Mulholland Drive Redux ~ Assetto Corsa Conversion Me and My Friend MRVCSL80 collaborated on a conversion for the Mulholland Drive mod for Assetto Corsa to BeamNG ~ Download Here [MediaFire Link ~ 478MB] ~ Ver.0.92b_Hotfix [June / 22nd / 2023] ~ To be replaced with a repository page link Credits Original Mod/Assets [Assetto Corsa] ~ Todd K [@RaceDepartment] Permissions Has Been Granted ^ Initial Conversion ~ MRVCSL80 Additional Features ~ MRVCSL80 Mesh Reworking ~ Kennywah Dialing in Textures ~ KennyWah Collision Optimization ~ KennyWah General Map Lighting ~ KennyWah Miscellaneous ~ MRVCSL80 Extra features and such will be added in the future. Other Information ~ Updated 06/02/2024 Permission to for this project to be posted to the Repository by @MRVCSL80 is given in this post!
I would have made the fog about half as intense but that was literally impossible so I had to settle for some fog vs 0 fog with clarity so perfect it's uncanny. Defaults are far too yellow to me and I get sick of that hue on so many maps so I typically go for a cooler colour overall. I gave it probably the best blue sky I could manage. It's subjective but it worked for me, not perfect I do wanna tweak more but I just don't have time right now. I'm getting busier and I really have to focus on my core mod that's been delayed with R&D and Feature Creep galore. But it's shaping up to be pretty sweet.
I'm not sure how to respond to that. I'm usually worried about the same sort of thing so I'm scared to leak my ideas too early. I never expected that perhaps someone else would've tried to tackle this map. If my friend could've I would've converted this map 2 1/2 years ago with them. I'm rarely the one who makes/does anything that flattens the thing someone else was making. I crunched 14hrs yesterday with 8hrs being for this map because Todd K finally gave us the green light. Well I'm not likely to end up porting more maps anytime soon. I could still probably go back and redo 60% of the misc collision on this map to make it better one day.
Currently working on optimizing more collision stuff, removing bad collision. I also added more definition to the sky and fog.
Likely because that would require decal roads which this road does not have, as it is a custom imported mesh. AI would have to be hand made I believe. I am unsure exactly how implementing AI here would work tbh. I may look into it eventually. --- Post updated --- Released collision and lighting rework. Also brought file size down to 478MB, might consider putting in on the Repo later on when it's more feature rich. For now it's barebones and not ready for that. Please enjoy ver.0.92b Delete all pre-existing Molhulland Drive files and update at your convenience.
Maybe you should have done something useful with your life instead of complaining about it to someone who actually did work on it and then seeking validation on a vehicle simulation forum.
No need to be so rude mate. I just said that I wanted to release my own version that I ported some time ago. No need to be a dick about it --- Post updated --- Besides, I did in fact work on my own version.
At least this gives me reason to make damn sure that I put 110% effort forward on the map. I apologize in not really knowing anyone was working on Converting this map for BeamNG.
Yeah it's alright. My version was a private release from the start so I understand that not everyone would know about it hehe
I went out of my way to get permission from Todd K for a public release. This is one of my favorite drives, I felt it should be shared as much as possible. Lol, I know my RaceDepartment profile is a joke.