I loaded the map again,there is still NO MATERIAL on every textures,game creates two "main.materials" while loading it.
That is quite a weird behaviour, it shouldn't create any at all...have you tried deleting both and then loading again the map without deleting the cache? If the files still get created and/or textures keep failing, maybe there is a faulty mod or anything wrong in your game install, not really sure right now...
great port, but the water's surface level is too high for some levels, perhaps lower it? this is at the stadium
He's already done that. But apparently sometimes there's small areas of a mesh which behave differently regardless of the ground type assignment. At the end of the runway in my GTA 3 map port the runway behaves like grass for some reason, even though the rest is asphalt. If anyone knew a solution to this it would be great.
If you check the picture in the main post (or if you want to try it by yourself in the map) you will notice that it starts to happen within the same material, you start to drive on that material, it's grass, you reach a certain point, it's asphalt. The blend file is right, the mesh is right, the normals are right, the materials are right (it wouldn't act like grass at all on any part of the map otherwise) and consistent all over the map (no different/unique names), so...we're both clueless, it doesn't really make sense at all. Good thing is, it only happens in very specific points, so it shouln't ruin the experience to anyone.
As far as I remember there is a mod for Assetto Corsa of the whole GTA San Andreas Map. Probably it's easier to port it from AC than GTA but I'm not an expert lmao Sorry fot being off topic, I just wanted to tell this in order someone wants to investigate. Thank you very much for porting this! Makes me very happy because VC was one of my favourite childhood games haha. For me, the first time took about 3 minutes to load, the slowest step was the "Loading Meshes". I get 100fps looking at mid-city compared with the 220fps of Liberty City (also in mid-city). Could this be because in this map we have water, unlike in Liberty City? Not an issue but having a 144Hz monitor, any FPS change is noticeable, so I hope the performance will be upgraded (I have more FPS in WC USA) Enjoying the map a lot. Grande Jorge!
Thank you! It's definitely more demanding, being based on Miami, it's all about ocean, and many, many, many pools The reflections on water surfaces are a bit heavy, but the default settings were too weak, I think I managed to get the correct vibe, even by sacrificing a bit on performance, but again, I use a 3.30 GHz i5 2500K, along with 16 Gb DDR3 RAM and a Geforce GTX 660, and I can play without major issues, the big ones appear when using free cam fast from above, all the water being rendered will take a hit on low-medium end PC's, but I don't think it's that serious, specially sticking to just driving around. The good thing in LC is that there is nothing below the water, but VC was designed for water to be seen through, if it worked the same way as LC, a lot of performance could be saved by doing simple meshes but...feels wrong. And water blocks make things even worse, so I'm not too sure how to improve things up, probably I could tone down the water effects, but I'm not convinced on doing so. And yes...San Andreas. Quite the project. Even if it can be technically ported to BeamNG in the first place, I can just start to imagine the colossal amount of work needed to make it go and look as it should But would be great, that's for sure!
Second report about that...will investigate thoroughly, according to the collision model there should be nothing weird there, I'll check if I'm missing something here
Oh, don't worry, I meant that two people already reported that and I'm curious to check what could be happening there, I'm currently on it
Good news! Found the culprit of the hidden jump...it was the sea floor! Somehow it was doing this, the grey areas shouldn't be there...Rockstar probably forgot to remove these, they have the exact same shape as the area it goes, but out of alignment on the Z axis: Even better news, I'll be posting the new hotfix tonight with everything I fix in the last day Thank you, I will start work on AI really soon, I know is a really useful and demanded feature, but I first wanted to see if the map is solid so I can focus on secondary things (being the first one, again, the map itself and any major work I should do before any other things)
Found some texture issues on some curbs, looks to be just flipped normals? Aside from the little issues (and the sea kinda flooding everything below ground), its a decent quality port. As for San Andreas, I've ported the 8-Track and the Dirt Track myself but that's as far as I've gotten.
Thanks for the pictures, they are probably just flipped normals indeed, I already fixed dozens of similar issues and they keep appearing...those will be fixed on tonight's hotfix too! The flooding...that's why official maps never feature anything blow sea level, I don't think not even devs can do anything about it. A solid mesh would look bad on VC, water blocks kill the performance, and the water plane floods areas, no option is really good at all...