Well everything was going well i had to have a setback. When joining the _CHOP meshes some meshes got joined with stuff they had no right to be joined to probably due to the fact that as the game had specified zones for rendering certain objects' chops it wouldn't matter if a barrier was split into 2 different objects under the same name instead of using the corresponding XW object. But there are also cases with objects that are visually the same but don't share the same meshdata: those objects are also being fixed to save space. Examples The same object, different meshdata The common factor is them being part of a _CHOP. This barriers issue caused objects to be selected wrongfully when separating canyons: The barriers also exhibited this behavior: The dot at the left is the mesh proper. The circle at the right is the midpoint between the second barrier mass in the same object so it is in a whole other canyon. This causes frustum culling and nulldetail to be broken as the objects are sharing one giant bounding box. But most importantly it breaks canyon sectioning for appropriate instancing. After extensive arguing with LLMs a fix has been partially found all is left now is to fix the transforms. Each barrier piece is its own thing now. And the diggers should share mesh data as they are the same object. As vertex colors aren't used, they will be removed from the mesh(es) to save space.
I haven't been able to fix this issue so far so I've returned to material stuff. It is still very unfinished and materials might have too harsh normals, wrong metal/roughness maps. Some maps are missing and i think that's visible in the images. The maps were automatically generated from a set of settings so I have to fix them later but I don't want to reassign the materials as that is very time consuming.
A new update is coming march 17th. It will have this issue with EXMBsomething SpecialTerrain. It was made for a section without this being able to be seen. Second image explains it better: it is already fixed in blender. Will be fixed on next mesh export. Carbon used elevation polygons to hide this section when you are in the lower road. So that will be an issue but just ignore it It is part of the port let's say. More improvents were made to the static lighting. Vertex colors will remain, as they color NEON and SFX_LIGHT materials and objects- it was an oversight. Maybe i'll remove them for roads and such but not for the rest As can be seen in the Material Editor, textures are in the correct formats. Some console errors are still thrown though. And a daytime picture. This release still boots in 3-4 minutes The optimization process has gone really well i've got to say. This update should be pretty playable. After this update i'll be trying out AI decalroads per road mesh. It is really convenient to use those as a base.
This is awesome. Loaded in about 1m30s on my rig and runs consistently at the frame cap. Some of the no collision areas caught me off guard at first and I need to remember I can't drive as fast as I'm used to driving on this map (especially over the jumps!) but I love it so much! My only gripe so far is some of the texture popping in the periphery but it's a small price to pay Thanks dude!
I'm glad it works well on your end. To avoid pop in you can use Zeit's graphics settings and bump LOD distance up to 5. And collisions will be fixed in two weeks probably For collisions, there is a workaround. Every mesh has a collision mesh inside it. Select PalmontXWU's children and set Collision as Collision Mesh. It will work
Hey man, mind if I ask how did you got the map and imported into blender? I am intereseted in doing something similar but for AC