WIP Beta released Kamurocho, Tokyo (Yakuza 0)

Discussion in 'Terrains, Levels, Maps' started by AgentMooshroom5, Nov 24, 2021.

  1. AgentMooshroom5

    AgentMooshroom5
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    YOU NEED AT LEAST 16GB OF RAM TO RUN THIS MAP (as well as a generally decent PC)
    This map is very heavy on pc sources and in most cases your ram and gpu will be pretty much maxed out constantly on midrange sort of setups. It's optimised as much as it reasonably could be given engine and model limitations. If I was going to remodel half of the map to get better performance I wouldn't be porting one from elsewhere in the first place.
    Bear in mind I am at the very edge of being able to run the map with a 1050ti and 16gb ram (cpu doesn't seem to be too heavily used so shouldn't matter as much)

    Kamurocho is the main location of the Yakuza series of games, developed by Ryu Ga Gotoku Studio. It's based on the real life Kabukicho district in Tokyo (see here and here), which is basically the big brothel/nightclub area. This is a port of the version found in Yakuza 0, set in 1988.

    Please report any bugs you find (that isn't performance related), I've done my best to sort out the large amount of broken normals and dodgy textures but I may have missed some (180 models are not quick, easy and fun to check through and fix).
    If you are offended by very mildly suggestive themes (as in, the existence of brothels) then maybe stay away from this map (opposed to attempting to start some stupid drama or whatever people do nowadays), all the devs and moderators I've spoken to are fine with it so there shouldn't be any reason to complain

    Screenshots:

    (I'll upload CK's fancy screenshots later these are just temporary)

    Extra notes on performance:
    The night lighting does not cast shadows on vehicles or models. This is not a bug, I am aware it doesn't look the nicest but it's that or the fps tanks even further. Given the current state of performance that would be less than ideal (this is also how official maps do it I believe)
    This map is extremely heavy on draw calls (basically just number of materials called per model) as playstations (which the game was originally made for) handle these differently compared to other games, meaning over there they don't affect performance much. This is not the case for BeamNG and most other games/platforms, so the way the models were designed and made means that the performance and usages are less than ideal. There is nothing more that can reasonably be done to help this unless the game ever gets dynamic resource loading which is highly unlikely

    Credits:
    @DankMemeBunny - Extracting and giving me the original game files, and also the idea to port in the first place
    @Car_Killer - All PBR material conversions, lighting, AI paths, optimisation and various other fixes (all the fancy stuff)
    @thomatoes50 - "helping" with (entirely rewriting) my dodgy scripts
    Ryu Ga Gotoku Studio/Sega - original game and assets (remember kids, borrowing assets from big companies is entirely ok until they notice and take issue with it)

    Before someone inevitably lazily slaps it into ac to stick it on a patreon or something at least ask me for permission first, I didn't spend a stupid amount of hours sorting out hundreds of models for nothing
    For the current state of future plans, I now have the files for most of the games in the series (all except the kiwamis), although I haven't started looking into how to port things from other engines yet (if possible). If all goes well I should be sorted for future yakuza ports for a good while (I can't do yokohama don't request it it's impossible with beamng engine restrictions)

    adding this so the last updated changes and people don't go full schizo again
    Download below, drop into the mods folder like you would any other forum mod
     

    Attached Files:

    #1 AgentMooshroom5, Nov 24, 2021
    Last edited: Jan 8, 2022
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  2. Spiicy

    Spiicy
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    japan in real life
     
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  3. Eskim

    Eskim
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    the holy pog of all pog's
    Pogchamp.png
     
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  4. ! nick

    ! nick
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  5. JUGMBH

    JUGMBH
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    Yes kool jopon mape
     
  6. cardriver96

    cardriver96
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    Wow this is pretty cool... Will you be adding AI as well?
     
  7. Franz027

    Franz027
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    Awesome!
     
  8. smh_ss

    smh_ss
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    looks like japan
     
    #8 smh_ss, Nov 24, 2021
    Last edited: Dec 23, 2021
  9. DankMemeBunny

    DankMemeBunny
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    KUUUZEEEEE!!!
     
  10. Andryusha

    Andryusha
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    Daaaaaaaaaaamn
     
  11. SHAW_FTW

    SHAW_FTW
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    shhtt amazing work so far!
     
  12. Wilfred M. Wolfe

    Wilfred M. Wolfe
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    This looks amazing i can see some really nice pictures/screenshots with JDM cars being taken on this map! :D
     
  13. AgentMooshroom5

    AgentMooshroom5
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    Model & texture fixing progress
     
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  14. Andryusha

    Andryusha
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    Time to load the D-series with cases of money and go buy those properties
     
  15. AgentMooshroom5

    AgentMooshroom5
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    I'm still working on this i've just been doing the very repetitive boring tasks that don't have much to show for them

    Ignore the terrible lighting, that's next up to sort
     
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  16. Franz027

    Franz027
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    Damn! Looks nice!
     
  17. Car_Killer

    Car_Killer
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    Some progress from me :rolleyes:
    screenshot_2021-12-29_15-25-06.png
     
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  18. JUGMBH

    JUGMBH
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    damn! :D
     
  19. Car_Killer

    Car_Killer
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    Now it's time for night lights :)
    screenshot_2021-12-30_15-15-17.png

    And little details ;)
    Video - Click to Play - Direct Link
     
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  20. TacoDoritos

    TacoDoritos
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