Discussion in 'Tracks' started by xXxKOKExXx, Mar 22, 2020.
I 've see this on YouTube today
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.
All of them
And then, the first video of GT7 is right on trial mountain...
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.
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.
my gosh time flies
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.
i just uploaded new version at RD if you want to test those improvements.
Cool, I'll test it.
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
Arggg... It was to be an easter egg.. f...k, i have to think another way to sort this. Thx mate.
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 )
make ai line without the bridge
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 )
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