NOTE: REQUIRES DECENT PC, 32GB RAM AND VULKAN. This is a REQUIREMENT to load it not a suggestion, more info below This is a port of Yakuza Like A Dragon's Isezaki Ijincho map, more commonly known as Yokohama. This is me and Car_Killer's latest project in our series of Yakuza game map ports and as far as they go this is The Big One, being over 4 times the size of the Kamurocho map and featuring a much wider range of areas to explore. The Yakuza traffic vehicles has been relocated to my new traffic thread, updated versions can be found here: https://www.beamng.com/threads/agents-realistic-simplified-traffic-mod-eu-yakuza.102034/ This map is a close representation of the real life Yokohama, a large city part of the greater Tokyo area, and is centred around the Isezaki-cho shopping street and its surroundings. It is by far the largest main map in the Yakuza series so offers a lot to explore inside BeamNG (or was when I originally wrote this, Hawaii coming one dayTM) This map is so large that our progress with porting tools and processes has evolved about 7 times since we started which is why there have been so many delays but it is now finally almost ready for release, the models here have been redone many times and now use our latest and best optimisations and preparation to look as good as possible, as well as lots of effort into making sure all the materials are as good as they can be. This map features all the latest features of our maps, including properly converted full PBR materials, the latest lua map controller tools and features, optimised night lighting, ai roads and parking spaces, map specific traffic vehicles and integration, original game props, sounds, animated meshes, proper emissives, custom lod stages, realistic license plates and much more. This is not the final version either; some of the sign UVs are still broken currently (a lot less than originally) but we are working on updated conversion tools that should be able to parse the original game data for what material data corresponds to what UV which should allow us to do these properly As a result, this map does require high end PC hardware - you will need at least 32gb of RAM (most of which is free and available at the time) as well as to be using Vulkan - the map simply has too much stuff for DX to be able to properly keep up with it. An alright semi-modern CPU and GPU will also be needed, preferably something with decent VRAM available. Lowering your texture settings can help this requirement though. Decent free storage space is also preferable incase it does try and use more RAM than is available (a solid 10gb+ if possible). If you do not have enough ram or have lots of other apps open you may run into issues if you do not have system managed page file turned on in your windows settings - if you get a crash trying to use more ram is available then change this setting back to system managed (not off or manual), this is also the os default setting and generally recommended. Sadly these requirements are unavoidable as this map is simply bigger than anything else we've done so far, and very much pushing the limits of the game. This should hopefuly get better with time but for now this is how it will have to be unfortunately This map will also take a good while to load the first time, this is normal and just the cache being generated. This may continue for a bit after the load screen disappears so wait until everything has visibly loaded and is responding before attempting to play. The cache will also take a fair bit of storage unfortunately, make sure you have a few gigs to spare. Credits: @Car_Killer - Large amounts of work on the map from creating tools to working magic on the materials to custom lua to just about anything else fancy featured in the map @thomatoes50 - Massive help by decoding the Yakuza engine prop data formats to allow automated conversion of them for the map @Dummiesman - Some lua extras @Ezo - Traffic jbeam assistance theturboturnip - Yakuza GMD tools Ryu Ga Gotoku Studio/SEGA - Original Yakuza 7 game Downloads: Yokohama - https://drive.google.com/file/d/1_BZWhKQVgQApu52-HzPrVYfw4k_9qvI8/view Yakuza Simple Traffic - https://drive.google.com/file/d/1HXqjDTGEnOOAUZHRcRgIWLkbeg4iidLX/view More of our recent stuff can be found here: https://www.beamng.com/threads/yakuza-series-assorted-showroom-maps-megathread.93720/ with more bigger maps coming soon (the new kamurocho is half way done already, soonTM)
I found These Video on tiktok: https://vm.tiktok.com/ZGJn4BGhT/ It kinda Looks Like the map (Sorry If this Dosent belong in Here)
that's one of my other ones https://www.beamng.com/threads/downtown-ryukyu-asagao-beach-okinawa-yakuza-series.88557/
Still slowly sort of being worked on, at the moment its mostly further developing the tools to be able to properly sort this one out at last. As it's such a big project its more of a slow burner and we can't really use the map as the initial testbed for these things so it should see proper attention once we've got everything properly prepared. See these for the current progress of the yakuza port stuff for more of how that's going: https://www.beamng.com/threads/onomichi-hiroshima-yakuza-6.85669/ https://www.beamng.com/threads/yakuza-series-assorted-showroom-maps-megathread.93720/
Hi! That’s a cool project. Since I’m very interested in map making I’m very curious about the tools you are developing for conversion. Perhaps you could publish a small text about it sometime. I love tools like that. See my ongoing project: https://www.beamng.com/threads/beamng-tool-for-map-creators-updated-2023-10-13.89058/
Some tools to clean up levels, check for issues, and other things are now part of the game, see World Editor -> Resource Checker. As for "porting" tools and all the other stuff we are using, I just can't find time to make them usable for more "average" users. Right now everything runs either in CLI or needs some unspecified dependencies, etc. It would also require adding Linux support and so on. Once I get everything working the way we want, I plan on releasing everything on github, but there is no ETA. Also how tools work changes with game engine updates. Right now only one part of code is fully public and usable, and it's a mainLevel.lua file that is available on most of our maps, see: https://www.beamng.com/threads/onomichi-hiroshima-yakuza-6.85669/
We got the new models with more optimised setups and fixed uv maps in like 2 weeks ago, next on the todo lsit is to clean up all the lights and I think sort out some lua stuff. Not remotely dead we've just been working on it in the background between other things
We are quite close to finishing it. Most of the issues on my side are fixed and performance is quite good (considering how detailed the map is). Some small uv layers issues need to be solved tho. @AgentMooshroom5 is working currently on lights on the level, which is a lot of work since there are lights basically everywhere. I already moved to work on the new Kamurocho and then I will start working on Osaka (Dotenbori).