@Mod @WNP78 Yeah but there are no options for collision since it just references the original prefab. Tried adding in a mesh collision component but you cant link to the mesh for the same reason. Might have to build a new object from scratch but I have no idea what magic scripting is done to make those work the way they do.
Ah its cool. I really do enjoy SP. I just think that there are other games with more of a future for off road sim. BeamNG has become much more viable now that they added lockers. It also has some decent ingame map making tools. Spintires looks somewhat interesting as well. Some other unreleased unity based projects in the works that look very promising too. What I really liked about SP was that is had very easy to use tools for both map and vehicle creation.
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Im not deleting my account. Might even make, or at least release some more stuff at some point.
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The collision issues I was talking about is the way the wheels are coded with one point of contact. Making it difficult to climb objects because the tires only contact at the very bottom. I do have some ideas for a workaround. Basically create a part with a tire object with full collisions. However we would need basically an endless rotator that could be driven by an engine object to attach the wheel to. But I am no coder. This problem, on top of not having a manual clutch and gear selection just really lessen the driving experience for me. Also it is hard to make very detailed maps and still get good fps. It is also very time consuming to place objects in a way that work with the current collision quirks.
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I highly doubt there will be any more updates for SP, especially that would improve on ground vehicles. The devs even said they regret adding the wheels to the game. Which is fine... Its an airplane game and that is where their interests seem to be.
@Testin123 Thanks. I had lots of fun making them all. SP had excellent tools for making whatever you could think up. However the drivetrain simplicity, collision issues, and limitations of detail are hard to overlook.
@Testin123 Stepped away from SP for a bit. There are just too many core mechanics of the game that are missing for off-road sim and the devs have no interest in improving them. Shame, they really made a gem.. but don't seem to see the potential it has.
@Karan No, as stated in the notes: "- You must be using high graphics settings." With low settings I think it just acts as an omni light. I haven't touched SP in more than a month now.
@jamesPLANESii
mmm 12 days. Really just been working and playing some other games recently. BF1 and a few others. Not all that inspired with SP atm. Did a little on the rock map. There is another crawl map in the works that I have made versions for both 1nsane and RoR in the past (IMAP, RoRIMAP).. Also dabbled with a snow map. Unfortunately SP doesnt know how to act when things get slippery. Not much in the way of vehicles. But I do have another version of this van with a detachable (semi) working kayak on the roof.
Im not sure if you are into ground vehicles or not.
*But maybe you would be able to figure out a way to implement a transmission with editable ratios?
*Also an endless rotator that could be powered by an engine and have brakes. If this was made we could add any tire we wanted to the game and it would somewhat solve the collision problems we currently have with rocks/objects.
@Tully2001
It is just a box. But you need to make sure you are using the "unlit color" or "unlit texture" shaders so the seams down show up as much. Also make sure the planes don't cast or receive shadows. Try and make sure there are no seams in the textures too.
@Shipwright
Instead of adding the "Map" gameobject you use the "designer Plugin". Everything nests under the DS just as it would the map object. You will need to make some sort of skybox inside of the default grey one. I make a box with planes. You would also use a 3D program to make a box with reversed normals. I use the unlit shaders for the skybox.
@Cadin
Yeah its possible you are on an older version of the mod. Looks like the link at the bottom is for 2.0. But it is just the one rocket motor mod. Nothing extra.
@Cadin
Yeah pretty simple. Instead of adding the "Map" gameobject you use the "designer Plugin". Everything nests under the DS just as it would the map object. You will need to make some sort of skybox inside of the default grey one. I make a box with planes. You would also use a 3D program to make a box with reversed normals. I use the unlit shaders for the skybox.
@BirdOfSteel Most of my maps (FR series) are 2-4 KM square. So that is 2000-4000 in the unity terrain settings. Here (photobucket) are the settings I used for FR-3.
Also you need to be running Unity version 5.3.6f1 for objects to show up. If not (at least with V 5.4) they will have collisions but will be invisible.
Jumps will be trial and error on spacing and size. But once you get the scale right it will be pretty easy to see in the editor.
I sugest using a 2048 or 4097 resolution for the heightmap. Higher the res, the more detail you get.
@ TakicraftCorporation
Very cool man. The doors are a nice touch. Ive been wanting to make my 2016 high roof, extended body ford transit for SP for a while now. Never really got around to making anything good. With a few mods this is close enough for SP.
