That’s not an issue, but… do you have any other meshes also named PIT?
Interesting info regarding blenderGIS, but again, I only use it for far scenery, so 15m-30m accuracy is fine
Chiming in on this topic... To build a proper race track environment, its always best to use the most accurate data available. But there are...
Oh yeah definitely not the latest. I would try and disable CSP altogether to record AI if you can, or switch back to 1.79
Which tracks? And CSP version?
That shader isnt made to work for this purpose, hence the bugs and the lack of grass_fx Best to use multilayer, converting your map texture to a mask
Something wrong with your AC_PIT
No, ac_crew of objects are always there, even if you are not in the pits.
What?
The flag moves vertices from left to right, so your texture and UV mapping is not compatible. Stack them vertically
The 65K limit is set in stone, you need more, you chop the mesh into more objects. Theres a trick in CSP to set the far terrain to not have...
What? No… The AI hints file uses information from the AI fast lane - the spline location values from 0 to 1. 0 is the start and 1 is the...
Use the AI app in game to record a fast lane and pit lane
Show UV
Only a cube, name it AC_REVERB_1 Insert in audio_sources file in the data folder
https://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/page-65#post-11490 Info there
https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-%E2%80%93-Lights Here you go, have a read
Line lights wherever possible, it performs much better
You can’t really do much with the crowd facing planes, in fact… they are set to render = false See if the grandstands mesh has the transparent...
Is that grandstand using an alpha shader?
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