I understand that you ported the map and wanna keep it as close as possible, but it just doesn't look good with those textures. I've ported multiple maps myself and had to retexture them since they didn't look good at all.
It'll get a texture overhaul with pbr once the main things are set. Now let us swim in proper 100% nostalgic feelings, aight?
Hello, I've decided to record a video to show a video of the current state of the map. Still fighting with performance issues, which is about to be expected when you need to handle over 3600 light sources, which is currently being controlled by a script made by RedCarDriver and BB93. While this video is also a showcase, I both want to ask for help with it, that's why the performance graph is on. However, you'll see that it's mostly being bottlenecked by CPU and GameEngine where I'm kind of stuck. I have no issue handling the GPU part of the story, but if anyone can give suggestions what should I do to free up these bottlenecks I'd be very grateful. I have a feeling it might be the case of just simply too many objects on the map. The AI pathing is done with waypoints which is 5300+ objects on it's own, then the 3600+ lights, and then we didn't even mention the map itself, which is another 12k+ objects. Anyways, thanks for reading, you can drop suggestions here in discussion or in private message. Video: (note, played with HIGH in game preset)
Why not get in touch with @Car_Killer and figure out how the Shuto C1 does lighting? Iirc it disables those that are outside certain distance.
We're currently using an edited version of his script, but you knew this already as you suggested me to, so idk why are you writing this now lol. It just doesnt work as it should, if you go slow it's ok, but else it just doesnt do what it should. Also, it just enables lights randomly, even in the morning sometimes, I'm not sure why, they then disable again after a bit.
I know you're currently using it, lol. I didn't ask you to borrow it but rather to figure out how the distance lights work in C1 – because IMO this is what is tanking the performance the most (as in, loading all the lights, not the lights themselves). As for the lazy loading, AFAIK this is just an issue with how fast it can refresh those lights and unless CK has some magic solution to this, we have to deal with it.
Hello, I just pushed a new update, here's the changelog: Please note this is a Experimental update. Overall Note: The new lighting has a impact on the performance. Overall changes: - New lighting by @BB93 - Night time ambient lights by @BB93 - Object optimizations - Lights (Open World Editor, and under the "NightLights" folder you can turn on the folder "NightLightsLamps". Disabled by default for obvious performance reasons.) - Yellow blinking traffic lights (Open World Editor, and enable the folder "Traffic Lights" to make them visible, disabled by default for performance reasons.) - Canal water (Open World Editor, and enable the "Canal Water" object to add it. Disabled by default to preserve original feel of the map.) - Map folder size reduction by removing duplicated textures Issues: - Because in the past couple days there has been a lot of experimentation and editing has been done, some objects have been re-imported from SLRR sources, which means some previously manually moved objects (Island lamps for example) have been reset to their previous wrong positions. This will be addressed later in a polishing state. - Light sources are slightly off from where you'd expect them to be, again, didin't really bother fixing it because the lights aren't really implemented yet. - Using the Navigation UI element reduces overall framerate. This is due to the AI paths displayed on it, and because there's a LOT of detail to the AI paths, the UI element probably has a hard time drawing it. If you won't use traffic on the map, but want to use the Navigation UI app you can delete the AI folder in the World Editor and then reload the map. - Because many objects and materials have been altered with you may or may not see some NO MATERIAL surfaces. Please report them, it's been very difficult to track them down because I didn't encounter any on my end, but if I sent the map to someone, they seen 1 or 2. Edit: I just noticed something slipped into the update that not even I noticed is there just until now. I tried to re-implement the Garage to Garage delivery minigame from a previous showcase however the mission editor is completely broken in the World Editor now, however I somehow placed down 2 mission markers near/under the Red Garage. With some fiddling you can get to it. However. they don't do anything. If you start any of them you get black screen, and technically softlock the game. You can leave that state if you press ESC and then Abandon the event. --- Post updated --- Pushed a new update. Found and removed these broken missions and added 2 working ones instead. Garage to Garage delivery from an old showcase video is reimplemented, as well as another old experimental mission.
Buksikutya77 updated Valo City with a new update entry: Experimental update Read the rest of this update entry...
Im not sure if i'm doing something wrong, but I cannot get the mod to appear in the map selector, is this a known problem?
Downloaded it through repo, then installed manually, then installed it unpacked. Nothing seemed to work.
I have found the issue. It seems like when I uploaded the map file, and it got repacked wrong and got a extra levels for some reason. So the map structure looks like this: Valo_City/Levels//Levels. You can fix this by restructuring the map folder. Go into the levels folder, move everything to the Valo City folder. So it looks like this: this is a very weird issue because people who previously had the map doesn't have an issue with this. --- Post updated --- Okay, it seems like you can't just have a gameplay folder with your mod, so I have to remove the scenarios. However if you still would like to have it, you need to add it manually. Extract it in your BeamNG user folder. Update to the mod is coming that should fix the map not appearing.
Unfortunately, I already looked for that as its a common mistake and the version I downloaded from here and from the repo are both fine and do not have the duplicate folders. However, removing the gameplay folder did fix my issues. Thanks.
I pushed an update last night that should fix the issue, I hope it goes live soon as I don't know how many people are affected by this issue currently.
The lights are disabled for performance reasons. You can enable them in the World Editor, as well as other things. Please read the changelog, details and explains everything.