Jungle Rock Island Remastered v1.0

DESCRIPTION

The Remastered Edition of the standart Jungle Rock Island from BeamNG Drive. An overlay mod: it ships only the files it changes, and everything else loads from the base game.

Materials

- Rebuilt 73 of the level's materials for the modern PBR renderer. The stock map is stuck halfway through a migration BeamNG started and never finished, so every one of them was still being drawn through the old, flat, pre-PBR path.

- Baked 67 roughness maps from the legacy specular data rather than falling back on flat roughness values, so surfaces keep their variation instead of turning into uniform plastic.

- Extracted 27 opacity maps from diffuse alpha. PBR ignores base-colour alpha, so without these the mesh fences, walkway grating and railings would have rendered as solid sheets.

- Derived 5 metallic maps from the legacy reflectivity maps, and set metalness by hand for the genuinely bare-metal surfaces: corrugated tin, guardrails, grating and chain fence.

- Fixed a texture reference that ships broken in the base game - the palm trunk material points at a file that no longer exists anywhere in the game's data.

- Left 5 orphaned stock materials untouched, byte for byte. Their textures were removed from the game years ago and nothing in the level uses them, so converting them could only have made things worse.

Sky and light

- Retimed the level from an 8:21 morning in late January to half past two on a mid-July afternoon. The sun now sits higher and to the west, and shadows fall accordingly.

- Switched the sky to the modern scattering model. The stock level carried no Rayleigh term at all and ran its sky brightness at a fifth of what a remastered BeamNG map uses, which is why it looked flat and washed out.

- Cut atmospheric haze by roughly two thirds, so distant ridges and the far shore read clearly instead of dissolving into milk.

- Replaced the warm ambient wash with blue sky-bounce, which is what physically happens on a clear day and what restores depth to the shadows.

- Thinned and raised the cloud layer and slowed the wind, for a settled summer sky rather than a moving overcast.

- Extended view distance from 8 km to 12 km and brought the fog column down from 373 m to 210 m.

Ocean

- Fixed the Fresnel bias, which ships at -0.1 where every other BeamNG level uses +0.1. This is the single reason the open sea refused to reflect the sky and read as a flat grey slab past the shallows.

- Added a reflectivity value, which the stock ocean did not have at all.

- Brought wave height down from roughly three times that of any comparable stock ocean to something the scale of the island can support.

- Broadened the sun glint from a pinpoint, and extended the depth gradient so the turquoise of the shallows carries further out.

- Corrected the specular exponent on the rivers, waterfalls and inland pools as well. The mud pools were deliberately left matte.

Not changed

- No terrain, no roads, no object placement, no models, no missions and no navigation graph. Every quick race, bus route and spawn point behaves exactly as before.

- The level's baked reflection cubemap is still the one captured under the original sky, so ambient reflections on glossy surfaces run slightly cool against the new lighting. Regenerating it requires the in-game world editor.

Installation

- Drop the zip into your BeamNG mods folder and enable it. To uninstall, delete the zip - nothing is left behind.

- Because this is an overlay rather than a copy of the map, a BeamNG update that rewrites the same level files may require a rebuilt version of this mod.

Credits

- Original map and all art: BeamNG GmbH. This mod redistributes no game content - only modified material definitions, the level's environment settings, and roughness and opacity maps generated from the game's own textures.

- Remaster: Modslab.

CREDITS

Modslab

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