How to make HUGE terrain area with square size1?

Discussion in 'World Editor' started by DeWorD, Feb 8, 2023.

  1. DeWorD

    DeWorD
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    How to make maps bigger more than the world editor shows or is it even possible? If yes plz how?

    Changing squaresize yes big map, but ugly not good. If use another software to make terrain could it be bigger? Kinda badly tutorials for this game + most of those are super old. :(
     
  2. Maris_Piper

    Maris_Piper
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    I don't know for sure what the maximum size would be in-game, but I've pushed terrain sizes way beyond the limit just to see what happened, on an already huge map, and even at 10 it still worked. Obviously it was unspeakably ugly and totally not something you'd ever want to work with, but it worked all the same.
    It's hard to tell exactly what your issue is, but assuming you're using L3DT, your terrain maps will be exported at a maximum size of 2048x2048 pixels. BeamNG supports up to 4096x4096.
    One way around this that's worked very well for me is this: (Apologies if this is a bit convoluted).
    1. export your terrain at 2048x2048 from L3DT
    2. run that through an Ai upscaler to get it to 4k
    3. open the 4k version in Photoshop and apply Gaussian blur + zoom in so you can actually see the smoothing on the greyscale color bands to get it just right
    4. import your terrain in BeamNG and manually smooth the upscaling artifacts
    5. you now have a 4k map
    Be aware if you do this technique, your map will be incredibly spiky and uneven. This is due to the upscaling process, but it's normal, and very easily fixed by smoothing the terrain, since all that does is average the height of two or more points.
    I understand this isn't exactly what you were asking, but I thought it might help you anyway since you're obviously having the same issue I had a while ago, so this is my solution. Hope it helps you.
     
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  3. DeWorD

    DeWorD
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    Well yea so basically the biggest "terrain block" u can do is that 4096x4096....

    hmm does it need to be square? Could it be 8192x1024? Just thinking lol
     
  4. Maris_Piper

    Maris_Piper
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    As far as I'm aware, they all have to be square, although I've never tried anything else. How large of a map are you looking to create? A 4k map can be absolutely enormous in game if it's set up correctly.
     
  5. el_ferrito

    el_ferrito
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    I've done huge maps too. 4k x 4k is the largest it will load with. I assume they'll allow 8k in the future.

    You can get away with anything up to about 8 m per pixel without it playing too badly, but only with really smooth terrain.

    I read somewhere else that you can add multiple terrain objects. This could be another way to do it with more detail. I'm not sure how the overlays would work with that.

    Another option is to create massive levels as objects, and just don't worry about the ground cover. Then you get the flexibility to have high definition where it is needed (mountains, etc) and low definition where it isn't (flat plains, etc.).
     
  6. DeWorD

    DeWorD
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    Yea i checked Johnston Valley and there was those massive levels as objects and salt flats is one of them..
    last time i try to add another terrain it appears on editor, but doesen't have collision :(

    I don't really want huge map, but looooong map for stupid stuff like huge downhills and very evil ascending offroad thingys.

    I want to use terrain edit thingy as it's fun to do those maps...il do mostly everything manually starting from flat and i haven't use any other software except a bit of Blender to get some pictures and stuff on the map.
     
  7. AlexKidd71

    AlexKidd71
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    Only one terrain can have collision. On Johnson Valley they use dae assets as additional terrain. Drawback is the textures on it and the groundmodel. And no Groundcover.
     
  8. el_ferrito

    el_ferrito
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    Presumably you could add a second terrain, get it looking how you want. Then export that to dae, and then export that back from blender as a collision only dae. Place that exactly aligned to your second terrain and bingo....

    I'm not sure I've got the energy to try it. But it could work no?
     
  9. DeWorD

    DeWorD
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    Well that's a damn good idea to try :D Got any idea what program to you to convert .ter to .dae? :)
    i guess there's some online converters so i can try tomorrow would be very cool if that works :D
     
  10. AlexKidd71

    AlexKidd71
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    In theory yes but practically? The dae must be lowered just a little bit against the terrain. Sinking in mud would be hard to do and even if you go from dirt or asphalt to grass a car shakes a bit. And I’m pretty sure there would be problems with clipping. One of us has to test it if he’s completely bored :)
     
  11. el_ferrito

    el_ferrito
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    You can export it directly. I learnt this from AlexKidd's YouTube video, so he can probably answer better! ;)
     
  12. DeWorD

    DeWorD
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    Well there's definately gonna be problems specially with those wheels in the mud things, but personally i would just want a flat green area with a bit of bumps and stuff. Trees and grass can somehow added later though sadly can't use 'groundcover' for it to automatically put plants and shit in there. Maybe could make dirtroads with 'decalroad' tool? so no need to paint though might look a bit dumb...

    Anyone know how to change asset colors? Those things on gridmap_v2 there's jumps and stuff anyway to change color of those? With Blender i can change color, but it's gonna be 1 single bright color what looks stupid. I don't know how to use it lol

    EDIT: I started my new map...click mah terrain...go to export selected as collada/dae and copy the file to the same map in a folder and i can see it in asset browser, but when i move it in the map can't see it at all.

    In blender looks like this xd
    gfdgdf.png gfdgfd.png
     
    #12 DeWorD, Feb 16, 2023
    Last edited: Feb 16, 2023
  13. el_ferrito

    el_ferrito
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    You will need to edit the Dae structure in blender to make sure it fits the same structure as the BeamNG objects. (see: )

    I have a feeling you can attribute groundmodel properties to objects in BeamNG, so the mud thing should still work. In the example I provided, the groundcover would go on the terrain. The object would simple provide the collision information.
     
  14. DeWorD

    DeWorD
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    im very bad using blender and because of that dislike to use and try to stay as far as possible, but damn still must sometimes...need to check it out later when more intrested xD
     
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