Hi this is my second post Nevada from NFS ProStreet Credits to: heyitsleo for making NFS AssetDumper EA Black Box for NFS ProStreet Issues: Find them and i list them here Emissive scenery is not set up yet Some parts of the terrain are rough No sponsor sets yet (Nitrocide and others) Some scenery from sponsors might not be removed (i forgot to search all lol) Some scenery materials have not been alpha channeled? correctly Battle machine sponsor set is there but i didn't spawn it Update 01: Added Circuit and polished up the whole map. Materials have been "unified". Update 02: added AI support for main circuit and Speed Challenge track, fixed some materials' shadows that use alpha blending, fixed most vegetation objects and did some other improvements. If someone can give tips on how to make the little map better i appreciate it Todo: PBR conversion better object placement add lights where possible redo the whole map structure (to add Scenery Sets from sponsors) better AI on circuit Download: MAKE SURE YOU DELETE ANY OLD VERSION (MAY CAUSE ISSUES)
Hi yes i was doing Ebisu some months ago but the post never went through. Here is a picture of some of the map --- Post updated --- Update on the map: I am adding the circuit section along with its sponsor sets too. It is cool for taking photos and stuff
The map is beautiful, but only suitable for screenshots, ideas when sliding rubber on asphalt, fps notices falls and this is critical
How many mods do you have active? Are your PC specs on the lower end? Both of these can cause those FPS drops.
Probably the problem is really on my part. I'll try to put the card on a clean version of the game when I'm at home and supplement the answer. Thank you
I remember union island mod had that problem, it was because of the road texture quality being too high. --- Post updated --- I remember union island mod had that problem, it was because of the road texture quality being too high.
Hi the texture is tiled 128x128 afaik Idk if making a copy of the roads and making Colmesh-1 could fix it --- Post updated --- Also before releasing the first update i will remove all duplicate objects that lower FPS, i have seen quite a lot of them and i don't know if the game culls them
New little update I was tired of setting up materials so i searched for a little solution and came across some little blender plugin that like merges the things so update may come sooner than I expected! Previously i had to edit every _0-- material but now i just edit one In regards to the sliding lag idk if it is fixed so here is a video of driving around with 200bx that slides a lot along with fps stat
Mate, just when I thought that God's work wasn't started yet, you come and rip it up. Can't wait to start totalling cars in this map! Dowloading.
Now we need some AI support to go ham at least to the second Cliff-Jump and bam! Time to recreate the madness I did with my audi S3
I think you "just" add in Decal roads - although I myself never managed to get rid of the texture that comes with it, but maybe this was because on mod maps not all textures are available.
Decal roads may not work if the map itself is a big object, something common on ports. If that doesn't work it needs to be done with waypoints. Its not hard but it is tedious: you need a map.json file and start adding waypoints on the map, renaming them in a easy order, then write the waypoints order on the map file. (example: { "segments" : { "NFS_PS_1" : { "nodes" : ["NH_1", "NH_2", "NH_3", "NH_4", "NH_5"], "drivability" : 1, }, "NFS_PS_2" : { "nodes" : ["NH_5", "NH_6", "NH_7", "NH_8", "NH_9"], "drivability" : 1, }, } } --- Post updated --- Just ended download and the mod already has the map file, its just add a bunch of waypoints on the map, rename them in a logical order and put those names in the correct order on the file. Sounds boring and it is boring but thats the way ported maps do AI support (gta liberty city and vice city map mods did this on both cities)