Alright, time to do a lil post response catchup; Thanks! I have been striving for decent road grades and variety, whilst making it feel more like a section of a real place insetad of it being more like a track as seen in maps such as my own Beam Mountains, and Nadeox1s Sandy Mountain. I used a heightmap generator. You will either need to pay for your program, or use a trial if you want absurdly large heightmaps Thanks True, it does. I was busy doing other more important things most of last month, and I couldn't work on my projects any But I am here, and working on them. I want to get quite a bit of work done on this before returning to my vehicle projects, but depending on what happens with other projects I will be helping with, that may be a challenge. Today I want to complete the last portion of the 2 lane highway, which follows the original route of the 4 lane split highway. Ironically this road's termination points are both on the same edge of the map I will need to create another road that truly goes edge to edge. I think it will be a one lane paved road, as for it needs to be narrow to climb up and pass through some of the worst of the terrain.
Alright, its getting late here and I have some progress. Most of today was spent working on what I think will be the final paved road in the map. Its an unmarked 2 way road that is barely wide enough for 2 cars to pass safely. This will go from the spawn point, to around the endpoint of the old 2 lane highway outside of the small town. I have a quick screenshot here of what I have laid out so far. The road is about 3/4 of the way mapped out, though I had to stop because the mesh road was going to kill my PC if I went any further with the layout. I labeled the spawn point in this image, though I can't really see well enough the end point of the other road at this height, so I had to leave that one unmarked. The areas closest to the edge of the map will be within a dense forest, to make it seem as if you are still on the interior of the map when in reality you're not. I could use a backdrop terrain or a backdrop mountain for this, but I think this will work a bit better for now, and gives it more of a mountain area feel. As for actual progress; The spawn point is kind of empty right now, however I do plan on filling this in with a couple things to spruce it up a bit. I also have added in the road texture for the 4 lane split highway. The start of the new road is on the left. This road features more road cuts, and will probably have a tunnel or 2 on route at some point. There are some nice views of some of the peaks along this road, this is the first of those views. The first section of this road, all the way to the first pass, is not banked. Pair this with sharp curves as pictured above, and you have one heck of a dangerous road if you plan on racing or speeding. The section between the first pass and the second pass, will be banked and will be a bit more modernized, with lanes dividing the road in 2, and slightly less insane grades. I also have quite a bit done on the final leg of the 2 lane highway, with one of the 2 tunnels now complete and pavement now on the ground going out to the end. I don't have a picture yet but I will show one tomorrow. I hope to have most of the roads done before December, and the final details done before Christmas. It will be after the new year before this map gets put up for release, however I am preparing a nice lil present for you guys to enjoy very soon, possibly even in the next week or so. I will be returning to car projects come Monday, and I think I have something that is pretty much ready for release.
Today was a slow day for overall progress... My account got mistakenly blocked from posting after some questionable events took place earlier today, however I have some good progress on the map; I completely redid the original portion of the 2 lane highway, which goes from the interchange to the small mountain town, as for it was just poorly done in the first place, with it being un-drivable in many places, and where the road cut into the terrain, the road was stretched up onto the sides because the original mesh road cuts were way to narrow. So I re-routed this section. Grades were decreased on the road overall, but I had to raise up (and completely redesign) the entire interchange to compensate for a 20 meter higher starting point. The split 4 lane highway can now be driven from start to finish at speeds around 75 MPH, and many of the curves in the interchange can be taken at around 50 MPH or more safely. The portion of the 2 lane highway on the other side of the mountain will remain relatively unchanged, though I do need to clean it up a bit I am still working on roads, and I will be showing off one of the new additions in full later on when its done.
Just gonna say If you working or more details and narrow side roads that is great I would love to have this map with a ton of detail that will be awesome! Great work! Also try to make the roads going as high as u can.
I sure hope so! Thanks! I am working on more details and cleaning up some other areas. There is a dirt road that goes up from about 200 meters all the way up to around 1000 meters, and I am working on a one lane back road that will be going up from 0 meters to 500 meters at the first pass, and probably around 800 meters at the second pass. One major issue I am having though is the since I have to have a ton of vegetation, there is noticeable loading lag. I will be working to fix this.
Looking forward to this. Expecially the part with the winding mountain roads. A few days ago I posted some photos I've taken over the years while looking for a good and realistic mountain map. Maybe there's something that'll inspire you. Thanks for all the work you put into this! https://www.beamng.com/threads/looking-for-a-realistic-offroad-and-alpine-map.48226/
Yesterday and today were spent working on one of my BeamNG car projects. Come Saturday I will have some more updates on the progress for this project
I will contact you then when I am ready for that stage. This week I am working on smaller projects and spending time with family for Thanksgiving. I will be back to the map project Saturday hopefully, unless the devs drop 0.11 on us on Thanksgiving or Black Friday, then its fixing my Gavril Blue Collar series mod.
Eh, I have been hoping to have it done by the end of December and get a January release out, but idk if that will happen. I will let you guys know when I can safely say when it will be out.
Don't worry about us. Take your time and release your work when you feel like it. Don't rush if you don't want to.
I would rather release a final than a million WIPs. I'm not I work on my own schedule on this. I was just stating a personal goal I had set up before I made the thread Being here in the states, Alot of us celebrate Thanksgiving. Family is in town this week, so I have not been able to focus on this map. Saturday things should calm down again, so I will be able to get cranking on this. Also, the moment 0.11 comes out I need to focus my attention on putting together a hotfix for the Blue Collar, as for it's probably going to break in this game update.
highspeed now that is what ima talkin about --- Post updated --- in al editr you get a texture for al intenet sey like blacktop you put that in al map then after your done with roads ecx you edit thim and texture them with you imig not all iumagas work i think thas iz hoaw it works bad english doint use trenslet thas time --- Post updated --- al means the
Inz Bawd engrish skalz I sss shadhup. Translation; I think you understand what I mean. I revealed my current mod project, the Gavril Sporter, and that will be my main weekday project. Today is Saturday, so I will be dedicating some time to the map, adding stuff in and completing things. Wcusa has some nice road assets, though I think I will stick with what I already have here, as for anything new would offset the color balance between the roads and the rest of the environment.