I've been working on porting Springfield from The Simpsons Hit & Run over to BeamNG.drive. Currently all of the map regions should be in game and fully connected, even areas like the power plant and stonecutter tunnel. The map is missing props, animated objects and such which more than likely will need to be placed by hand. To-do: Placement of props such as lamp posts, trees, signs, fire hydrants, animated objects. Port Hit and Run skybox over. Covert materials/textures to PBR based ones. Upscale / Improve the quality of the materials/textures Collision mesh needs to be generated. Attempt to integrate interiors of buildings such as the Simpson's house, Kwik-e-mart as enterable buildings into the map. Fix a few areas of the map where parts of the model are clipping/overlapping. Paths for traffic vehicles? Same location in Hit and Run: Credits: Radical Entertainment: Original map and Game. Colou: Hit and run fully connected map mod, used to connect the original separated map regions. Special Thanks: Dummiesman: Helped with generating the main.materials.json by creating a script which saved me hours of work creating my own or mapping all ~2300 materials by hand.
It's very cool to see a map from a TV show like The Simpsons. Looking forward to it. One question though, why do the cars look smaller than the buildings?
NO wayyy, i remember this game, i havent played it in soo many years, i cannot wait until the release. i do agree, why are the building so much bigger than the cars
If you mean the scale between buildings and cars then possibly both games are designed to different scales. The map model should be the same size as in Hit and Run. Without using the same car models in both games its hard to get an accurate comparison. Trying to set up the same kinds of scenes in Hit and Run and Beam: some seem pretty similar such as at the kwik-e-mart but then the Simpsons' driveway seems much wider when compared with the Roamer. The Canyonero is notoriously "12 yards long, 2 lanes wide" though it only takes up about half a lane in hit and run. I think it might make sense to scale down the entire map slightly as the roads are brutal on beam cars with them often bottoming out and destroying the oil pan on what appear to be small bumps in the road.
I wanted to make more significant progress before posting again but I figured I should make a post so it doesn't seem like this project has just been abandoned. Currently I'm working a lot so I don't have much time for modding right now. Hopefully over the holiday season and in the new year I should have some more free time for this. I've begun the process of upscaling the textures and creating the normal maps to convert them to PBR. With the upscaling I'm achieving a tremendous feat with them being upscaled 16x, a lot of them going from 128x128px to 2048x2048px. In terms of the data being added here, the original file size of the level one road texture for example is 12.8KB with the upscaled version being almost 9MB. There are a few artefacts / glitches introduced by the process so some textures will require some manual tweaking but they're pretty good as a base. Converting to PBR textures isn't going as well currently purely because I've never done this before, it's a lot of trial and error, tweaking the values and working out what they do but I should get there eventually. Here are a few of the textures after upscaling so you can see the difference: Original: Upscaled: Original: Upscaled: Original: Upscaled: Original: Upscaled: As for the PBR process: I'm using materialize currently. If anyone has any tips on how to get them looking right it would be greatly appreciated.
hey there is any updates to this and if so where can i find them also if the mod is released please may you tell me where i can find it
There wasn't any news since January and the guy hasn't logged in since a while too. So no it wasn't released.
There hasn't really been any progress for a while. Just don't have time with work, last time I did anything with it was when I had a bunch of vacation time. The project is something I actively think about so certainly not forgotten but I don't see a huge amount happening until I can get some time off.