Thank you so much! With that in mind, how does Italy have such a larger size whilst using the same sized heightmap? is it simply stretched to a larger size with the same resolution, leading to a larger but less detailed heightmap?
yes thats pretty much it, the only reason WCUSA cant use italys size is due to it needed a much more precise heightmap for some of the hills in the city, this post here explains it pretty good agreed, although its one of those hurdles that i feel we are going to have to put up with for a long time coming
In terms of the southeast I actually think Florida would be a better choice if they make it a coastal map. (if not, then maybe something based off the Atlanta area if they go inland). But the coasts of Florida are very different from California, different layout, construction style etc. This could also allow for a huge port (imagine industrial site port but not abandoned, with cruise ship terminals and about 10 times bigger) and some surrounding warehouses I think another southeastern candidate city could be New Orleans, which is more swampy (but also more similar to what industrial site is now). Plus, New Orleans is home to the abandoned Six Flags park, and something based off this could be fun to drive and crash around
Florida would actually be perfect for the next american map, since its terrain is incredibly flat, it would allow it to use 1m/px or even maybe larger since its mostly just flat marsh and low lying coastal, this would mean it could be rendered as a map even larger than italy
off-topic but New Orleans deserves representation in Beamng. I think it has a lot more potential, content wise.
wcusa v2 (v2) black is belasco city, which has undergone some changes, most notably being enlarged orange is the old dockyard , with old brick buildings and a dockyard red is belasco city international airpiort, a big and modern airport brown is the current island, enlarged. hypothetically, it would have big ol fancy houses and some vineyards, as well as some nice driving roads the darker green is christmas valley national park, which is a mix of sequoia and yosemite national parks. named for the redwood trees (and their green leaves), and the stunning valley, with some big mountains the lighter yellow is an extension of the current redwood forest, just bigger the light green is vista al acantilado, meaning cliff view. it's like big sur, with great scenic driving roads on a cliff on the side of a sea dark grey is a small unnamed suburban beach town with an amusement park on a boardwalk the light grey is a very small unnamed town used mostly by fishers and surfers the dark blue is ocean cove, another small beach town with some notable feature I havent thought of the pink is suburbia. big suburb with medium sized houses and not much interesting stuff. the maroon is a small desert, with desert stuff. not a baja like desert, just more flat and sandy the purple is unnamed attraction area. it has a big fat mall , a baseball stadium, a football (both forms of football apply) stadium, and a big old parking lot. home to the Belasco City Football Club (BCFC) , Belasco Bulldogs (they play american football), and Belasco hill riders (baseball) Light blue is an unnamed mountain range. It is very big, with the highest mountain being only slightly shorter than portino peak. if mount whats-its-name in current WCUSA is drifters paradise, this is drifters dream world EDIT: forgot to say what dark yellow is but I’m not sure so it’s up to some other person to decide
I don't know. I couldn't play the map very well on my then-current PC and would not have noticed if it had changed after release. I would figure it was designed with 0.5m/px in mind, though, as terrain spikes and artifacts would have come through rather early in development and changing the terrain in such a major way post-release would have been fairly intensive, labor-wise. A heightmap is one of the oldest smoke-and-mirrors techniques for getting good looking terrain cheaply. A 'traditional' 3d model consists of a series of points, called vertices, that each store a vector for position. Each is connected with edges (which store the vertices they connect) and filled in with triangles (which store the edges they fill, plus normal and other info), to create a model. It's a tried-and-true format, but it gets expensive fast. A heightmap removes virtually all of that data. By using a black-and-white 2d image representing height values, you can imbue a flat, subdivided, runtime-generated plane with terrain features. Now you only need to store the height value for each vertex, and don't need to store edge or triangle information at all. Provided you accept not being able to create terrain that's vertical or past vertical, or having more detail in some spots than in others, it's probably the best option for large landscapes. Italy is the more vertical of the two maps, in terms of overall terrain height. However, fairly few roads in Italy are as steeply inclined as Belasco's streets, and even those that are, aren't broken up by intersections that are necessarily flat. I suppose it's more fair to say that Belasco's streets aren't too steep for 1m/px resolution to work, but that the grade changes are too abrupt. It would be possible to use static meshes for the streets, though it would come with a few caveats. Performance, firstly: static meshes are more expensive, as stated above. It's also a little harder to work with decal roads on static meshes, and they're used extensively for AI paths, road markings, and details like road wear. Lastly, while visual spikes can still occur on terrains, there's a type of collision smoothing applied to them. Static meshes with roughly the same visual fidelity as the terrain we have now would still have rough edged collision. That said, there are some times the developers have used static meshes for surface-level roads. WCA's and Automation's racetracks use static meshes for the tarmac, and Hirochi does now too, iirc. I think it has something to do with artifacts in the heightmap, which cause extremely subtle, but detrimental, bumps to appear.
