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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Discussion in 'Terrains, Levels, Maps' started by Insanegaz, Mar 10, 2019.
On my pc it is but not tested since the new update as I'm away for a while.
100% cannot wait to rip on my wheel
One of the only map mods I've been excited for. I hope she's not dead m8
Back to work on the map.
Absolutely amazing! I guess time to put together a Sunburst for ripping this rally!
ily, love this. exactly what I'm looking for recently.
Look at stage 2 will be finished today should've waited really.
Night rally on stage 3
I'm using this to make copies of my folders with versioning now, can run job scheduled or double click from desktop etc. :
Work looks really nice on your map!
I back up after every edit and a back up of the back ups so should be good.
Can't wait for this to come out. Keep up the good work!
Some pictures of Stage 4
Stage four Scenario is now complete so going to carry on with stage six and surrounding areas.
Tiny bit of stage 6 area
Map currently has around 71.5km / 44.4 miles of roads with working traffic in most areas but currently driving on the right and not left.
Can someone help me with this error message?
ShaderGen::_processPixFeatures Texture count missmatch only got it after the new 0.19 update.
Update images coming soon.
Hey first off, this map looks good! If it ends up being half as fun as it looks, you should really have something awesome there!
HINT: You can keep 'every road looks the same' from haunting your map by making some (renamed!) duplicate entries of your road_asphalt texture and changing the diffuse color a little bit lighter, darker, or toward tan or purple-ish (which are all naturally occurring colors of asphalt). *your road_asphalt for decal roads might have some type of suffix at the end like road_asphalt_decal or something similar.
How-to below if needed (put it anyway even though you likely don't need it)
Just open up your text editor of choice before loading your map, and dupe the entries for the road_asphalt texture that you use on decal roads, and then rename them so as to not confuse the game. Then once they're renamed, open up the decal road editor and go ahead and pick the one you want to change the color of. Then go into the material editor and change the hue of it with the diffuse color. Then hit save on the texture box (or it will revert) and use to heart's content. You don't have to pick the texture in the decal road tool before changing it, but this makes it super easy VS picking out from a heap of textures inside the texture picker dialog box (especially if you map has well over 1000 textures like one of mine does).
FIRST clear cache. That might seem simple but sometimes the simple things blow over our heads.
So the way I go about fixing this error on my end, is first making sure all my textures are the right file type and compression method.
For diffuse (I believe) you can use DXT1 (for opaques / mesh textures, don't use for decal roads, only 1 or 0 for alpha!), DXT3, or DXT5, ATI2/BC3 or use DXT11 LINEAR (sRGB comes out bright!).
For normals I believe you might be able to get away with any of those - but do experiment 1st before re-doing the whole map worth of textures. Use DXT11 for specular so you don't get yellow or blue hues due to the compression lacking all the data for color.
Also, make sure all your texture's dimensions are power-of-2, or you will have all kinds of problems. PNG, JPG, etc (non-dds) textures are NOT supported, and are generally laggy.
IF this DOES NOT fix it, start taking folders out of your map one by one (back it up first!), each time you boot it up while missing a different folder. See when you get that error or not, if you are missing the error you know you got the right folder. If it only takes away SOME of the errors, you know your dealing with errors in more than one folder. This is why I mentioned switching over textures to the correct formats (if not already) FIRST. Otherwise, it can be a bit hunting for a needle in a haystack.
If you still can't manage to get it fixed, upload it to mega & send me a link in a PM, or attach it to a private message and send it to me over here (mega NZ is better because it supports broken file transfers, my satellite internet really sucks lately).
I have managed to fix a lot of broken map things, and I can also expedite a support ticket to the staff when I *DO* eventually figure out what's wrong.
--Good luck and don't hesitate to ask when you get stuck. I'm likely beyond the 10,000 hour mapping point by now.
Thanks for the help, I have narrowed it down the the terrains folder and main.materials.json file just got to find the mistake and should be fixed.
Since you're using some of the default game textures there (most/all?), re-copying the assets into the folder one by one should fix. Just use the 'modified date' to see that they're all updated.
Oddly enough, I didn't have that type of issue and at-least half or so of my terrain textures are from the base game, if not two thirds of them.
So if you find the texture, or a group of textures that causes the shader error, send it over to Luis on the team or Nadeox, as it should never hang / crash the software no matter what the error.
So looks like I found the issue causing the error below.
"parallaxScale": 0.00999999978 << it doesn't like this bit for some reason so I removed it then started up the game no problems edited it in game and it gave same error again.
I tried it with other terrain materials and again gives same error so not sure if it's a bug, I also tried on other maps and it also gives same error after changing parallaxScale settings.
Stage Six coming next
--- Post updated ---
This is some more areas of stage six