@Thecoltster1
Great to see more people starting to make maps. When you imported the environment pack, did you also import the water sections? All you really need is the speedtree and terrain asset sections. Could be causing your problems... I dont remember ever running into that.
@LatteCoffee55 Oh ok. Most of my maps (FR series) are 2-4 KM square. So that is 2000-4000 in the unity terrain settings. Here (photobucket) are the settings I used for FR-3.
Also you need to be running Unity version 5.3.6f1 for objects to show up. If not (at least with V 5.4) they will have collisions but will be invisible.
@Mod @WNP78 Yeah but there are no options for collision since it just references the original prefab. Tried adding in a mesh collision component but you cant link to the mesh for the same reason. Might have to build a new object from scratch but I have no idea what magic scripting is done to make those work the way they do.
+1Grats HFK. Its also good to see there are more updates for SP in the works. Thought the team had moved on to other projects.
@iwannabeelected Damn tire collisions indeed...Makes it that much more fulfilling when you complete the trail tho. lol
I should post the updated version to this.
@Testin123
Ah its cool. I really do enjoy SP. I just think that there are other games with more of a future for off road sim. BeamNG has become much more viable now that they added lockers. It also has some decent ingame map making tools. Spintires looks somewhat interesting as well. Some other unreleased unity based projects in the works that look very promising too. What I really liked about SP was that is had very easy to use tools for both map and vehicle creation.
_
Im not deleting my account. Might even make, or at least release some more stuff at some point.
_
The collision issues I was talking about is the way the wheels are coded with one point of contact. Making it difficult to climb objects because the tires only contact at the very bottom. I do have some ideas for a workaround. Basically create a part with a tire object with full collisions. However we would need basically an endless rotator that could be driven by an engine object to attach the wheel to. But I am no coder. This problem, on top of not having a manual clutch and gear selection just really lessen the driving experience for me. Also it is hard to make very detailed maps and still get good fps. It is also very time consuming to place objects in a way that work with the current collision quirks.
_
I highly doubt there will be any more updates for SP, especially that would improve on ground vehicles. The devs even said they regret adding the wheels to the game. Which is fine... Its an airplane game and that is where their interests seem to be.
@Testin123 Thanks. I had lots of fun making them all. SP had excellent tools for making whatever you could think up. However the drivetrain simplicity, collision issues, and limitations of detail are hard to overlook.
@Testin123 Stepped away from SP for a bit. There are just too many core mechanics of the game that are missing for off-road sim and the devs have no interest in improving them. Shame, they really made a gem.. but don't seem to see the potential it has.
@Lizarddragon @BobbyJackT I dont know if it will. Im kind of done with SP. Have not touched it in months.
@Karan No, as stated in the notes: "- You must be using high graphics settings." With low settings I think it just acts as an omni light. I haven't touched SP in more than a month now.
@IanAndEndy1124 they make xbox controllers for PC with usb connections. simple plug and play.
@Tona01 nope.
@Sugalite Actually its an older one. Its available on my profile.
@MemeKingIndustriesAndMegaCorporation
Of course. But dont forget to credit @TakicraftCorporation - The original creator of the van.
@jamesPLANESii
mmm 12 days. Really just been working and playing some other games recently. BF1 and a few others. Not all that inspired with SP atm. Did a little on the rock map. There is another crawl map in the works that I have made versions for both 1nsane and RoR in the past (IMAP, RoRIMAP).. Also dabbled with a snow map. Unfortunately SP doesnt know how to act when things get slippery. Not much in the way of vehicles. But I do have another version of this van with a detachable (semi) working kayak on the roof.
@ Gestour
Im not sure if you are into ground vehicles or not.
*But maybe you would be able to figure out a way to implement a transmission with editable ratios?
*Also an endless rotator that could be powered by an engine and have brakes. If this was made we could add any tire we wanted to the game and it would somewhat solve the collision problems we currently have with rocks/objects.
@BritishNarwhal7 nope, just install it manually.
@Tully2001
It is just a box. But you need to make sure you are using the "unlit color" or "unlit texture" shaders so the seams down show up as much. Also make sure the planes don't cast or receive shadows. Try and make sure there are no seams in the textures too.
