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As far as i can explain, the odd sunset/sunrise colors are entirely the game engine's fault and not the map's, as even i couldn't figure it out on...
I don't believe there is a fix for the "crimson sunset", i've tried multiple times to change it to the actual WCUSA sunsky settings in the editor...
If even possible. The modified Torque3D engine only supports up to 4096x4096 terrain and going past that may break the map due to how large Italy is
See post #89
https://www.beamng.com/threads/garfield-heights.16892/page-28 Post #549 on this page has a fix for Garfield Heights for texture issues
Old maps such as Matrix Freeway and Altitude of course they will have the old sunrise/sunset settings since it's pretty much a legacy map
Maybe try using this navigation mod instead of the default BeamNG one? https://www.beamng.com/resources/improved-navigation-map.19983/
Hello, welcome to the Forum! Apparently this is the wrong subforum to post questions, sorry, maybe this subforum is what you're looking for to...
This map update is super detailed and amazing! I still even wonder if my computer can even run this at Ultra settings in the future?
Great map, but i have a question and a problem i'd wish you can fix. 1. Why is Gridmap v2 in this map seem to be much smaller? 2. Sunrise/Sunset...
Try copying over the settings from ECUSA's sunsky settings and do the same for your reworked ECUSA sunsky settings.
Will this have the same sunset/sunrise as ECUSA or has it been tuned in the mod? I just don't like having unrealistic dirty clouds mixed with my...
It's not. Most of their maps are from free models or stolen copies of other maps, and the gameplay sucks
So when was it possible to port Minecraft maps into BeamNG? :p
It's in his Patreon for $8 in case you wanna try it