OK. Yes this happens a lot with your issues with the terrain. When you make a new terrain or import a heightmap and put it in the 'map' you're working on. Paths are not only in the like-named JSON file with the .ter terrain in the /levels/ folder but there's also an identical entry line in the levels/LEVELNAMEHERE/main/missiongroup/items.levels.json - search it for whatever your terrain.ter is called or just '.ter' without the ' marks and it should pull up *one* file. Then load your map and it should be successful. Why we're still dealing with a 2015~2016 bug, I have 0% clues. Save. Save often. Make sure your files aren't write protected. Don't use the built-in texture editor (you can apply textures in various modes like decal or mesh road editor, but not edit the textures themselves). Don't try to import sketchup collada, only Blender or Maya (those work!). Models should be something like Base00>start01>colmesh_1 & your detail mesh. To make things work in detail levels look @ the game files themselves. If it can be crashed, The Bob has crashed it. If there is a bug (and there are!), The Bob has been bugged out by it. If there is odd unintended operation, chances are The Bob has seen it, experienced it, and figured out how to fix it, or work around it. The Bob can crash even your best software. It doesn't matter what it is, or how rock-solid stable The Bob's computer and OS is (Built the tower 3.5+ years ago, Win 7 64bit home OS), The Bob can kill your precious game or app you think is oh-so-perfect, even if you've tested it for days or weeks with dozens of folks. The Bob is the guy who unpacks a game's files to fix a bug manually, even if he knows nothing about the game he's pulling apart, and just knows "there's a bug". If The Bob can find / read a log, The Bob can often find the problem and fix it. The Bob just can't figure out how to stop referencing himself in the third person in an oh-so-creepy kind of way. Oops. Oh well, you've been warned. Obligatory screenshot which is why I am here in the 1st place. Have all but the deliniation (lines) painted onto this intersection piece (4 lane main route with additional width for parking or turn lanes, intersected by a 2-lane route with room for one-side parallel parking). Made the storm sewer and the manhole cover graphics myself in short order. Will be putting the final textures on more pieces this week so I have something to build with this weekend! Semi-rundown city with Chicago-quality roadways, with a nicer portion or two of the town to polarize it nicely, it will be whole-heartedly indicative of your typical 'Murica city. Basically blending parts of the West Coast with some of the East-Coast/Great Lakes rust-belt cities that are suffering a lot of blight over the last 50 years. Yes the city will be huge, but there won't be much forest objects aside of what's auto-generated by the game at run-time (grass tumbleweeds dry brush and such, whatever). Whatever it comes out looking like, it will be FUN. --Cheers
I am excited out of my mind! I think I've finally figured out topology, was a total sh*tshow trying to model this canopy properly but I learnt so much from it! This plane may or may not get into game some day
For me it looks bit like this: Anyway, I'm really happy when I see original designs that shake all out from normal and standard, designs that take risks, even if they fail, are something that I find more interesting than true and tested.
Something like that, just mentioned you because in the ETK Eon thread, your headlight drawing looked very close to my re-design of the ETK K Headlight. But it is a face lift