that poor Asko though, lol. RIP Aussie50 @topic: unironically can't wait for the Group N Covet, even though i've been having lots of fun with that Defender mod lately.
wcusa,my version!!.. okay i know its a lot but here it is: black:main citys two now! green:mountain range. red:cliffs. white: new island with mansions a winerys. dark gray: new major roads! light gray: not as major citys but still citys including the hood at bottom right. dark blue: suburbs with neighborhoods and malls. orange: forest. yellow: major airport! dark yellow little houses by the city. dark green: golf coarse!! brown: cliff houses like in LA. purple: lodge with campsites in the forest. pink: abandon factory!! hot pink: football stadium and other stadium for multi purpose. light green: observatory on the highest mountain! light blue: open car factory with test track!! gray: dock with a ferris wheel. hope you like it!!
Id just like to take a moment and remind some of us who have joined this coversation a little late that WCUSA is not getting remastered anytime soon, if at all ever This is all just purely fun on theoretical revamps it could see YEARS from now The game currently lacks the technology to do this, so dont expect this anytime soon And last but not least: dont be sad when the devs dont release a remaster for WCUSA, its big, dense, and likely going to be the most difficult map to remaster, give them patience and time Thanks
Wait: he died? Shame. I'll search for the Defender mod, hope it's the old one and it has the 3.9 V8 included in the parts selector. I've been making NAS Hoppers with the Gavril 4.5, 5.5 and 6.9 V8s lately and I'm wondering how the Defender will be! Plus, the Group B Covet is awaited in great enthusiasm! A Group N version would be nice too! A stripped-out and lightly tuned Covet (race suspension/brakes/wheels/tires and Stage-1 engine tuning) with short gearing, suitable for European hillclimbs and also suitable for beginners getting to know racing driving! Your speculation is really nice! Actually, the airport in my speculation is at the far end of the expressway, even further away from the Redwood Forest. I believe it would be best for the zone you mentioned to be an extension of the Belasco City, with the characteristic staircase streets! But great speculation nonetheless! --- Post updated --- Of course, quality needs time and, above all, patience. We're just theoretically looking for ways to improve this map in terms of content because it's commonly known that this map misses a lot of it.
honestly, if WCUSA ever got a remaster any time soon, i think the devs would have to fundamentally change the entire map. everything is designed to fit in the space given, so if the map got bigger, everything would have to change
What is going on with these WCUSA V2 posts? Is this somehow confirmed or it's just another wants/hopes posts like always?
It is. May 17 is the third anniversary of his suicide. I really loved his washing machine videos, they are the stuff of legend. Also, even though WCUSA is needing a remaster, it most likely will never happen. It was such an ambitious project at the time. The "remaster" was mainly just adding tunnels, adding stuff for career mode, and fixing the issue of all of the downtown buildings being the same mesh. WCUSA is also really dense. Remastering it would be like remastering all of the parts of Italy that are not cities.
We were talking about general map remasters when I asked for clarification as to why WCUSA (currently) cannot really grow in size, in comparison to maps like Italy. It turned out to be due to heightmap limitations. Spawned from that is a lovely discussion set in the theoretical situation of a future WCUSA remaster; what features might it have, how would it be laid out, etc.
i have a feeling a 'remaster' would be more of a 'remake' since we know based on all of the belasco city police dept skins and other things that it will definitely be used in the campaign, given all the additional content made for it, and the map would need enough PBR improvements work that it almost justifies starting anew based on the old layout, since there are other things which would need to be revamped/remade since the current cramped versions provide issues of their own --- Post updated --- it also definitely didnt help that someone also commented that all of the tunnel exit signs had place names, and closed exit ramps that could theoretically be opened, which just grew into a spiral of theories