Before I start, I got permission from him via discord Huge Thanks To: @crashmaster for textures @utopiadeferred for changing textures from 256x256 to 1024x1024 making them look higher quality as well as a bunch of other things that completely overhauls the look of the map. Also making a teaser trailer for the Map. Welcome to a classic and nostalgic map from a classic and nostalgic game called Need For Speed: Most Wanted. While looking around for Assetto Corsa maps, someone wanted me to try and convert a NFS track and so they provided a video where someone shows off the NFS: Most Wanted map, Rockport with Rosewood, that is meant for Assetto Corsa. He posted it on his Discord and with a cheeky converter, I managed to convert the map into .dae as well getting most of the textures to work. On the discord they mentioned it's still a WIP but decided to go with this WIP version so there's parts of the map that isn't fully covered. With that being said, it took me less than 24 hours to put the map together, however it came with some issues. List of things to still do: (No Progress, Work In Progress, Finished) - AI support - Sound Effects (Tunnels, Environment) - Lights (To allow you to change to night and drive while there's lights as well as tunnels) - Barriers (Waiting for the Author of the map to release the last part of the map so areas will be blocked) - Fixing/ Temporarily covering one way textures (City Mostly) - Adding the final part of the map to fully complete it. So, what's the issues? - There's some holes in the map - some parts of the map is higher than the rest (who knows why) - vegetation has background rather than being transparent - Poles, hydrants, fences, chairs, benches are all quite sticky and not fully solid so you can merge in them on some occasions. What's the good stuff? Nothing special, solid map, big for free-roaming, loads of freeway to drive at high speeds, locations for drifting, small roads for casual driving, city roads for... driving... Images: Credits: - @Car_Killer - Adding AI Support, Graphical Stuff and more.. - random callsign - promoting the map used for Assetto Corsa on YouTube - me - converting it from kn5 to dae using Blender - Map from NFS Reborn Project Discord - link: https://discord.gg/g5scdxPU44 - EA Canada/ Electronic Arts for making this beauty of a game and map Extra Notes: Anyone who's very experienced with Converting maps, using map models such as this that could help with the issues stated above, please do contact me. To avoid douchebags leaking this map as it's a WIP, some sort of proof of your work would be greatly appreciated and will show me some sort of trust. I will not just willy nilly hand out the map to randoms. I need to know you're a hard worker and well experienced with map models. DOWNLOAD HERE (WIP BETA): https://drive.google.com/file/d/1MDJ59yhvTHkrR0vSRuKfrc3gC9lLW0BA/view?usp=sharing
For holes, make new face in Blender. For trees, in material editor set alphaClip on for said material and adjust value to something that works, you might need to open texture in Gimp and resave it to DDS DXT5 though, sometimes AC textures are bit odd. For height difference, I have no idea why that happens, but probably you adjust that in Blender by adjusting the mesh.
OMG I was waiting for this!!! Great project, but please cut off this map becouse if you make a one NFS WM map for Beamng in one piece most of players computers will not can load this. ( sorry for bad english) --- Post updated --- I'm f#ckin love you man!!!
Very neat. I played a lot of NFS:MW as a teenager, and it would be nice to drive around with Beam's physics in it.
A small update for everyone! With help from @crashmaster , he's successfully made all vegetation transparent as well making all props non-collidable (this makes it so you still drive around in areas where props are suppose to break without getting stuck onto them.) and quite a lot of other things that my brain can't remember what, but huge thanks to him. Before: After: What's to do: - We still need to cover up one-way-textures such as tunnels and buildings to give shadows a better look. - Add tunnel SFX as well as street lights. - AI support - There's still a large portion of the map missing so we'll block it off for the time being until we find the rest of it, unless we find it soon so we'll just add it to the map with the release. - Get a Most Wanted skin pack to go with the map - Scenarios (recreating the story line??) - More Spawn Areas (currently just 1)
I never did play this need for speed, my most recent was Hot Pursuit 2 I believe, but open flowing roads is a thing I guess and that is what BeamNG needs. I have been looking a way to add group to existing objects in Blender, but haven't found proper solution yet, doing manually is not an option and I think that on this map same could be useful as it allows creation of LODs or more specifically making meshes that are too far away invisible/2D billboarding and that would make huge difference to performance. So what I'm thinking is that there needs to be python script for Blender that does take existing mesh in Blender (all selected meshes actually), creates specifically named groups and moves created group object to another layer (or whatever those are called these days, also possibility to make own Blender file out and link to that), then instantiates said object and places it to original position, so you get to modify just one. Not sure if there is easier way around that, but it should help map converters a lot if there would be such script. Not sure how possible it is to make one, I might lack bit of ability, but there is huge pile of reading that I have put aside to wait when my brain works little better, so I could start learning how to make some scripts for Blender. Doing thousands of objects by hand is so 1990's that I think we should be past that by now Anyway I'm interested of this project as older NFS maps generally should add something to Beam that there is not so much of yet and maybe even original maps of such faster flowing roads start to happen.
I want to keep you lot updated on whats new so i'll keep it short as it's a small change anyway. I've added more spawn points. From 1, to 6. List of things to still do: - AI support - Sound Effects (Tunnels, Environment) - Lights (To allow you to change to night and drive while there's lights as well as tunnels) - Barriers (Waiting for the Author of the map to release the last part of the map so areas will be blocked) - Fixing/ Temporarily covering one way textures (City Mostly) - Adding the final part of the map to fully complete it.
Nice map and fantastic memories with this game!!!! =) --- Post updated --- How much is at MegaBytes and GigaBytes?