Update: Here is a little sneak peak at what im working on. Its still in the beginning stages, so its a little rough around the edges.
oh man thats beautiful! any time attack friendly roads planned? (even if they arent actually in the real Swiss Alps)
Roads like pikes peak, where the curves are smooth and slightly banked into the inside, allowing for fast, flowing corners and a truly amazing driving experience.
I came here to also note that problem. Maybe in a little more civilised manner, but nevermind. Also the thing I wanted to point out: roads can't have tire marks on them, it's quite unsettling. Furthermore there is a widespread problem with flickering road decals, on intersections where two roads connect. It also happens on the time trial bit of road, the fake tire marks are giving me epilepsy. Also the line they are suggesting is often not optimal and sometimes downright misleading, so personally I'd like them removed.
Hey, is this map planned to be realistic and like in real life or just roads everywhere and trees on a circle train circuit track ? And are you making the map from real-life reference or just random ?
Pretty cool! I don't know if you're working the French, German, Swiss, Austrian, or Italian side of the Alps-- or a little of all-- but the area around Innsbruck, Austria near the airport (LOWI) has long been a staple hangout for flight simulation enthusiasts. The city is a wonderful mix of hills, valleys, rivers, highways, town and rural. The Kitzbuhel area is also very beautiful. Imagine the winter scenery during the ski season, and the thermals perfect for glider plane soaring in the summer? Anyways, good luck with it all. Looking forward to seeing the progress.
Flickering road textures where multiple textures overlay is because of a setting in the materials.cs for the road texture. If Transparent=0 it's meant for use on 3d mesh objects (be it mesh roads, or 3d models), NOT decal roads. If Transparent=1 it's meant for use on DECAL ROADS and decal roads *ONLY*. Shadows will not take well if using decal road texture on a mesh! There's also shadow settings inside the materials.cs. Obviously, you don't need them on decal roads, only for non-transparent mesh textures (unless it's glass or metal see-through railing etc). Sometimes there's textures named ASPHALT and then ASPHALT_MESH. Well, it should be somewhat obvious which one to use for the mesh road or 3d object, and which one to use on decal roads. The wood texture under the train tracks can be done with the correct height of terrain and a decal road made of a picture of wood ballasts/stone, or just a matching stone base texture for use as 'gravel' layer on the terrain. Using a wood box (mesh road) as a bridge - especially a curving one without the correct pillars, can be considered crude and unprofessional. Maybe a two-piece concrete/stone arch-bridge would be more fitting here as a suggestion (and only a suggestion) Vehicles sliding onto / into the slightly-raised edge of a mesh road object will explode the tires. This is considered non-optimal and generally bad, try to avoid this when possible, but sometimes unavoidable for small spots on maps by new mappers. Getting to know how Blender 3D works, and you can make custom objects that work well and collide even better than mesh roads in no-time. --Good luck!