@Shipwright
Instead of adding the "Map" gameobject you use the "designer Plugin". Everything nests under the DS just as it would the map object. You will need to make some sort of skybox inside of the default grey one. I make a box with planes. You would also use a 3D program to make a box with reversed normals. I use the unlit shaders for the skybox.
@Cadin
Good one man. Getting better every time. Whats your resolution and scale specs for this terrain?
@Cadin
Gestour actually. Here
@Cadin
Yeah its possible you are on an older version of the mod. Looks like the link at the bottom is for 2.0. But it is just the one rocket motor mod. Nothing extra.
@Mightymk
Its in the notes....
Vehicle
@PilotOfFuture
Sorry not really my kind of map.
Perhaps @Ctracerx2 would be interested in it once he is up and running on PC again.
@Cadin
Yeah pretty simple. Instead of adding the "Map" gameobject you use the "designer Plugin". Everything nests under the DS just as it would the map object. You will need to make some sort of skybox inside of the default grey one. I make a box with planes. You would also use a 3D program to make a box with reversed normals. I use the unlit shaders for the skybox.
@Porkhelper
No, mods don't work with IOS. Highly suggest getting PC.
@Destroyerz117 Thanks, with the right tools you can make them pretty quickly.
@LiamW nope
@MechWARRIOR57
Is it Just that your vehicle is out of the water? The boat needs to be a similar draft as the one I used.
@BirdOfSteel Most of my maps (FR series) are 2-4 KM square. So that is 2000-4000 in the unity terrain settings. Here (photobucket) are the settings I used for FR-3.
Also you need to be running Unity version 5.3.6f1 for objects to show up. If not (at least with V 5.4) they will have collisions but will be invisible.
Jumps will be trial and error on spacing and size. But once you get the scale right it will be pretty easy to see in the editor.
I sugest using a 2048 or 4097 resolution for the heightmap. Higher the res, the more detail you get.
@Dwalker2378
Lol some assembly required. Pretty nice tho once its scaled and has a motor/fuel.
@LatteCoffee55 If I find some time/get inspired. I have a lot of things going atm.
@BirdOfSteel
Like what? How far along are you in the process?
@MemeKingIndustriesAndMegaCorporation @Testin123
should be up now
@MemeKingIndustriesAndMegaCorporation @JakeTheDogg
Posted
@SkullsAndCrossbones I have not tested the android version. The map is 20kmx15km. One terrain at 4097 resolution. The BFM map uses 4 terrains at 4097.
@LiamW
@LiamW FR-2 is a bit more open. But I do have a sand dune map that is not out yet.
@ TakicraftCorporation
Very cool man. The doors are a nice touch. Ive been wanting to make my 2016 high roof, extended body ford transit for SP for a while now. Never really got around to making anything good. With a few mods this is close enough for SP.
@Thecoltster1
Great to see more people starting to make maps. When you imported the environment pack, did you also import the water sections? All you really need is the speedtree and terrain asset sections. Could be causing your problems... I dont remember ever running into that.
@Thecoltster1 You need to use Unity version 5.3.6f1. 5.4 wont work, idk about older ones.
@LatteCoffee55 Oh ok. Most of my maps (FR series) are 2-4 KM square. So that is 2000-4000 in the unity terrain settings. Here (photobucket) are the settings I used for FR-3.
Also you need to be running Unity version 5.3.6f1 for objects to show up. If not (at least with V 5.4) they will have collisions but will be invisible.
@demoman9 I dont use android so I dont really know the specifics. But you can find the install path here.
@demoman9 idk man. Links work fine. I assume you are on android or something?
@jamesPLANESii plugin for unity.
@LatteCoffee55
What are you using a 3D program to model out a mesh terrain?
If thats the case I would make a normal unity terrain object and scale that in the settings area. Then scale your mesh to the terrain object.
@Mightymk
Red One
Blue One
@jamesPLANESii For the one road on ISC TG1 I used Easy Roads 3D Pro.
@Mellons 100,000 KM x 100,000 KM is Unity's max size for a single terrain...but yeah its doable if I add more terrains in. Why you need it that big?
@LatteCoffee55 Not really into trains myself. But I have been thinking of how it could be done. Think it would be fairly easy to do.
I think this tool would be pretty good for the track construction.
@jamesPLANESii Mostly on the rock trail - ISC Testing Grounds. But honestly im getting kind of burnt out on SP.
@Alex23 You need to be running on high graphics settings. If not it just looks weird.