I actually made a scenario a while back, you will have to have my level extracted. Take the scenario zip and extract it onto the level where the .mis file is, merge everything and overwrite. let me know if it works, also it has a custom song that plays. The song was royalty free music, and I don't know how I feel about it. You can adjust the song volume with the music slider in audio options. If someone finds better royalty free racing music let me know.
I will try this out as soon as i can. Tonight or tomorrow or something. Really enjoy trying to survive this map.
I actually haven't even tried the map yet, but I wanted to ask about groundmodel.lua. (I am using the latest version of BNG and of your updated groundmodel.zip.) I decided to take a look at what you had altered in groundmodel, and found lines missing in yours that were in the BNG one... I thought perhaps BNG had updated since you made those edits. BNG code: Code: Adhesion velocity (deprecated) ... g.slidingFrictionCoefficient = 0.71 ... g.strength = 1.01 ... g.collisiontype = particles.getMaterialIDByName(materials, "DIRT") g.skidMarks = false BeamEngine:setGroundModel(g, "Dirt") BeamEngine:setGroundModel(g, "RockyDirt") BeamEngine:setGroundModel(g, "dirt_loose") BeamEngine:setGroundModel(g, "dirt_loose_dusty") BeamEngine:setGroundModel(g, "dirt_rocky") BeamEngine:setGroundModel(g, "dirt_rocky_large") BeamEngine:setGroundModel(g, "dirt_sandy") ... g.collisiontype = particles.getMaterialIDByName(materials, "SNOW")g.skidMarks = false BeamEngine:setGroundModel(g, "Snow") ... g.collisiontype = particles.getMaterialIDByName(materials, "MUD") g.skidMarks = false BeamEngine:setGroundModel(g, "Mud") ------------------------------------------------------------------------------- -- kickplate, for kick plate prop g = groundModel() g.adhesionVelocity = 3 g.staticFrictionCoefficient = 5.0 g.slidingFrictionCoefficient = 5.0 g.hydrodynamicFriction = 0.001 g.stribeckVelocity = 3.0 g.strength = 1.0 g.defaultDepth = 0 ------------------------------------------------------------------------------- -- public interface ... vs. your code Code: Adhesion velocity ... g.slidingFrictionCoefficient = 0.7 ... g.strength = 1.0 ... g.collisiontype = particles.getMaterialIDByName(materials, "DIRT") g.skidMarks = false BeamEngine:setGroundModel(g, "Dirt") BeamEngine:setGroundModel(g, "RockyDirt") ... g.collisiontype = particles.getMaterialIDByName(materials, "MUD")g.skidMarks = false BeamEngine:setGroundModel(g, "Snow") BeamEngine:setGroundModel(g, "Snow2") BeamEngine:setGroundModel(g, "Snow3") BeamEngine:setGroundModel(g, "Snow4") BeamEngine:setGroundModel(g, "Snow5") BeamEngine:setGroundModel(g, "Snow6") ... g.collisiontype = particles.getMaterialIDByName(materials, "MUD") g.skidMarks = false BeamEngine:setGroundModel(g, "Mud") ... Which altered lines are specifically for your groundmodel? Maybe just post the changed lines and we could copy it in ourselves? Anyway I totally agree that there should be a way to have separate modded files from game files to avoid this kind of thing.
Yes the updates do change stuff, simmply add these lines underneath the BeamEngine:setGroundModel(g, "Snow") line in the snow category. Also to get the snow particle change the particles.getMaterialIDByName(materials, "SNOW") to particles.getMaterialIDByName(materials, "MUD") Code: BeamEngine:setGroundModel(g, "Snow2") BeamEngine:setGroundModel(g, "Snow3") BeamEngine:setGroundModel(g, "Snow4") BeamEngine:setGroundModel(g, "Snow5") BeamEngine:setGroundModel(g, "Snow6") This is an example of the code with the lines added, I made them bold to show what is new -- snow g = groundModel() g.adhesionVelocity = 5 g.staticFrictionCoefficient = 0.65 g.slidingFrictionCoefficient = 0.4 g.hydrodynamicFriction = 0.1 g.stribeckVelocity = 0.2 g.strength = 1.0 g.defaultDepth = 0 -- http://www.simetric.co.uk/si_materials.htm g.fluidDensity = 481 g.flowConsistencyIndex = 300 g.flowBehaviorIndex = 0.8 g.dragAnisotropy = 0.02 g.collisiontype = particles.getMaterialIDByName(materials, "MUD") g.skidMarks = false BeamEngine:setGroundModel(g, "Snow") BeamEngine:setGroundModel(g, "Snow2") BeamEngine:setGroundModel(g, "Snow3") BeamEngine:setGroundModel(g, "Snow4") BeamEngine:setGroundModel(g, "Snow5") BeamEngine:setGroundModel(g, "Snow6")
Funky Skies I have the winter version and the skies are really weird. They are like black and white and are in sections and are always moving.
Hey man, love the map! I'm trying to create my own (in development phase, see my thread if you want) and am in the process of creating realistic vegetation in the forest areas. Which level did you use to base your forest file off of? Or did you just copy a bunch of vegetation files in from a bunch of maps... Thanks bro!
No idea why the sky looks like that for you, it works fine for me, I'd suggest messing with your graphics settings I used the east coast usa forest. and I applied the forest as a base coat with all the trees and undergrowth. then at the edges of the forest i applied in layers, the big trees, then a few feet farther off the edge, the small trees, bushes, and undergrowth. this gives a realistic look to the forest making it grow outwards with young saplings on the outside and older growth within. Crude Example:
Re: Rally Forest I've been having the same problem and I don't understand how to fix it could you please clarify.
Wow man this map is absolutely great. I love winter maps it just makes it even more fun especially drifting.
Love this map. Found a campsite which feels empty seeing some tents and camp fires in it would be a nice touch. However to the point are there plans to make the winter version to be setup with the automatic install feature?
Unfortunately the winter version requires the modification of the groundmodel.lua for proper snow physics, and currently I have no way to modify that automatically. so unless that is solved, I can't release it to the mod database.
I would love to eventually see a modified groundmodel.lua that doesn't get replaced with every update. Best thing I can currently come up with is keeping a saved modified groundmodel and replacing the stock one every time an update occurs.
I absolutely love this map and the scenarios. I need to know the name of the song that plays in the scenario that isn't for the VW. The one track that loops and is kind of techno. Can anyone tell me what it is called? It is really nice, and it loops the entire time you're in the scenario.
My car got stuck on the first bridge if you just follow the track in the winter version. Except for that very very good map!
This map is great and I love taking the Sunburst around it My only complaints is that the check points #4 and #5 are just slightly too small, and if you cut them hard enough while still being on the track you will pass them without hitting them. Other than that this map really feels like a WRC race and is very enjoyable
help, i downloaded the latest version and whenever i try to load it i get infinite amounts of error messages about missing resources... so many that i cant even go through them all... the winter version works fine tho