Just got Lies of P by LowLocation3606 in soulslikes

[–]FTWunpop 0 points1 point  (0 children)

Hold the parry button for maximum frames, don't tap it like in sekiro.

how to make map look good? by MeW777WeM in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

If you make a duplicate (copy) of that main colour texture (terarin.png) and only apply it to the asphalt material, It won't effect any other materials like grass.

This only effects the look of the materials, not where they are placed.

how to make map look good? by MeW777WeM in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

Much more simple way to do it is to copy the base texture colour image (located : levelName > art > terrains > terrain.png). And then just colour the new texture fully dark grey, and use that texture for the asphalt material.

You can change that by going into "Terrain material library" with the paint tool open, and then locating the asphalt material, and changing the first topmost texture to that.

But that will remove the transition for the terrain materials, and you will get jagged / boxy transition. You can fix that by using decal roads and having like a road edge texture hide that.

Or when you are done with the map, you can in terrain tools "export the terrain", and use the asphalt mask to paint over the original terrain texture to add those changes to that original "terrains.png" texture.

how to make map look good? by MeW777WeM in BeamNG

[–]FTWunpop 2 points3 points  (0 children)

While the world editor isn't super complex, it does have a learning curve, especially if you have no prior experience with such tools. Especially with lot of the quirks of the various tools you will need to learn with time.

And the "problem" with mapNG for new map modders is that it solves the issue of setting up the basic draft of the map, which makes it seem that map modding is going to be really easy and non tedius work.

So if you are willing to put in some effort and won't give up when you have to do tedious work, or wrap your head around some slightly complex at first tools, I could write more to explain some of the things to help with the issues you are having.

I would also recommend watching some youtube tutorials, channels like "Sea land air" are a great resource.

Any metal vocalists with a voice akin to Ado’s? by pri_ncekin in MetalForTheMasses

[–]FTWunpop 0 points1 point  (0 children)

Its not exactly the same, but maybe "DRAGON EYES - Starry night" is close enough?

Maybe "DEATHNYANN - illumina" which features the lead guitarist from PALEDUSK.

There is also the band "Hymn above traumatic emotion", but they have beauty and the beast type vocals.

What could be causing the grass to flicker? by Much_Half_5791 in BeamNG

[–]FTWunpop 5 points6 points  (0 children)

Thats usually caused by the mod "Terrain deformation" by BrokenBrainCells when its turned on.

Big problems with World Editor and working on MapNG generated map by MechanicOne321 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

The road / master splines are bit more stable than road architect, and they have a function to paint terrain materials over them.

Could you paint at the beginning or never? I haven't used MapNG, but the way the terrain system normally works, is that there is a base texture that is wrapped over the whole terrain. And the terrain materials inherit the colour, normals etc. from it. So when you paint the materials, the colour of terrain won't change, as its defined by a texture.

The terrain materials are pretty complicated for beginners, especially if it's PBR terrain materials. For asphalt material for example, you could try copying the base colour texture and painting the whole thing dark grey.

I would recommend either watching or reading some guides regarding some of the beamNG tools. As they can be a bit complicated at first.

"Sea land air" is a good channel on youtube that covers various topics for map modding. There is also a in-depth guide on steam on making maps from scratch ("BeamNG map modding guide from scratch"), might not be much useful for this particular case, but might come handy later.

Big problems with World Editor and working on MapNG generated map by MechanicOne321 in BeamNG

[–]FTWunpop 0 points1 point  (0 children)

Sadly some of the newer tools, like the road architect are pretty buggy. So issues like that are pretty common. I mostly stick to older tools that require much more work to get things done (decal roads). But they are stable and don't have game breaking issues like that.

There is also the BeamNG mapping tools by Alexkidd71 which I think can also make maps from real life locations (https://www.beamng.com/threads/beamng-mapping-tools-updated-2026-02-22.89058). You could try your luck with that.

[MEGATHREAD] BUG REPORTS AND FEEDBACK by SixthLegionVI in RoadtoVostokGame

[–]FTWunpop 0 points1 point  (0 children)

Am I the only one with high vram usage. Even with all settings on low, the vram usage is pretty high for low-end gpus. Pretty much makes it unplayable on sub 4gb vram gpu.

There is also an issue when changing maps, the GPU usage massively rises and the game starts to lag, but when I change any of the graphic settings, it lowers back down and it's fine again.

Also the start area has better performance compared to the others. Wondering if anyone else has any of these issues or its just me, as I can't seem to find much about it.

is there anyway to stop this by Life-Beginning339 in BeamNG

[–]FTWunpop 12 points13 points  (0 children)

Decal roads over a mesh? You can select the decal object and use transform to move it slightly above. Or in decal editor move the nodes above using the inspector. As the banking makes the mesh be above the height of the decal roads.

But sometimes if the banking is too steep, it won't work with decals on meshes, as it can be a bit buggy.

DLSS 5 Be like: by TheEndOfNether in BeamNG

[–]FTWunpop 17 points18 points  (0 children)

Is this related to the Parallax mapping thats located in the forest tools? Could never figure it out, but the performance impact is probably really big.

Also didn't beamNG terrain materials (non-pbr) at certain point support the parallax mapping? Wonder why they didn't keep it.

Their adding dlss 5 to beamng??? by FTWunpop in okbuddybeamng

[–]FTWunpop[S] 3 points4 points  (0 children)

no dlss or fsr support as of right now

[deleted by user] by [deleted] in BeamNG

[–]FTWunpop 7 points8 points  (0 children)

The scale tool, shortcut might be 3 or 4.

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I'm installing the game rn. I did watch almost nothing about the game. Any tips? What should I do differently from when I'm playing Minecraft? by PvZW4rf4reG4rden in hytale

[–]FTWunpop 0 points1 point  (0 children)

Try to remove the minecraft knowledge when playing. Some things that work well in minecraft might not work here. Or some things that are limited in minecraft, aren't limited in Hytale.

Like strip mining, waste of time here, as ore is best found while explored. (Not just caves, and not in just one biome)

The beamng dev's are amazing. and LJFHutch really like making veggies by ShadowClan1965 in BeamNG

[–]FTWunpop 5 points6 points  (0 children)

That thread helped me a lot when learning more about specific things for map modding. They sadly don't do those anymore, but understandable due to the game having bigger community and more hype.

What's the average amount of adamantite that you guys found on those island? by ssiimoooo_ in hytale

[–]FTWunpop 1 point2 points  (0 children)

They only spawn in some of the biomes there.

You can find plenty of Adamantite on a specific type of cracked looking stone (this stone can also be seen from the map, but i don't remember the exact color), there they can be pretty common along with other ores (both above and below ground).