I agree too, i mean if the map works and is overall usable (despite some minor texture problems that can be fixed with world editor) there's no need to bump it. I did it cause i messed it up trying to fix potholes and i thought it wasn't a problem on my end. Thanks to slapchopp that told me it was on my end only so now i find out how to make it work again. So for everybody that is interested in this mod in the future: As in version 0.33 potholes have "no texture" you can simply fix it with world editor by deleting them or changing texture decals by finding them in the asset browser and material editor, i found a similar road_damage texture and applied it. If you are not experienced navigate through the world editor or search for tutorials to find what you need to do. In the parking lot of the small town area vases have "no normal" unfortunately if i tried to fix them the next reload will screw all the terrain textures and i have to delete the "CliffRoads" folder in "levels" folder in "0.33" folder to clear it's cache. Just leave the decals saving for the potholes. This may help people fixing the mod themselves without the need to bump the thread.
Here's the CliffRoads road_damage textures fix. I had to fix it again but with a different approach, i was about to give up. I just had to map the material to it's own name in the material.cs file. (for some reason other materials are mapped to "unmapped_material" and works fine). Hope it works
For some reason the original map still works for me and for some people. Don't know what caused a No Material on some copies.
Unfortunately, game changes over the last few years have caused some bugs to creep in. I'm working on fixes right now. Quite a few things got broken, even if not as obvious as missing decal texture. I have also taken the opportunity to make some improvements to the lighting, atmosphere and a few other minor things. I'm posting some "WIP" images to show what you can expect.
Oh! We thought you'd never come back. --- Post updated --- Will you also change to the new East Coast trees or you'll keep the old ones?
Woah, thanks for the updates! This is one of my all-time favorite maps: it's got a sort of lonely yet also cozy feel, and every road and location feels meaningful rather than just having lots of stuff because reasons. I'm really looking forward to the new fixes!
I have looked into using PBR materials. While it improves the visuals of some individual stuff, it disrupts the overall coherence and atmosphere of the map. I would need to retexture most of the assets, terrain and roads to actually make it look better as a whole. For now, I'm keeping the old trees for pretty much the same reason as I explained above. I do believe that slapping some higher quality assets or textures would look out of place when compared to the rest of the environment - just like modding an old game with a few way too high quality assets and not adjusting the rest. I would like to rework the entire map to meet modern-day standards but no promises here. In this update, I'm focusing only on fixes and improvements to things that I have to redo anyway. Getting rid of the issues is more valuable to me than pushing more content that is broken or feels incomplete.
Rewzu updated Cliff Roads with a new update entry: (1.5) Map update + bug fixes. Read the rest of this update entry...
I made it to the top with around 1100hp and ~6500nm and over 60 tons (had to respawn once because of a screen freeze that made me hit something, truck wasn't going straight anymore)