Fujimi Kaido Hi people, I am back from a little break to present you my port of Fujimi Kaido. This is currently unfinished as I want to fix a few texturing issues with the terrain since its currently entirely grass, and add BeamNG vegetation, but its to a point that's playable so I thought I'd release it anyway. Features: - AI Traffic + Parked vehicles - Dynamic Street lights + Tunnel Lights - PBR Road textures - Time Trials & AI Races Recommended mods: - Agent's Traffic Mod for Japan traffic - Agent's Japanese Plate Pack (Map's default license plate relies on this) Assetto Corsa Conversion: DDM Original Map Credits: Forza Motorsport 3/4
is this based on the assetto port perchance or is it direct from the game? i recall it has some sort of texture mask it uses for mountains in order to apply grass/rocks/dirt where its supposed to
Yes this is mostly using the Assetto port as it is already in a much easier format. Its essentially got an RGB mask for each of the terrain objects but I cannot figure out how to actually utilise it or turn it into a colour map. --- Post updated --- Its very possible, I definitely have a few in mind
Might want to give credit to DDM for the original port if that's the case- as far as I know they are fairly lenient with ports, a long time ago I asked them for permission (and was granted) via their now deleted YouTube channel. If you do have a few other maps in mind you're welcome to contact me through Discord (twotwonine)- I have access to the raw files of all XB360/XB1 titles as an archive in my drive (with various other games as well). As for the RGB mask it's actually more simple than it sounds, since BeamNG doesn't support those you'll need to split the channels (R/G/B) into separate textures where they can then be used as opacity maps. What I'm getting to is, you can have a layer for each texture, then use the separated layer maps as opacity maps for each one.
v0.2 - Small fix - Added BX config that I forgot to add originally, this config was used for one of the touge battles so it should work as intended now. - Removed dynamic reflection from lake for now as it tanks performance too much.
Thanks for the port! Any chance of adding LODs for the trackside trees and bushes to disappear from a distance (as well as stuff in the town), or are you saving that for when you redo the vegetation entirely? I believe having them always loaded in is what's hurting my performance, as I only have 4 GB of VRAM.
Yes definitely, thatll be whats hurting performance. I tried to seperate the trees into sections and have them set as non dynamic so they would load into the LOD like any other object, but that doesnt seem to have worked as intented. So yes eventually once i revamp the vegetation, performance should be much easier on lower end systems --- Post updated --- I thought it was reasonably playable though tbh as my average framerate is around 70-80 even with lots of traffic. Maybe i could use you as my beta tester once i start the vegetation so i can get feedback on how it runs on lower end systems.
Oh, and before I forget, would you mind labelling the bundled configs as "auxiliary" in-game so they don't appear in the vehicle selector, or use existing vanilla configs for the race events instead? This doesn't have anything to do with performance, it just bothers me when there are configs in the selector that don't have proper thumbnails and/or info.