Thanks, very cool. Anyway, back to the topic of the map. I am releasing a quick hotfix to remove some horrible collision I had previously missed. It's invisible and sticky, suffice to say I wouldn't wanna be on a direct drive when stumbling upon those... Apologizes for this oversight, but some extra playtesting revealed I still had more work to do, so I quickly patched things up.
No need for such ardent hostility on this thread, especially seeing how it's a win that this was even ported in the first place WITH permission and polished decently enough, unlike 90% of other threads that contain unfinished mods that will never release ever, as if they were even intended for release.
I never played Assetto Corsa but I do remember driving down Mulholland on those old Fast & Furious arcade games, held a record time on it at one point locally. Can't wait to relive my childhood in a quality higher than 480p!
You should attempt to replace the vegetation of the map with BeamNG's vegetation, there is another user who ports maps from the Initial D arcade games, adds PBR, new Vegetation, and Time Trials https://www.beamng.com/threads/irohazaka-slope-touge-v1-2.90978/
I plan to do time-trials PBR is a maybe But Vegetation is on the back burner due to limited time. Also I find the different vegetation refreshing even if it's not as detailed. As someone who mods extensively you have no idea how tired I am of the same lighting and the same BeamNG vegetation on maps. Look at Tail of The Dragon as a prime example of where BeamNG leaves a lot to be desired. Perhaps it wouldn't be nearly as bad and grass would be nice but I like having a place I can go where it's so visually different to work on things. Another angle too is I wish to keep size down, but using pre-existing file paths runs the risk of file paths breaking in the future. If you're curious on time. I am going to become far more busy in September and I'm running low on time. I'm really trying to make progress on my main mod. But my subjective opinion still stands regardless. Huh?
Also I did completely hand craft all the collision on the guardrails to make them not sticky. In case anyone was curious.
In fact the visual mesh for all of them are collision less so you cannot get caught by them even if you go too fast because you're car can clip all it wants but it cannot grab you. Also not using it for these calculations in place of a simpler mesh saves performance, plus it's extremely tight and there isn't y much sus collision
Tail of the dragon isn't that good of an example since the reason why the vegetation looks so bad isn't because of Beam's limits but more so the fact that the mod is around 5 years old. Beamng actually has really good Vegetation now, though it wasn't the case 5 years ago.
I might just have to take you up on that offer. - For now I'm stuck with a dead SSD. I went out and got a replacement. Now my windows refuses to install :/ I'm getting very frustrated.
After much fighting with things, I have gotten my system up and running, now to get everything back in order...
Out of curiosity what kinds of time trials to you hope to add? I would say that maybe the next update/hotfix would be a good time to add them
Forward, and Backward. Starting from the very large road at the first intersection area. Ending at the parking lot at the top near the end before the quick decent with long curvy roads just like in AC. Except there will be a reverse. Rolling start forward would have you pretty far back... just like in AC.. the run I know.
I am writing this post to say that I'm Granting Permission to my collaborative partner of the project @MRVCSL80 to post this to the Repository as I currently do not have the time to do so myself and for the benefit of the mod and it's future it belongs there rather then here.