The third map in my Lucas Oil series is the Speedway Offroad Course from Wheatland, MO. It is the most complex of the tracks I have started so far, so it will take quite a bit more work to get release-ready. As with the other two, the course is created using Lidar data and imported into Beamng. I have the course mapped, painted, and drivable, but it still needs a bit of fine-tuning to remove random car-sized bumps and artifacts from the Lidar data. The last thing it needs before I release the beta would be the barriers. If you are curious as to the workflow for making the barrier fences, it is as follows: Spoiler First, I lay out the barriers using mesh roads Select all of the mesh roads you want to convert and export them as a collada file Import them into blender and give them a material so they can be seen if you export the collada and want to see how each section looks as you go along Separate one of the barriers from the group in edit mode by selecting the desired mesh and hitting "P" and choosing the "Selected" option. Then exit edit mode and reenter it for the newly separated mesh. Now select the faces you wish to keep (it is easiest to select the inside faces of the curve by selecting one of the end faces, then holding CTRL and clicking the other end face), hit CTRL+I, and then delete the now selected faces. Be sure not to delete the vertices, or you will delete the whole mesh. Exit edit mode and select Object>Convert>Convert to Curve Import the desired barrier collada file and endure that the material names do not contain a period followed by a number. If it does, this usually means you have already imported something with the same material names and you can change them to the correct one by selecting the material and selecting the appropriate material in the dropdown menu below the material list Add the Array and Curve modifiers in that order. Select the curve you created in the previous step. Adjust the number of items and the position of the mesh (usually only have to move the x and z) until the edges of the mesh almost touch the edge of the curve. Move the ends of the curve very far away to remove the distortion at the end of the mesh. Be sure to move them parallel to their existing orientation or the end bit will not be aligned properly. Apply the Array then the Curve modifiers in that order Repeat for the collision mesh (for this example, the collision mesh needs to be scaled to 0.865 on the x axis in order to align properly) Combine the colmesh by selecting the new colmesh first then the old, then hitting CTRL+J. Repeat for the visible mesh. Delete the curve and the additional base001 item created by the import Finally, export the collada to the level folder Here it is as it looks so far: Update 1: Added the placeholders for the barriers and cleaned up the terrain painting Update 2: Finished the catchfences and added tire stacks Update 3: Found a better image of the area around the course and updated the terrain painting and added a forest Update 4: It is ready for repository now. I managed to find some good sattelite images of the area, which helped immensely with lining up the paths that are not dug into the ground.
Today, I added the placeholder barriers and cleaned up the terrain painting a bit. I export the mesh roads to blender and use them to line up the barriers properly
Finished the catchfence barriers and added tire barriers throughout the course, attempting to match the official setup as closely as possible.
Found a good satellite image and adjusted the terrain painting accordingly. Still have not decided if the gray areas are concrete or gravel
Sometime soon-ish maybe. I will need to get this one up to my (admittedly minimal) standards, then I will look at other courses. Crandon is one that I am definitely interested in doing. I just wanted to finish the more unique of the four main Lucas Oil courses before moving on. I looked for data on Crandon and holy poop that took forever, plus I did not realize just how huge it is