Thanks for responding! I tried the standard cache clearing, the deep cache clearing & the old versions cache clearing and nothing changed. Here is a screencap of the texture on the snow in freeroam.
Ok, i think i found the issue, the ai roads have the material "checkerd line" assigned, but for some reason they are invisible on my end ??? patch coming soon ^^
Grille updated MBWR Alps with a new update entry: Fix checkerboard roads Read the rest of this update entry...
Seeing a strange issue on this map only - ambient occlusion gets ruined when I open photo mode! When I've just loaded the map: When I open photo mode: Playing with the settings does have some weird effects but still no AO in the car or much of the game world anymore. Shadows remain gone. Also, enabling/disabling AO in game settings doesn't help - need to relaunch game. Please note that this happens with and without the SSAO Photo Mode Mod. Also, AI traffic is broken - they will spawn, but sit in place. And even after 10 minutes of waiting, the slightly dark overlay with the clock icon (showing that loading is still happening) is still stuck on the UI.
Excellent; how did you fix this? Two other maps I have were affected by the same update, and they are both abandoned by their creators and unlikely to be fixed, so I will need to patch them myself.
In my case the imported tree materials were out of date. Either you’re maps also just imported the materials, or the creator copied the tree files unaware he must also update the paths to actually use the copied files… Both can be easily fixed by replacing the main.materials.json files in level\art\shapes\trees and its subfolders with versions from current BeamNG Maps. You’re potentially have to search a bit if the file structure is different…
This map is very big and creative, I love it. That's one of the best maps I ever played in the game but still even the greatest things are having it's issues. So I hope you will be able to fix the following bugs I noticed on the map: - Low-Quality Rock Walls Near Roads On several roads where rock walls from the mountains are present, the texture quality of these walls is noticeably low. This detracts from the realism and visual appeal of the map. - Cars Passing Through Fences Around Houses At all houses with fences, the fences lack collision properties, allowing cars to pass through them as if they do not exist. This issue breaks immersion and reduces the functionality of the map for realistic driving scenarios. - Sidewalk and Object Collision Issues in Town In the town area, cars can pass through certain objects and the sidewalk. Additionally, some sections of the sidewalk are not fully grounded, leaving visible gaps underneath. This issue creates a disjointed and incomplete appearance in an otherwise urban setting. - Inconsistent Building Quality While many buildings are well-rendered, some have noticeably low-quality textures. This inconsistency stands out and disrupts the overall visual coherence of the town. - Low-Quality Boat Models The boats on the map appear to have low-quality textures and models, which affects the overall realism of waterfront areas. - Grass Texture Issue (Black Spot) There is a specific spot on the grassy terrain (location to be provided) where a black texture appears. This anomaly disrupts the natural look of the landscape and seems like a rendering or texture mapping bug. - Floating Small Trees In a specific location on the map there are small trees that appear to be floating, not touching the ground. This visual glitch breaks immersion and highlights an issue with object placement or terrain alignment.
Hi, thanks for the detailed feedback ^^ There are a lot of such small errors in this map and honestly, I’m not really intending to fix them, there’s just too much of these. A lot of it comes from how I converted the terrain, if I would convert the map today, I would do things very differently... That’s intentional Instead of stopping you It slows you down and spits out lots of splinters, tough the effect admittingly worked better in the past… Wont bother with that one sorry, you’re supposed to only look at them from 100m away anyway xD I might actually take a look at these (if I can find the old work files) ^^
Thank you for taking the time to respond to my feedback! I completely understand that addressing every issue in a map as detailed as this can be overwhelming, especially given the complexities of terrain conversion. That said, I truly believe this map has immense potential and deserves the extra polish to make it truly exceptional. The map already showcases your incredible talent and creativity, and fixing some of these small errors would only enhance its overall quality. It would solidify your reputation as a creator who delivers not just impressive concepts but also polished and immersive experiences. Immersion is a huge part of what draws players to maps like this, and while small issues like floating trees, low-quality textures, or objects without collisions might seem minor, they can break the player's connection with the environment. I also think addressing these issues could give the map long-term appeal, making it a timeless addition to the BeamNG community. It would ensure the map remains popular and well-regarded for years to come. Plus, as you mentioned, if you were to convert the map today, you’d approach it differently. Revisiting these areas could be an opportunity to apply the knowledge and skills you've gained since then, making this map even more of a showcase for your growth as a creator. I hope you’ll consider making some updates, if you decide to, I’d be more than happy to help by providing detailed locations for the issues I’ve spotted. Thanks again for your incredible work, and I hope this message shows how much it’s appreciated!