v3.2 - parked vehicles update Attached below is a pre-repo test version of the map. It took some file jury-rigging to make it work on my end, so I'd like to hear your feedback before offering it to the resources. If you have other versions of the map, delete them from your mods or mods/repo folder and clear cache before use. You should see the current parking spot placement by loading the city.sites.json in the world editor. (F11 > Window > Gameplay > Sites Editor > File > Load... Double tap the up arrow icon and open /levels/vaporv3/city.sites.json and click the Parking Spots tab). EDIT: file removed, now on the repo
No negative comments about AI parking, so I guess my work was flawless. Next I'd like to hear American feedback about the map's road sign placement. You don't have to be fluent with the MUTCD rules to reply, I just want to correct obvious mistakes and lacks that I may not have spotted. I didn't read the 800+ page rule book either. Signs use visible collisions and will grab you if you hit them. If you prefer non-colliding signs, open the editor (F11) and go to SceneTree/road_signs, choose everything (click on the first, scroll down, Shift-click the last), and change their collisionType from Visible Mesh Final to Collision Mesh in the Inspector window. New download in the 1st post. Changes: - added road signs - increased tunnel ambient lighting - no non-U.S. police cars should now spawn to traffic with radial menu AI- Traffic - Spawn (Police) -command
Considering my texturing abilities I'd rather waste my free time on something else. I'm happy with the Ouer-legacy textures and feel that the PBR conversion wouldn't add enough to the gameplay to justify the amount of work needed. I wouldn't mind if someone takes the job before they possibly cut off the support of v1.0 materials at some point, though. ----------------- No negative comments about the map's road sign placement, so I guess it meets and probably exceeds all requirements. Final test version download in the first post. Feel free to report any issues. This goes to the repo next week if all is good. Changes: - time trials are now reversible and fully converted to race.json format - minor touch-ups on decal roads - added sound reverb for barns - added a custom reflection cubemap Please test the time trials. Free drinks at Corney's for: - Pathfinders faster than 10 minutes (my best 10.43) - Sam's track testers faster than 3 minutes (3.13) - Historic rally drivers faster than 2 minutes (1.58) Thanks for your interest.
Oh God why? We got 1000 mbps internet and 8 TB hard drives. Reducing size of the map can mostly done by relying on other maps' assets. And guess what happens next? All textures, materials and assets break when original map is updated by the devs. So ask yourself what is better - to spend 3 more seconds downloading a bigger map or the case when this map breaks with every update.
The original map was over 700 MB, full of unused files. There's nothing to cut anymore, excluding the just added railroad parts and a few extra road signs worth about 0.5 MB packed.
My internet has a maximum speed of 600 megabytes per second and my hard drive has a maximum capacity of 476 GB, so which terabytes are we talking about? lol thank you for the information Edit: I'm Complaining Traffic Signs! They eat cars!
Yeah they leave a mark Read the instructions in post #4. edit: Collisions will be turned off by default in the repo update.
Can you make a smooth rail turn ? It's what all the maps with tracks need for an absolutely good train experience . It's only featured on one Map unfortunately
Masuo's curves are not smooth at all. You can see and feel the sharp bends. All the train wheels and tracks in the game should be redone to better accomplish this:
Yeah but in masuo , you Can go full throttle on a ( normal ) train and not derail , on other maps you have to slow down fast