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Released Mount Akina pass/touge [0.15 UPDATE FIX]

Discussion in 'Terrains, Levels, Maps' started by BeamDrifter, May 12, 2018.

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  1. Projekt535

    Projekt535
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    Aug 5, 2013
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    It is very strange. I downloaded the Akina.zip from VeyronEB's post and modified mtakinav10.zip, I have crash sounds back, but other levels keep crashing if I try to load after playing akina.

    I will keep messing with it, see if I can't figure it out.

    Other than that I love the map, it is a lot of fun to drive, this weird bug aside, it is great work! and the tree's are a great addition, thanks Veyron!
     
  2. Yako

    Yako
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    Jul 7, 2018
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    Im getting stuck every time i get on the guardrails pls fix i cant drive 100m without getting stuck
    but nice map
     
  3. vintage apple

    vintage apple
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    Dec 1, 2016
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    thanks for bringing this map to beaming this map was one of my favorites from assetto corsa
     

    Attached Files:

    • screenshot_00004.png
  4. jbtone

    jbtone
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    Jun 17, 2015
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    Lmao, the guardrails weren't a big fan of my car


    Jokes aside, the map is awesome!
     

    Attached Files:

    • screenshot_00023.png
  5. Dsquad:Scrooge

    Dsquad:Scrooge
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    Does it have gutters?
     
  6. BeamDrifter

    BeamDrifter
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    The Assetto Corsa version has gutters so this has too.
     
    • Like Like x 1
  7. AE86 Lover

    AE86 Lover
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    Nevermind (ignore this)
     
  8. Username

    Username
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    Are there any plans to add AI to this? This map seems perfect for it.
     
    • Agree Agree x 1
  9. Mincer

    Mincer
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    Aug 15, 2018
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    When i go in-game and start the map, i spawn and immediately fall through the ground. Doesn't matter on which spawn. I just keep falling through the ground. Help.
     
    • Agree Agree x 1
  10. jutaiang

    jutaiang
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    Jul 28, 2015
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    I keep falling through the map. Help
     

    Attached Files:

    • Ikeepfalling.png
    • Like Like x 1
  11. BLACKSTER

    BLACKSTER
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    Aug 30, 2018
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    yeah me too ;p
     
  12. IAchievedBacon

    IAchievedBacon
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    That's probably because your game is running version 0.11. The newest version is 0.13.0.5. Either you got a pirated copy of the game or you didn't update it.
     
  13. EuroTrucker

    EuroTrucker
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    Mar 31, 2014
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    Hello, I am having an issue where world editor (F11) is not opening on this map and only this map. Do you know about this and is there a way to fix this?
    I am asking as I wanted to add a tod object a working time of day.
     
  14. BeamDrifter

    BeamDrifter
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    F11 works for me without any problems.
     
  15. fufsgfen

    fufsgfen
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    Too many textures / too little shared UV maps / too much small separated UV maps can cause very high drawcalls, which bog down single core of the CPU, which bring FPS down.
    upload_2018-9-23_15-59-35.png
    Only 128 000 polygons are drawn here (out of only 2 million on this camera position/angle), drawcalls are over 4000 and FPS barely stays at 60 without a car. Car adds around 700 drawcalls and usually absolutely maximum drawcalls with a single car are 4000.

    10 000 000 polygons are usually not a problem for performance, if there are enough small amount of drawcalls.

    It is pretty bad near the top, first tight corner when going from top to down, with some cars I have seen well over 8000 drawcalls here, but I lowered visual distance from 4000 to 1000 as this map does not need very long visual distance.
    upload_2018-9-23_16-6-59.png
    It is only about 3 million total polygons on scene which only 1M are drawn there.

    You can use this free tool to examine even other games than BeamNG of how they manage:
    https://software.intel.com/en-us/gpa

    It is boring work to improve performance, but it should be possible to make this map run at least 60% faster (probably 100% faster) with combining textures and redoing UV maps.

    Edit: Oh yes, that is about v1.0

    Update2: V1.1 is bit better as 3D trees do get batched up bit better, however it still is very heavy map, probably not because of trees, it is all those other textures being each for their own kind I guess.
    upload_2018-9-23_16-29-9.png

    Anyway though I share as this stuff is not discussed too much.
     
    #75 fufsgfen, Sep 23, 2018
    Last edited: Sep 23, 2018
    • Agree Agree x 1
  16. santas226

    santas226
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    Jun 19, 2018
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    this goes so well with the sprinter treuno/levin mod
     
  17. MotorwayBloke

    MotorwayBloke
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    Mar 7, 2017
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    Whats with all the weird signs? 40/15 speed limit in white and red, Blue octagonal stop signs, etc. I know I should probably ask the original creator, but it would be easier if anyone knew the meanings behind them.

    Love this map btw!
     
    #77 MotorwayBloke, Sep 29, 2018
    Last edited: Sep 29, 2018
  18. GlendaleDrift!?!?!

    GlendaleDrift!?!?!
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    Jun 19, 2018
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    can we have the fc in the pic
     
  19. Danny Werewolf

    Danny Werewolf
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    Is this map still being worked on? I would love to see AI here (Even if it'd be difficult I bet, It'd be worth it. That way, I don't need a friend to recreate Keisuke Vs Takumi)
     
  20. fufsgfen

    fufsgfen
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    There would be no intersections, so AI might actually be even usable on this kind of map. Any added intersections make AI behave bad.

    It might behave bad where previous decal road ends and next starts though, so that might limit usefulness of it, but I would guess it should be easier to make for this road than most of other maps.
     
    • Agree Agree x 1
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