Thanks for tending to the Frozen Dust finish! The following Lansdale configs have their custom paints "baked into" the PC file instead of defined in the info: Gambler 500 - The Landslide The Putrid The Rotten 2.2 Mall Security 3.3 S Police Turbo Tuner Super Tuner 2.5 Rally 3.8 Race The following configs of other models are also affected: Vivace Hillclimb Hopper Rock Racer Hopper Gecko Miramar Canyon King Miramar Mira-Mighty Pessima (New) Rally Pigeon Gambler 500 - Poogeon Bastion Drift Also this on the Nine Extended Panel Van (literally unplayableâ„¢):
The relative scrolling position on the vehicle selector page is sticky and transfers to the selection of the configuration. The result is that when you click on a vehicle that is low on the vehicle selection list, you'll see the last config first and you'll have to scroll up to see the first ones. Please refer to the video; note the position of the scroll bar on the right. bug_report_251018.mp4
Removing any mod that adds a new vehicle or configs AT ALL would cause a fatal LUA error upon reloading the vehicle selector again. I get this all the time, and while you can reload the LUA itself, it's still annoying and I wish it could be fixed. These screenshots use @Thane's Police Barrier as an example:
a problem with career mode and the drag strip, the majority of the time the other vehicle just steers left and doesnt move.
I found a building on West Coast, USA which partially lacks collision. Green marks walls with correct collision, red marks walls you can drive through. Tested in Safe Mode.
Normal maps UV1 do not shade correctly using the PBR material 1.5 setup. This issue occurs no matter what you do to the normal map. I also tested UV0 and UV1 having the same UVs. Shading works correctly for UV0, but with the exact same UVs, but instead being selected as UV1, breaks the shading.
I have had it too, thpugh I think it has to do with compression. When I use a normal map with 0 compression I have to issues
This seems to only occur on vehicles. It almost looks like the normal map uses the calculations from UV0 on UV1 to handle shading. It happens to shade on on the right side of the vehicle, right where the vehicles's UVs are mirrored on UV0. You won't be able to reproduce the issue with just a plane. Quickly used a helmet to show the issue more clearly. The UV0 and UV1 are the exact same, the normal map is also the exact same. Only change is the selection of UV1 Normal map is OpenGL
I'm not sure how much influence this has apart from inverting directions, but try using a DirectX normalmap. Beam has origins in DX, so this format is retained.
I did some testing and Beam is very much using openGL normal maps. To be exact it's OpenGL normal maps with a per vertex MikkTspace calculation. At least the 1.5 PBR is, not sure about the older stuff.
Oh, you're right actually. I just checked the source code, and it expects +Y up. Did not know this, thanks.
I will try to check a bit more with vehicles, thank you for report. Internally, we had some issues with normals being inverted, but it only affected decal roads.
The Autobello Piccolina's Headlight low beam flares are misaligned and offset to the right. They also lack the PBR Material treatment.