someone did this for gta
Dont use screencapture unless you are able to utilize some hardware graphics operations
Consider reading ai-line first, like 3dmap does...
A single mesh object should not have more than 64k tris, you should stay below 48k though...
you can just cut objects (in Blender its called...
deliver track with optional "content\texture\wrongway.png"
image, which you make completely transparent, and turn of penalties altogether
Ok not really meant that, but, you did just drive that part from into pits, outof pits, noting more?
Also you have IS_PITLANE=1 set for your...
did you "Record "ai\pit_lane.ai" like this? :
Blender Addon to Import/Export Assetto Corsa CSV/AI files
idk what the problem is with your png's, maybe consider using dds format
see here how to do trees...
so technically speaking you cant have start and finish line at same place ;(
Kunos Drag strip just uses this, seems to count from where you start:
so you just place those "behind" your AC_START_0
i guess you must set finish line a bit "before" the actual start-objects, else it would immidiately
count as finished ;)
some Rally tracks use:...
another way for that:
MATERIALS = your_material
SHADER = ksPerPixel_tilingfix
unit settings for blender file:
then i work with 0.01 as a 1 meter, maybe thats stupid, but working for me ;)
L.A. Canyons - i guess version 1.2 has even more now and he only means the roadmesh i think
you can set high density road-mesh to RENDERABLE=0
it still is physical
~5Mio+ verts (not tris)
~1.33Mio verts invisible...
limit for vertices per mesh: 64k
including uv-data you could end up even below 50k per mesh
yes, sure, go as low poly as you can
max tris per...
agree, i like the rusty datsun
you make a model_replacement (it covers insertion too)
see kunos f40, it has some replacements done:...
Separate names with a comma.