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WIP Beta released Vice City (GTA VC) - 1.2

Discussion in 'Terrains, Levels, Maps' started by JorgePinto, Jun 29, 2020.

  1. JorgePinto

    JorgePinto
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    Search for all 'main.materials' files at:

    C:\Users\username\Documents\BeamNG.drive

    and delete them, except the ones you may have in any unpacked mod folder, which will break even more things, should work with this.
     
  2. andrzejserafin5

    andrzejserafin5
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    I loaded the map again,there is still NO MATERIAL on every textures,game creates two "main.materials" while loading it.
    Zrzutekranu127.png
     
  3. JorgePinto

    JorgePinto
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    That is quite a weird behaviour, it shouldn't create any at all...have you tried deleting both and then loading again the map without deleting the cache?

    If the files still get created and/or textures keep failing, maybe there is a faulty mod or anything wrong in your game install, not really sure right now...
     
  4. NaNe

    NaNe
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    what version of beamng do you use?
     
  5. Est

    Est
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    great port, but the water's surface level is too high for some levels, perhaps lower it?
    screenshot_2020-06-30_19-13-36.png
    this is at the stadium
     
  6. Chat's7

    Chat's7
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    Awesooome :D :D

    Thanks !!
     
  7. JorgePinto

    JorgePinto
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    Thank you! Added to the next hotfix :)
     
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  8. swift502

    swift502
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    He's already done that. But apparently sometimes there's small areas of a mesh which behave differently regardless of the ground type assignment.
    At the end of the runway in my GTA 3 map port the runway behaves like grass for some reason, even though the rest is asphalt. If anyone knew a solution to this it would be great.
     
    #28 swift502, Jun 30, 2020
    Last edited: Jun 30, 2020
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  9. lemonbread

    lemonbread
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    are they part of the same material? otherwise, i've had zero issues using this method.
    maybe some sections of grass have their own material that havent been assigned
     
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  10. JorgePinto

    JorgePinto
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    If you check the picture in the main post (or if you want to try it by yourself in the map) you will notice that it starts to happen within the same material, you start to drive on that material, it's grass, you reach a certain point, it's asphalt. The blend file is right, the mesh is right, the normals are right, the materials are right (it wouldn't act like grass at all on any part of the map otherwise) and consistent all over the map (no different/unique names), so...we're both clueless, it doesn't really make sense at all.

    Good thing is, it only happens in very specific points, so it shouln't ruin the experience to anyone.
     
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  11. STICH666

    STICH666
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    Can't wait to try this out tonight! Great work!
     
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  12. lemonbread

    lemonbread
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    perhaps the surface its trying to cover is too big, maybe create extra materials and map it to the asphalt areas, then make those behave as grass?

    i do have to try the map myself still, however ive been mostly busy with other things. but generally, im sure it isnt an issue under regular gameplay.
     
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  13. MarkosRuiz

    MarkosRuiz
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    As far as I remember there is a mod for Assetto Corsa of the whole GTA San Andreas Map. Probably it's easier to port it from AC than GTA but I'm not an expert lmao
    Sorry fot being off topic, I just wanted to tell this in order someone wants to investigate.

    Thank you very much for porting this! Makes me very happy because VC was one of my favourite childhood games haha.

    For me, the first time took about 3 minutes to load, the slowest step was the "Loading Meshes".

    I get 100fps looking at mid-city compared with the 220fps of Liberty City (also in mid-city). Could this be because in this map we have water, unlike in Liberty City? Not an issue but having a 144Hz monitor, any FPS change is noticeable, so I hope the performance will be upgraded (I have more FPS in WC USA)

    Enjoying the map a lot. Grande Jorge!
     
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  14. Grind86

    Grind86
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    Huh, interesting.
     
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  15. JorgePinto

    JorgePinto
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    Thank you! :)

    It's definitely more demanding, being based on Miami, it's all about ocean, and many, many, many pools ;)

    The reflections on water surfaces are a bit heavy, but the default settings were too weak, I think I managed to get the correct vibe, even by sacrificing a bit on performance, but again, I use a 3.30 GHz i5 2500K, along with 16 Gb DDR3 RAM and a Geforce GTX 660, and I can play without major issues, the big ones appear when using free cam fast from above, all the water being rendered will take a hit on low-medium end PC's, but I don't think it's that serious, specially sticking to just driving around.

    The good thing in LC is that there is nothing below the water, but VC was designed for water to be seen through, if it worked the same way as LC, a lot of performance could be saved by doing simple meshes but...feels wrong. And water blocks make things even worse, so I'm not too sure how to improve things up, probably I could tone down the water effects, but I'm not convinced on doing so.

    And yes...San Andreas. Quite the project. Even if it can be technically ported to BeamNG in the first place, I can just start to imagine the colossal amount of work needed to make it go and look as it should ;) But would be great, that's for sure!
     
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  16. MarkosRuiz

    MarkosRuiz
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    There's a scary jump near the airport, just when you exit the "military base"
     

    Attached Files:

    • screenshot_2020-06-30_22-27-37.png
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    • screenshot_2020-06-30_22-26-43.png
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  17. JorgePinto

    JorgePinto
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    Second report about that...will investigate thoroughly, according to the collision model there should be nothing weird there, I'll check if I'm missing something here :confused:
     
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  18. MarkosRuiz

    MarkosRuiz
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    Oops sorry for report again.
     
  19. JorgePinto

    JorgePinto
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    Oh, don't worry, I meant that two people already reported that and I'm curious to check what could be happening there, I'm currently on it :)
     
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  20. den_chik

    den_chik
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    Great job. AI is much desired.
     
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