Fixed that for you --- Post updated --- If you want, I usually make guardrails using the broken pier objects (there's one that has two poles connected via a bar at the top, you can sink that into the ground). It looks a little but rustic, doesn't work well with "modern"-looking maps, but for nature-based ones it looks decent.
Just saw the update. What do you mean by Broken Pier? What does it look like* Can you tell me an example of what it looks like? I think I know what you're talking about, but not sure. Also, here is the bridge. Only other things are not so flat forests with Paint Noise, and some more MeshRoad smoothening.
I'm having imsomnia again so spent some 15minutes making that inspired by that river spot on your map. You can have it if it is usable for you, but needs more work obviously, after 25th day I can perhaps spend hour or two if you need something like that or draw design you want with some measurements. I can't do textures, but I can put textures on such simple object. If you want to test it on map, put it to bridgetest folder inside your object folder or something like that, then game makes materials.cs for you and it should have some dark gray color instead of no texture.
Yeah, this looks awesome. I put the .dae in my misc folder, and a popup came up when I tried loading it up. Without doing anything else, I just pressed OK and it's orange, though I can't find any "No Material". Was I supposed to do something there?
No, you are supposed to make folder of whatever name inside your misc folder and put bridge there, then try importing and click ok to popup, it should work. Use visual mesh final collisions for best collision results. You can scale thing in editor as you probably know, so it fits. It is designed so that those inclined ends would sit inside the ground, that is to prevent popping of tires and they are longer like that to get it to fit various places, where you might need bit of ramp to bridge 'deck' etc. Attempted to make it versatile. I don't know if wood textures on railings and concrete on rest or full concrete will work on that, I really don't know how to make textures, so I hunt them with dogs and cats, then apply them and there probably is ton of material settings that I don't have any idea of Like normal maps, specular maps, those can make big difference in looks, but I don't know how to use them properly. Also I can't do round shapes, so my modeling is rather limited, but such simple models are really easy to craft.
Attempt 2 is good. Is there an easy way to make the model gray? (color of the MeshRoad) If not, the dark gray is fine aswell. Just noticed, the collisionmesh is set to Visual Mesh Final, and the collisions can be derpy. Not pulling into the mesh, but some parts go through. Is this something with me or the model?
Ah, it came out bit darker than intended. Go to materials.cs in that folder you created and adjust diffuse color, first three numbers 128, 128, 128 should give you 50% gray.
That is not what it should do, can you put that materials.cs or exact copy paste of that line here, there must be something odd to have it shine white like that.
I was guessing that it had something to do with the 0 in the brackets, but I can't guess. Also, tried adding commas after the first two numbers, nothing really changed.
Oh, my stupid brain, 0.5 0.5 0.5 that is what it should of been singleton material(werewolf_bridge_material_A) { mapTo = "werewolf_bridge_material_A"; diffuseColor[0] = "0.5 0.5 0.5 1"; specular[0] = "0.5 0.5 0.5 1"; specularPower[0] = "50"; translucentBlendOp = "None"; }; 128 128 128 is in image editor, when values are 0...255 range, my stupid brain mixed it with that, well 128 in image editor is same as 0.5 in materials.cs it is possible to calculate those colors to match with image editor color palette when one knows that.
It works w00 I'm gonna maybe derp around with this a bit, than continue on with MeshRoads or continue with the route itself.
Not sure if you like this version, but put both files to folder of your choice, then import to game and it should look like in pic, I used vanilla game textures for this.
Thanks, it is really only because textures from Italy, I think Wood texture from Italy is actually grayscale, so adjusting diffuse color numbers in materials.cs it is possible to make it lighter or darker, from yellow to red to brown, that is quite clever, imo. I would like to optimize the model and make bit better optimized UV model, but that is what takes most of the time, hours. Currently it is quite many drawcalls I believe. I did already reduce triangle count a bit, but that UV map needs lot of work, it might be only after 25th day that I will have time for that though it might improve how textures look too.
Yeah, I just remembered that. Thanks. --- Post updated --- With the vehicle not in the camera, the Drawcalls are 550-620. Either way, it's not too bad. Of course, this includes some trees. --- Post updated --- Didn't make any more progress on the route, just fixing up some areas. Thanks to @fufsgfen for creating that bridge (It's two of the same model for the picture.) Used a MeshRoad underneath aswell. Decided to add somewhere for spectators to park up and watch. Atleast the people that got there super early. Also, used "Paint Noise" to add a bit of height to the forest area.
looking amazing!!!!!!!!!!! can't wait to drive this stage also, where'd you get the rally bolide? i've been seeing it around lately, and i abandoned my own group b bolide project because of it, but haven't been able to find the mod.
Check UCP, WBIMP, or Apex Expansion Pack. Pretty sure it's Apex because this was initially in DJPlopper's. Thanks. Decided to use the space of trees for something. Really hoping this goes well.