I was able to zip this up as one file and throw it into mods, and it works. No offense intended but this map is seriously broken on my end no matter where it resides. Beta testing done?
This forum wouldn't allow me to upload it as one zip, errors every time. I have people that have successfully downloaded it thus far and run it. If it's corrupt, try using 7zip software to unpack it, if it helps, otherwise, try downloading again. My internet drops packets, so if someone else wants to re-pack and host a mirror, let me know. This is just a beta at the moment, will try something better for the release version. Funny part is, I had 0 issues uploading 75mb files to drop box. Those 5 files went without a hitch. Please write to the forum admins about allowing files over 250mb.
What do you mean seriously broken? I had it in my documents/beamng.drive/levels and it was working fine... e.g. it was there so it wouldn't get deleted with an update. This is obviously my first (public) map, so be descriptive if you have an error. e.g. if you have texture errors, it most likely isn't in the right place. --- Post updated --- It will take me many hours to re-upload it as a single file, if it doesn't error out (which is more than likely with my rubbish internet connection). I will set it to upload before I turn in for some shuteye tonight.
the downloads for this are seriously broken,constant errors with trying to unzip them. reccomendation: try uploading them as one zip on dropbox or mediafire,cause i keep getting damaged file errors when trying to open em.
I replied to your PM. This could be from your connection for sure. The map is so messed up it seems like it's been scrambled up and corruption errors would indicate that as well. Good luck.
Well I have a copy on mega, it's single-part. It's from last night, so the lamp-posts are non-colliding and there's no lights on the dam, but it'll do until I get the just-slightly-newer version live. See if it works https://mega.nz/#!HNkAHbTb!H-YnMxSqzOUqfFmPsdTsi5h6p-rKFPwzr4hYzBO-7G8 (link updated to reflect newer version that's put up Feb 8th). This one works (it should, there's no reason other than it being a Beam mod that it won't work now). Now that I've said that, the Earth will end.
Oh dear, editor error struck again - it does this, it really, really, really sucks about modifying the map center when you're somewhere way else. Sorry, it's just going to have to wait until some other time. I can't do anything more about it tonight and uploading anything else to dropbox that's bigger than 75mb would be impossible. It's going to have to wait until tomorrow sometime. I'll put a fixed version up. That was just my backup I made last night incase I goofed anything getting it finalized for testing. FOR THOSE WHO ARE A BIT DARING UNTIL THIS IS FIXED TOMORROW: Press J to pause physics if it hasn't crashed already. Hit SHIFT C to free your camera from the car. If you are so inclined to try it, hit F11 to enter the editor (from windowed mode), press the toolbar for TERRAIN EDITING (F2) if you're not in it already , type in 1152 for HEIGHT (top middle-right) and hit SET HEIGHT one the area near the starting point. Use the cursor and knock that hill down (hit CTRL+Z to undo if you boo-boo it). If you do it right, it shoudl lower the terrain below the 'black floor'. If you make it lower it doesn't matter, just so long as it's below the height of the black floor (which is just higher than height 1152). You can now goto FILE>Save map & then press F11 and SHIFT C again and press R to restore your vehicle and unpause physics with J. That'll fix it. The editor has a bug that modifies terrain @ the start point there (map center) sometimes even if you're somewhere else. I'll have a fixed version on mega put up tonight but it's gonna take a few hours and I don't have that much life left in me tonight. The fixed link will come tomorrow. Sorry about the mess, didn't realize the backup had this stupid error in it (usually fix this before I do a backup).
For me the map looks like this, picks below, downloaded latest, cleared cache and removed blackhills map from directory.
