Im not sure how they did it but i think you could do it like this: (please note North St Helens will be a lot more difficult for reasons i will explain)Requires CSP 1.68+ MINIMUM for most features to work properly. This should give you a very accurate representation that you can create currently. The other alternative would be to try and get the road coordinates out of ror and into a 3d modeling program and use that to create the 3d object and then just place it inside the BeamNG map. You could probably just grab an aerial photo of North St Helens and use it as a reference and try and make a better quality mesh road using it by doing a better job of corners. But this is only if you want to be 100% accurate. I cant imagine it being hugely difficult to make a program to do that, at least it would be a lot easier than doing it by hand. So yeah, converting maps with mesh roads is currently not such a great idea, hopefully when mesh road is added into BeamNG someone might creat a conversion utility to convert RoR mesh roads into BeamNG ones. Import and place them, you could probably do this by eye since there is not so many and they are not that criticalĪfter all that it should be done other than some changing of sky textures etc. Try and import that into BeamNG and use it as the path for the texture based roadĩ. Try and get the path that the meshroad follows in ror (there should be some coordinates for it somewhere in the ror file)ħ. Either wait or do some terrain work to flatten out the road areasĦ. Cry when you realize that mesh roads are not in BeamNG (yet, next update will apparently have them)ĥ. Import North St Helens texture as a heightmap texture (Once again it is in the zip file)Ĥ. Import North St Helens heightmap (you can find it in the zip file in ror)ģ. The Bajarama map does not take to much time to load.Ĭlick to expand.Im not sure how they did it but i think you could do it like this: (please note North St Helens will be a lot more difficult for reasons i will explain)Ģ.
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