May be better positioned but (in my opinion) most of the stuff is way harder to find because of many different sub-menus and stuff. But I guess this was needed if you wanted so many different options while keeping it clean.
Can I ask, is there somewhere that a DAE render priority can be increased like in the same way the river/lake reflection priority can be increased ? Moving/animated DAE objects seem to fade into and out of existence depending on the camera looking at them particular angle or location. Assumed its because the priority is pretty low for DAES. At the 18 sec mark you can see a rock vanish. Something else - YouTube On my Ukraine track, I had the same problem with planes flying overhead clipping in and out of existence and back ground traffic doing the same thing.
I use the old editor to get the smooth free cam to actually be smooth, so hope that will be fixed in the new world editor before the old one get removed.
That might be due to the object's boundaries (or bounds for short). Objects are only rendered for as long as the furthest extents of that object are within the camera frustum; objects that are entirely outside this frustum are culled. The bounds for an object are calculated automatically, but they aren't calculated in realtime, using only the first frame of your object's animation. To get around this, I would recommend building a separate level of detail with an invisible box that fully encompasses the object's path of motion. This should prevent your object from being hidden at certain camera angles.
That sounds brilliant ! I never thought of that. Thanks for the idea it makes perfect sense. --- Post updated --- You did it ! Man I am so happy, thanks so much. That was exactly what it was. The BeamNG community member Occam's Razer solved my disappearing DAE's problem ! - YouTube
IMPORTANT NOTICE: We have created a new forum section under the Mods -> World Editor (https://www.beamng.com/forums/world-editor/) so all your issues, requests and discussions about the (new) world editor can go there from now on, organized in topics, so we can respond better and more clearly. I will rename this topic to World Editor News.
They do, try to check, move, uncheck, move, you will see a difference, we can try to expose the smoothing factors, but they're based on newtonian physics , we will put them in Preferences->Camera
I have added those params to the Preferences, on the next release you can change them there (this also will change in-game free camera params) For more details please create a topic if you want, in the World Editor section https://www.beamng.com/forums/world-editor/
Hi guys, does anybody know why I get these strange gridlines on the map? They are not affected by the terrain painter, and it looks like some transparent "layer" is lain on top of the standard terrain layers. It's not easy to do something about, cause I haven't learned the new terrain editor yet
This seems to be caused by having brushes/brush groups selected then swapping to the select forest object tool to delete a placed forest object. Or so I have found because you can ctrl-z to get them back after checking they've disappeared.
I have to hijack an existing forest mesh in order to get it to save custom ones I made. It is not writing the new meshes to the data block. Old problem that keeps rearing its ugly head every few updates or so --- Post updated --- That looks like there is an overlay map(diffuse) if using old 1.0 terrain materials. An overlay map of the grid map scaled very large. If you mean the plus sign in the center. But it also could be the macro map has borders and it is being tiled 4 times. Which in that case the macro distance is set very far away.
Hi few questions about World Editor How i can do traffic to my own map so it's same for everyone? If someone has tutorial link plz give How i can make moving dynamic objects what would move when i hit them and maybe change weight of those? Any way to make moving objects what goes round itself? Any way to remove car engine getting water when making new river? Could try to make it invisible and it could work as a wind xd Is it possible to make certain area of map like double gravity and rest is normal? Thanks in advance