Hi! I recently noticed this map from the author @Ezo (https://www.beamng.com/threads/tokyos-shuto-c1-expressway.61259/) and was disappointed to learn that it lacks a working AI. I took the liberty of modifying the map a bit by adding a working AI to it. Now feels much more fun! Alternative link: https://drive.google.com/file/d/1bwpR9S_LEMwAHILl5c-ipZF6LPPKyj6S/
hello, mate! it doesn't work, unfortunately! i deleted the other versions of the map i had, i cleared the cache of course but traffic cars aren't moving at all! do you have any idea of what i can do?
Strange. Before post I did full reinstall of map to check how it works. And now I repeat it and also clear cache and result has not changed - ai cars drive just as planned. Does AI work fine on other maps?
The AI seems to work* on my fresh install with no previous version of this map. You might want to try a deep cache clean (instead of standard). I had similar weirdness when I fixed up Lime Rock park a while back. * Other than getting grabbed by gutters/guardrails, but that was the case with the original map too iirc so not really OP's fault.
i must have had reminicent files somewhere because after a deep cache clean it somehow works but i had to re delete it and re-re-install it what game is this map from?
https://acmods.net/tracks/shutoko-revival-project/ --- Post updated --- needed some long Bayshore bridge
That's an issue that's existed for a very long time even on the original C1Shuto map. idk if Ezo is still working on this map or not, but it's an issue with porting from AC to Beam.. There must be a texture or object there that has collision set so it grabs tires. Originally like 2 or so years ago I was working on lighting up the map for night time, but have since abandoned that project seeing as other life things came up and I just lost interest in working on it.
do you have any ideas for bayshore bridge should be long highway Haneda Airport and rainbow bridge how about 8192x8192?
That's been addressed and is an issue as I've stated in my comment and that others have stated before, please read through the older comments and you'll see that it's been brought up. Nobody is too worried about that issue due to the fact that it is a really old map that was ported from Asseto Coursa and as far as this AI update to the map, nobody is interested in working on it and I think Ezo (the original poster of this map) isn't working on it either, as far as I know it's been abandoned. There's just too much work involved with getting the map to work properly in BeamNG..
If you're using certain wheel mods, I think that issue is because they haven't been updated to PBR textures yet.. Also some might be slightly outdated. Try clearing your cache` and relaunching the game, also if you're using old wheel mods try removing some to see if that changes anything, of course clear your cache each time you remove or add a new mod, that always works for me.
I don't think I have like 3 wheel mods made within at least the last 6 months but I'll try clearing cache --- Post updated ---
Hi is there a way to import light from a other modded version of c1 to this one? Beacause i am working on lightinng up the track
I mean if that game shares the same overall engine and is practically the same game then yeah. If you know how to code and do all that in C++ or Notepad+ then sure probably. But other then that I don't think so. You'll have to manually go through and place each light source.. Just know that adding light sources via the map editor or from within the game it's self will cause it to be very unoptimized and cause issues with performance, and the C1 loop is a massive file as is, so adding lighting will only increase that issue. You can however bake the lighting but it won't have the same effect as real time lighting, meaning it won't look like you're driving under street lights since it would be baked into the textures. I'm assuming you're trying to bring over lighting effects from AC which won't work.
strongly advise against it since me and care carkiller are redoing the map from scrach with everything and expanding it