Yeah that's the old blackhills terrain conflicting, which it SHOULD NOT do, because of the simple fact that the directory structure is different. You checked out the cache directories (which you said you have - documents\beamng.drive\cache ETC). There's no record of the old map in the new map, so that's a conflict. That's the kind of stuff I am looking for in the beta. Chances are you'll have that issue with the new upload too unfortunately. For some reason you're getting the old terrain when you should be getting the new one that's edited. That road should be smooth and edited to make it like the level of that simple bridge. That bridge is a bit more dressed up now, btw. You don't have to remove black hills from your computer, I have it on mine and it does not conflict. You have cache somewhere that's old and it's not recognizing a different file - the only thing that's named similar is the blackhills terrain file (blackterrain.ter and it's 2 associated mission/decal files right inside the level folder). I have to figure out WHY it's doing this. Something possibly in the blackhills.mis files I guess. BTW, I have uploaded a fixed version that doesn't have the starting point bug just fyi. ONE PART DOWNLOAD LINK -- MEGA.NZ https://mega.nz/#!HNkAHbTb!H-YnMxSqzOUqfFmPsdTsi5h6p-rKFPwzr4hYzBO-7G8 Feb 8th version - edited This ball-brained editor stuck my terrain in the wrong folder. The correct terrain is attached, but it's sticking it in the wrong folder (blackhills folder, it's not supposed to but that's where it's sticking it). I don't know why it's doing that, I changed all the scripts except the original mission file but there is no reference to blackterrain in there. I don't know what to say about this, anymore, at this point. I am pretty much throwing in the towel on it at this point. For those interested, you may use my modified road textures if you wish. If you can be bothered to download this terrain file, and put it with the map (or try placing it in the black hills folder temporarily just backup the one it over-writes first) and re-load this map... I have no more patience to try and get this thing working anymore. I will continue to work on it here, but until I figure out how to change where the terrain is saving to, I can't continue to upload it as it must not conflict with black hills. THE TERRAIN HERE YOU WONT NEED IF YOU USE THE FEB 8TH/9TH VERSION. ITS JUST HERE BECAUSE THERES NO REMOVE-DOWNLOAD BUTTON. D'oh.
i think you included the wrong .mis. When i load the level, most of the .dae are missing. i also opened the .mis and there are references to black hills everwhere
This map will return in a week or two. I needed to become more aware of a few more things about this game. There is so much to learn and so little documentation to glean info from. Don't even get me started about the fun of height maps and Torque (I have a lot more omitted words to say about that process than I do about this forum and my zips - and that's really saying something). So yea, I have salvaged this map in full, it's fine, I just am not about to put this thing up tonight as it'd take hours to upload. I have it fixed up and it's referencing ITSELF this time as there were some things I've missed in one of the mis files. What worked fine here, on this pc, is not what happened on other pcs. That was a disaster. Private-message this name if you want to be sent a link for the closed beta, to see if it works. As soon as it gets uploaded (and you get the link) and tested *AND VERIFIED WORKING* , I can make it public again. This was an absolute wreck of a mess this last weekend for which I apologize but it could have been avoided if there was documentation to go off of. Thank-you for your patience and understanding and not being hot-headed. It really is a fun map if you like speeding down the highway, and the next map is going to be even better, so check back within the next week. MEGA.NZ is proving to be a reliable host, thankfully. Forget Drop-Box. --- Post updated ---
Ok so, so long as this forum puts this post @ the end of the topic, on page 3 where it belongs, just a FYI, this map is fixed up now. https://mega.nz/#!HNkAHbTb!H-YnMxSqzOUqfFmPsdTsi5h6p-rKFPwzr4hYzBO-7G8 SHOULD be working, all the refs are inside the directory. One gimmicky building roof texture that won't fix... A few lamp post collisions that should happen but don't,... for that matter STAY away from the lamp-posts, they might eat your car :x Needs a few guiderails (this is the same link as in my 1st post). Version from feb 8th with a few touch-ups and some references to the terrain/decals corrected in the .mis). Should not conflict with black hills, if it does, in any way, give me a heads up. --- Post updated --- OK so as per the beta THIS TIME, it all went fine, everything works EXCEPT the lamp-post textures. So yeah, kinda sucks but oh well atleast you can drive it - as long as you don't mind orange lamp-posts That I'll prob fix with a patch if ppl are so inclined. Thanks for the testing ppl (for those that did bother).
