2. JorgePinto

    JorgePinto
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    Thank you for all this effort! Driver 1 collection is now complete :)
     
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  3. HeadlightsThePerson

    HeadlightsThePerson
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    May I request a game to port maps from?
     
  4. kongfeh

    kongfeh
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    I never thought I'd see so many driver maps in BeamNG, thank you!
     
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  5. Krishty

    Krishty
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    Once again, great port. The new trees are beautiful. Only the parking meters are a little frustrating …

    Yeah, I did some experiments to improve that during extraction, but never got it stable.

    (Background: Driver uses texture atlases, i.e. it arranges multiple textures in a single rectangle to save RAM. This was not a problem in the PSX era, where there was no mip mapping nor texture filtering. But with anisotropic filtering, neighbour textures “bleed” into pixels. Driver addresses textures by pixels, not in normalized 0…1 range, so separating textures from their atlases involves a transformation which requires the exact dimensions of individual texture pieces. For some reason I forgot, I don’t have that information during all steps of the extraction.
    The problem never showed on the PC version because it uses a special OpenGL/Glide feature [I guess it was called Texture Windows] which has since been deprecated and is not available for BeamNG.)
     
    #5 Krishty, Jan 5, 2021
    Last edited: Jan 5, 2021
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  6. james_uk

    james_uk
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    Thanks for the explanation on why that happens. Literally tried everything to fix it (converting to DDS to create MIP Maps, neural network upscaling) but nothing I tried worked. Had no idea the issue was caused by something that fundamentally deep in how the original PC version of Driver would render its textures.
     
  7. obamanium

    obamanium
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    These are great.......wish they had AI support tho
     
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  8. Krishty

    Krishty
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    In your project, are the road tiles still instances of the same mesh? If so, cut out the little road texture (from 0_0.bmp or 2_0.bmp) and save it in its own file. Then adjust the road tile to use the new texture coordinates.

    This is obviously not feasible for all roads and all tiles, so I’ll keep working on a solution on my end.
     
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  9. Maxy_к9-Fυяяу

    Maxy_к9-Fυяяу
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    These three maps are amazing!!!! Driver 1 and 2 were the first games I was able to play as a kid!!! Have you thought about the San Francisco map at all? Always loved having the tram push me around while being chased by the police. :'D
     
  10. Krishty

    Krishty
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  11. Maxy_к9-Fυяяу

    Maxy_к9-Fυяяу
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    #11 Maxy_к9-Fυяяу, Feb 3, 2021
    Last edited: Feb 3, 2021
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