Looking fantastic! Of all the early GT tracks I think Tokyo Route 246 deserves some big love next. The version for AC isn't good at all.
haha! i was going here to say the same thing! but, they changed the track shape! i think for this reason they didnt release Trial Mountain and Deep Forest for GTsport, i think they was making these new versions for GT7. Ok, lets work on the current Trial Mountain and not the "new" Trial Mountain
This week i was updating "after tunnels" zones, changing ( again) its texture to can fit the new kerbs i did. I add the fence walls, and change concrete wall texture as well. Next week i will try to finish the "next to road" zones of whole track, bridges, and principal straight terrain, but... i have to do things at home. maybe it will be delayed another week more... i dont know! nevermind, we´ll see.
Hi again, this last week i did only few adjustments. However, this week im doing things. I finish last corners kerbs, and i finally decided to use that texture for concrete walls next to rocks and im doing the bridges (3 ) and grades. Then i will search sponsors textures and place all of them. byeeee
Hi all, im with the advertisments panels. I think i pressed the correct key ( with the correct advice). Im trying to keep the exact placement ( with obviously some mismatches) when i finish whole advertisments/billboards i will release new version to can taste these changes. byeee
Hi guys.. i have a very very biggggg problem. is there any way to fix this? has someone encountered with this before? I spent so many hours to make drivable back-pits zone to can get an "easter egg" (driving over the straight line and cross to the other side), and now, when i tried the whole spawns objects, i get this: i didnt know ac engine has this behaviour... any tip?
Is the bridge mesh named 1ROAD. or anything that is specified in surface.ini? If yes, then i would change it to something else, so AC engine does not think it should create a collision between this mesh and other objects.
yes, its a 1road because it needs to be a road... omg please dont say to me i have to eliminate these bridges "roads"...
I just did a test and yes, if there is any surface above AC_START, PIT then the car will be placed on the top one. I do not remember any drivable bridges in Trial Mountain
Had the same problem when I was playing with my multistory parking garage. You'd need to think at some tricks that could go around the issue (but not solve it completely): - not have any grid spaces under the bridge - imagine some non driveable "holes" in the area above (e.g. a hole because there are works, idk )
Seriously??? In fact, i did the ai line before i tested more cars than mine, so... Maybe you can be my hope ( for other hand, i think its "crossing of valid surfaces" problem. But there is always a little space for hope hahaha ) Thx all