So... I don't normally ask the community how I should make things, but I'm a little torn on something at the moment. I'm working on a pretty humble update to Dublin, and I'm trying to determine whether I should stick with using static mesh for Dublin's streets (like ECU does), or switch to using landscape (like WCU does). If I switch to landscape: There might be improved AI performance, since the landscape underneath the street harbors the ai paths anyway. There will be reduced overhead from the collision surfaces and polygons that would be otherwise used on the mesh street. I'll have the option of later adding other decal roads to form road wear, damage, and better-looking street markings. But: The number of road objects used for street markings may increase overhead from sheer object count. The road will be a little rougher at certain points, particularly with sudden grade changes. More curbs may not line up with the road. There will be slightly rough transition zones around box junctions (since they'll still be made from static mesh). I can't really say for certain which I should go with, so I'd like to hear some thoughts from fellow map makers and players. The big question is performance; would a lot of individual decal roads (800+) hurt performance more than a lot of polygons (4000+)?
I would go landscape, at this point, it may lag just a little bit more, but man, will it look nicer if you do add road wear
Yeah, but road wear can be added later using just decals. I could probably do more wear and do it better with decal roads, but either way it should be possible. The biggest reservation I've got with using landscape is that I unwisely chose to make the terrain at a resolution of two meters per pixel instead of just one, so the terrain is pretty jagged and a little clunky. Perhaps I should consider starting the landscape over again... Anyway, another question for the community, specifically geared toward people who know the area: what should I call the districts outside of Temple Bar? I've broken ground north of the Liffey, and south of Dame Street (very little in either direction), and since I'm naming the meshes based on their district, I'd like to know what the local name for these districts/neighborhoods/areas is. There are some opinions on this matter here(http://www.broadsheet.ie/tag/districts-of-dublin/), which I'm using as a rough guideline. But they are inherently opinions, so I'm not sure if I should follow them or to what extent.
Occam's Razer updated Dublin with a new update entry: More Map, Riverfront, Scenarios Read the rest of this update entry...
Thanks, I wanted to make night lighting look pretty special. Strangely, though, it looks like the windows aren't showing up in One Central Plaza for some reason: it wouldn't be the first weird glitch this map has had, as it seems to completely confuse Flee AI pathfinding for some reason. Oh, right, and I owe @Nadeox1 for the new light script, sorry I forgot to consult or credit you there.
Oh, God. Just one year, and the city's already changing. As if this project isn't ambitious enough. Anyhow, newest update in the first discussion post. This hasn't made it to the repo yet, so it hasn't had time to go through the usual bugtesting process. There's a problem with the dashboard on the ETK800's Garda variant, and I'm pretty sure at least one of the scenarios is broken. But I've added full support for Gull's Traffic Tool, so there's that.
First time I heard of this getting added to. I did see it while in construction though so yeah. Good luck!
Yeah, supposedly revamping One and Eleven Central Plaza is the city's first step towards the goal of converting College Green into a pedestrian-only square. Suffice it to say that it'll stay drivable road my version Also, I'm an idiot. Completely forgot to pack the beer keg in the linked version. You won't find it in the vehicle selector, and trying the 'Beer Delivery' scenario will start you off with a bouquet of fullsize American pickups as cargo. The new [fixed] version should reach the repo soon. Edit: and it's here now, too.
Occam's Razer updated Dublin with a new update entry: O'Connell Bridge, Streetlights, Beer Keg, Traffic Tool Support Read the rest of this update entry...
As of 0.17, the RHD ETK 800 series immediately causes a physics-pausing instability when spawned. I deactivated all mods except this one and it still happens. A real shame because I loved that RHD car. Interesting thing is too that i also have a RHD Covet that does the same thing, must be a 0.17 related thing. Guess I'm stuck to driving Miramars and Pigeons on all my Left hand side maps.
They're bugging out too? Damn. Hopefully there will be a hotfix for this so we can have our RHD cars back. A real bummer for this map as well as other RHD maps like Mount Coot-Tha.
On ETK, problems with the model are noticeable. Garda just explodes. It seems that even the standard versions look different (maybe the matter is in another mod, they still do not explode)
Sorry, late reply. These issues are probably (don't quote me) due to the recent body shape/styling changes made by the devs to the relevant vehicles. I'll fix this stuff up when I get the chance, but it likely won't be until the next major update in March of next year.
Occam's Razer updated Dublin with a new update entry: Fixed RHD ETK Garda, More Detailed Buildings Read the rest of this update entry...
Thaaat... is my fault. Pro tip for aspiring modders: don't release anything you haven't tested, even if it's just a minor change. I'm submitting a patch now, but I've also attached the same patch to this post. Download the file, move it to Documents>BeamNG.Drive>mods, and replace the old file.