Hello! So basically long story short, the old port job i did of this a few years ago was pretty poor, so that thread's gone now. glory to new thread n all that I don't really have enough free time or energy to dump into this anymore but it's far and away more complete than before arbitrary completion scale(tm) Spoiler: how complete is this?? not started or anything at all groundwork laid out but nothing started / its in the scene but no worky working? but not final / im not 100% happy with setup or w/e most of the way done but not actually done im sure you won't notice anyways lol complete enough don't care background nature sfx drag racing script - (thank you @Kimmykix !!) lod meshes (some sheds and the grain elevator, ran out of time cba) suvi sprint rally - airfield autocross style track - dirt circuit buildings dynamic opening gates (lol can't refresh "static" collision data in realtime) minor road signage material setup random mesh collider fixes traffic nav waypoints parked car locations basically its tolerable now and fun oh right there's some issues i again don't have time to work out Spoiler: things wrong with it treewall textures prone to weird alpha texture stuff have not tested how the very last minute asphalt material changes look on lower settings (oops) some materials are not the correct brightness or other setup as these were not exported directly with the previously mentioned tool, and are instead hand created the dirt roads are pretty narrow so traffic might get confused railroad and various fence colliders may grab or eat the car as they are not setup 100% have not tested performance on weak hardware but it ran at twice the fps of vanilla complex maps on my machine so is probably ok?? drag race triggers are poorly setup and very fiddly more i forgot in the 3 months i havent touched this credits; Amistech Games - the actual map and being cool with my port work tester guys, you know who you are @Car_Killer - answering my dumb mapping questions @Buksikutya77 - helping with AI nav stuff again @Kimmykix Drag racing script me - this and making the tools that helped align meshes & ai navmesh exported from MSC properly so i didn't have to waste 20 years of my life manually placing waypoints for traffic cars to function1!!1! Spoiler: pic dump Spoiler: 28th Dec 2024 -WCUSA skybox and water ported over -compressed some of the bigger textures to cut 40mb off the filesize for my garbage internet to upload this faster
@Dayz Me Rollin' after using your original Alivieska port for more hours than I can count, I just gotta ask... what was the logic behind closing up the entrance(s) to Fleetari's shop and turning it into another non-enterable exterior building? for how much it takes away from the map, I really can't think of a reason why it'd suddenly be blocked off (aside from being slightly tire-grabby with certain garage assets within the building, of course)
its awkward / semi impossible to use "on foot" and uses a fairly large unique interior texture so basically performance and not wanting something too janky to play
That would require re-texturing the whole map, although there's a mod in MSC that changes those textures but I doubt on going through the effort just for that
It's a port , not a newly-built Map , and it's Finland not the US. --- Post updated --- Is that a Simca 1000 coupe in your pfp