Heaton Park, UK ALPHA VERSION 0.1.3 OLD VIDEOS Description Heaton Park is a municipal park situated in Northern Greater Manchester. Its fields, woods, footpaths and roads span over 600 acres. The historic Heaton Hall sits neatly in the centre, a full sized golf course hugs the north-eastern edge, a huge reservoir on the north-western side and the famous Parklife festival envelopes the southern fields once a year. It has several carparks, 19th century buildings and animals that call the park home. 1000's of people visit this park weekly and there is ample space to host them. Now that ample space is yours to launch cars about. The park also played a roll during both World Wars housing Army and RAF battalions during their training, as well as, acting as a hospital for injured troops in recovery. Its size, coupled with the variety of terrain lends itself well to all kinds of driving but especially rally and exploration. I chose the park specifically as it's something I know well from my childhood but also offers a unique design and layout. Rather than a town or city surrounded by natural landscape, here we have the reverse. Green space surrounded on 3 sides with dense, winding, urban streets. The map is 4096x4096 and is a 1:1 replica of the real thing using government LIDAR data. accurate to 1cm at a 1m resolution. The file is ~800mb (793.5). Current State The project is currently in a very early state, albeit still enjoyable. There is currently WIP urban sprawl, my focus has been on the park, not the surroundings. 0.1 = The Park 0.2 = The Streets 0.3 = Extras 1.0 = Full release Performance I currently have no performance issues while playing on the map, however, I have done tests with people and local monitoring. Those on lower end machines struggle to run the park smoothly. Recommended: CPU: 4 core, hyper threaded, 3.0Ghz GPU: 1080 or equivalent upwards RAM: 12gb DDR4 Storage: SSD or M.2 My specs: CPU: i9-9k, 8 Core, 3.6Ghz GPU: 3060ti RAM: 16gb DDR4 Storage: M.2 It is worth noting that as the park gets closer to completion the performance will degrade as more polys and objects get placed. The benchmark for the map is my own machine, I am aware and concerned with overall performance. Discord & Gameplay I would love to get a bit of community competitiveness going for the many trials currently in the project. I have created a discord for the project where we can share our times/replays and start up a leaderboard. You'll also find more casual updates there. Join here: https://discord.gg/eJZfBDqC5w Download I hope to get the mod onto the Repo soon, however, I am still waiting for a moderator response. For now you can download from this location: https://drive.google.com/drive/folders/1xayImK2pC8k2cXTZizjaOe0ZySwTum2g?usp=sharing Support If you like what you see, love what you play and want to help out you can: Crash a like at 120mph onto the video. Share this forum page or the video. Offer a very kind quid£ or two. https://www.buymeacoffee.com/joegrape Please, please only donate your money in support if you have spare and are truly happy to do so. Look after yourselves first. The more support, the more time I can invest into the project, thank you. Images
looks really good! --- Post updated --- It says that in the post: "I hope to get the mod onto the Repo soon, however, I am still waiting for a moderator response."
I talk about the map at the end of the video. To answer briefly, yes, only once the park itself has been completed and I move onto 0.2 things.
Sweet jesus someone actually did it, I’ll definitely check this out when i eventually get back to my pc
Glad to see this map finally in the forums, I remember being a beta tester and although the map was a very early WIP it was quite good, count my download.
Interesting, seems like your clutter has broke. Try clearing cache. As for the missing mesh in the background, it's become a known issue. Here is an image from another user where the clutter is working as intended:
The effort and attention to detail in this is incredible. I'm downloading now, so will see what changes there are since the last one. I have a question though. I have tried using the Mesh roads for pavements before now, and it always seems to burst the car tyres. Are you doing anything with them to stop this? Or is it just something my end? I tried with the beta testing one, and they worked fine when I made them in your map. I then tried yesterday with a new map of mine, and they burst the tyres again. Anyway, good work with this, I know how much time these maps take. Keep it up!
Honestly, I haven't a clue but they burst my tyres from time to time too. I'm just custom modelling all the kerbs/pavements at this point, better for performance (I have super strict LODs on them) and the car. I find the tyres will only burst if the sidewall touches the meshroad first OR there are 2 meshroads layered on-top each other. It usually eats the wheel then. Edit: Also, thank you for the kind words. Means a lot, thank you.
Yeah, I think I will have to look into custom modelling them. Really want to do a good town scene on my current map, but without kerbs and pavements it just looks rubbish.
I've come up with some decent methods to making the kerbs/pavements semi-quickly/efficiently. There's probably some even easier way, but if there's any help I can give, just drop me a message. It's the UV wrapping that hurts.
Certainly any help would be great. I am relatively unfamiliar with a lot of blender these days, so will have to relearn a lot of it. I've got a few tutorials I'm looking at at the moment. I'll let you know if I'm really struggling, but feel free to fire off some tips
Very quick run through: Export mesh roads as your guide. Create a plane (rotate to make it vertical) with the correct depth for your kerbs. (Probably want some excess to hide beneath the terrain). Using the top down orthographic perspective, select 2 vertically stacked verts and extrude, extrude, extrude. Map out the shape of your kerbs following your mesh road guide (don't worry about height of each vert yet, keeping the model flat will help with unwrapping). Once you have your entire kerb line mapped, select all and use the extrude along normals option twice, once for the kerb and another for the pavement (if your pavement is flat). Now UV time. The kerbs should be easier to map since they're all at the same Z. Use whatever method is best for you. Marking seams or doing face projections etc. (I select pieces of the kerb that all line up without going around a bend and do a cube projection). Once you've got the UV's done, you can select the verts that need to be moved up or down in the Z axis and match it to your mesh road guide. Export, import and tweak any verts you need to match terrain. This is probably confusing as hell without picture reference, so good luck haha. I use the bevel tool a lot if I need smooth even corners.