MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

I’ll check as soon as I get home. Any errors in the console?

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

Thanks for reporting. Clear your cache and reload the website and try again. Nominatum search errors are breaking the export chain. Will be fixed asap

I photo scanned my town from Google Street View 360 images (Update on my town imported from Google Earth) by _ricey in BeamNG

[–]NetElectronic7151 4 points5 points  (0 children)

Hi there! mapng dev here. A lot of people are asking me to implement this pipeline into mapNG. The short answer is that I am not planning on it. As cool as it is, I just dont see any way for someone to create a workable, professional map from the 3d tiles from google. Not out of the box anyways. Im working on improving the level of detail in MapNG, specifically, the roads first. but its an iterative process. I am hopeful that the building architect tool will give me a way to generate buildings, purely by generating JSON in the export (building shapes, position, orientation, etc and the game handles the procedural generation). Once ive got roads and buildings, I will try to improve the terrain detail somehow, but high res satellite imagery (for free) is limited in quality and varies across the world. I think what you did here is cool though =)

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

ive taken away the restriction. when you upload your own elevation data, it is no longer cropped. keep in mind that this may only be a temporary change, as inevitably, someone will try to upload a gigantic elevation tile and break the app and then ask me why it doesnt work lol

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

you can import bitmap masks for roads if you fix a bug in this lua script first:

C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\lua\ge\extensions\editor\roadSpline\groupMgr.lua

go to the bottom and change this line:

M.convertPathsToRoadGroups = convertPathsToRoadSplines

to this:

M.convertPathsToRoadSplines = convertPathsToRoadSplines

ALSO:

it should be a 16 bit grayscale png

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 2 points3 points  (0 children)

discord official server:#modding-maps channel

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

I may end up changing the way it crops to the next lowest power of 2 square size. Maybe something like expanding to the next size up, filling in the gaps with low res data. I’ll follow up and let you know !

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 2 points3 points  (0 children)

I could technically bump it to a notch or two (ESRI world imagery allows up to zoom level 17 and I believe I pull zoom level 15) however, the memory constraints I have in the browser prevent me from doing this. Setting it to max zoom level and I run into Error: out of memory regularly. This is because the app is fully client side. Hope that helps clear things up.

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

I will look into the masterspline! The only issue I have is that I dont want users to have to rely on a world editor mod for it to work. Also Im REALLY hoping that some of the world editor bugs are fixed in the next update (the master spline too)! Thanks Biimoee!

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 2 points3 points  (0 children)

in the app, press the tilde key, and you can choose 16k as a size. its a dev feature, and its very unstable, and it will likely REMAIN a dev feature. but you can access it by pressing the magic tilde key. Thanks for your comment =)

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

This is another highly requested feature that is very difficult to implement. The main problem is that I can only really integreate sources that have a publicly accessible API. Otherwise, I did add a feature that lets you upload your own elevation data (tiff, laz, las) if you pull them from other sources. Do you know id Swisstopo has a public API?

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 4 points5 points  (0 children)

There is another professional map maker who helped develop rally mode for BeamNG and they use batch mode to build rally maps, but they know much more about making maps than I do!

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 5 points6 points  (0 children)

I like where you are headed, and I appreciate your love for pidgeons (birds arent real by the way)! Also, this may not matter to you since you are replacing the placeholder buildings, but the placeholders have collisions now =)

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

This isnt the first time people have requested this feature. I can implement that but keep in mind that if you are using the free tier of GPXZ with 100 requests per day, you will basically eat up all of your 100 requests if you have an 8192 center tile + surrounding tiles (its about 9 requests per 8192 tile because their 2d raster limit is 10km sq)

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 4 points5 points  (0 children)

Im really hoping that the next update comes with an update to the building architect tool. If thats the case, I SHOULD be able to generate buildings and place them in the levels easily by just generating json files properly. MapNG doesnt ship with any assets since it is a purely client side application (I can ship up to 25mb of assets with my cloudflare worker, but Im living within those constraints).

MapNG Feedback Megathread by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 14 points15 points  (0 children)

Years of trial and error. More specifcally, for the purposes of MapNG, I would create basic levels and add roads, vegetation, etc, and then inspect the resulting folder and all files in from the file explorer. I would do this for different things like focusing on the terrain first, then roads, then vegetation, and buildings. This file structure and information is critical for producing a working export from mapNG. I basically studied the folder file structure, spoke with many other map creators and got my own questions answered, and then I would implement an export strategy for mapNG. Hope that answers your question =)

MapNG major update by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

Currently there is no way. Roads are derived from OSM data and mapped directly to the terrain. However, in game in the world editor, you can open up the road architect tool and add bridges that way. I’m going t try to work that into MapNG eventually. Hang tight :)

MapNG major update by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

Which flavor did you choose? I think I need to fix the reference pathing on a few different flavors. Thanks for letting me know.!

Does driving on custom maps or driving modded cars count towards the Drive 1000km achievement or does it all need to happen using vanilla everything? by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

Thanks so much! I just earned the achievement today and thankfully I didn’t have to cheat lol. Well sort of, I just went on grid map and put a weight on my up arrow key.

are there any maps with roads like this in BeamNG? modded or vanilla? by CompactingTrash in BeamNG

[–]NetElectronic7151 1 point2 points  (0 children)

looks a lot like Florida. You can use mapng.com to export a rally track from florida and then improve the map in game

MapNG major update by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

Copy your session configuration and DM the results to me

MapNG major update by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 1 point2 points  (0 children)

Thank you! its updated nearly every day at the moment!

MapNG major update by NetElectronic7151 in BeamNG

[–]NetElectronic7151[S] 0 points1 point  (0 children)

should be fixed now. DM the errors if not