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Town beamng drive maps
Town beamng drive maps





town beamng drive maps

The system requirements currently for playable frame rates is:

town beamng drive maps

I am not using Sketchup for models so it should come out with lots of good stuff, with built-in native (optimized) collision and lots of LOD's (level's of detail) so that the system load is more balanced. Currently the fully developed areas don't run worse than West coast USA, but not a lot is finished yet, even if I have put hundreds of hours into just modeling roads/bridges/tunnels/buildings etc. Please read the book of a post and follow along on the thread if you wish to participate or give input on what you'd like the city to have. The map is not currently available for download yet outside of being a patreon member. Please see my patreon link in the 1st post on that page if you wish to donate. This is a partially community funded project. It's made to capture the spirit/gameplay flow of the map from GTA SAN ANDREAS, without plagiarizing textures, layout, sound, or any assets at all. I also have a Subway station, train/road tunnels, and flood control canals in my map. This modular road kit (MRK for short), allows you to build a city with functional puzzle pieces of roads, to make either the city of your dreams, or a barf-inducing ROAD ROLLERCOASTER (tm). I am also putting final touches on much of my Modular Urban road/highway kit, for novice/intermediate mappers to use in building city maps of their own. Los Injurus (by me) and Los Beamos by Insanegaz. You may find that with this relatively simple adjustment variable, more maps are available to you without an absolute slide show in your midst.Two City maps are in development at this time: Other options are to move brightness down to zero (in the sunsky sub section of "Lighting"), or adjust "Shadows Visibility" in the Main Menu/Options/Quality/Shadows Visibility section.Įxperiment and see what is best for you, before just assuming a map is totally off limits.

town beamng drive maps

Since shadows take so much computer power, you might opt to play without them, though I agree that takes away some of the 3-D effect. High noon I don't think it matters as much, though it can still be a factor in a map with lots of trees that overhang the roads. This is especially helpful if you set the time early in the morning/late in the evening- where the shadows are long. What I mean to say is that if your computer is struggling at the current number, go the next number down. Though I don't think 4096 sticks, so don't try to go higher than 2048. In any map, you can improve frame rates noticeably, if you move the shadow texture size to the next one lower.Īccess in World Editor by going to Level Object/sky/sunsky then on the right-hand column search out Advanced lighting/texSize.







Town beamng drive maps