So i'll start with a few bugs and end with things I like here; -There are missing textures at various parts of the map for me -the tunnels have repetitive textures -some clipping on the stone walls -not personally so keen on how square the stone walls are -some texture clipping -the lamps do have glitchy collision (and missing textures) -rather big crests in some parts of highways which even at a normal speed could be considered a danger in real life now the good stuff! -extremely HUGE map -the lights look awesome in the distance during the night, it adds a feeling of life to the map -great lighting, night and day! -great framerate -loads fast considering the size thats basically it, mainly just a problem of missing textures is my main concern.
Clipping on stone walls is tough to remedy without leaving a small gap behind the stone retaining wall where the car could potentially get LODGED. It's a trade-off, though I can fix it by making the stone retaining wall thicker, you might just not notice it. If you mean square walls by the tunnels, I can look into it, but some tunnels where I am originally from are fairly 'square' like that around the tunnel mouths. Texture clipping on roads is a trade-off for the smoothness of joints in the highway where mesh roads meet decal roads. I can try (and will) to remedy SOME of this but I won't be able to fix ALL of it. I can (and will) however make it a little less NOTICEABLE - yes it's irksome a bit. Glitchy lamp-post collision is a bad thing, they eat cars. I have to lower some of them so they work better, but they might still eat cars. To that end, they'll not be in in the performance-enhanced version of the map that will be released when I finish up this map for those people who would rather race in the daylight @ double the FPS and not hit ugly orange lamp-posts. They're SUPPOSED to be textured, but I messed something up with the texture reference...'doh! Some of the highway crests are bad... some is my fault, some is BeamNG.Drive not handling a LARGE mesh road with the perfection I had originally wanted with it...I really tried. I broke a LOT - a WHOLE LOT of cars, several car-dealers worth trying to get those to not clip badly & still be smooth @ the joints... my map looked like a veritable junk-yard of sorts --And thank-you for the compliments, it's much appreciated. I made this for me but decided to share with everyone when the screenshots were well-received. I have a 100 square mile map of rural Tennessee I am working on now, it's no where near as detailed, but it's real terrain - REAL-HUGE terrain to boot, from the USGS height-map. It's ONE HUNDRED square miles, many times the size of THIS one. There will be pics in a few days to a week, and a release sometime in a few weeks. I modeled interstate 40 between Knoxville and Nashville (a 16-mile chunk of it as it winds up a mountain onto the plateau). Very difficult, to say the least, but it'll have all the interstate/state routes and a bunch of the major through-roads. It could easily fit four or more Nevada interstates in it, but won't be a LOOP type 'track'. Just for those of us that like real roads modeled into BEAM.
no worries though, a few minor imperfections but they don't stop this map from being as great as it is! Maybe if you made the material for the lamps thicker it would help the collision problem? if thats a thing. and no I don't mean the tunnels when I mentioned square walls, I basically meant in some parts of the map you drive into a section with two walls with a stone texture on both sides of the road, personally I think it would look better if they were maybe on a slight angle? think of those empty rivers in Los Angeles for an example.
If you mean tapered, yeah that's possible (now). I didn't realise the way I made them that I could angle them. Those walls are actually made of MESH ROADS (most of them), and by banking the 'roads' it'll angle the wall, so yes it CAN be done (and it might to avoid flickering issues). Some highway walls are tapered, some are not. Generally the ones made of the highway-keystone-block retaining walls aren't, but decorative ones are/can be. The lamp-posts will be replaced (swapping DAE file) with something else made in sketchup so that collision works better when I get something BETTER made. They were much smaller before so maybe that is what messed them up. I made them larger because... highway lights aren't 10ft tall lights like on your driveway, they're huuuuge. This game has ISSUES with making things LARGER and collision boxes not lining up or working properly. Thank-you for the feed-back, your comments help make current & future maps even better! As always to anyone else who's interested in making highways, you may have free use of any of my highway textures for use in BEAM maps.