Hey guys, I'd love to get back into working on this map but have no idea where to start with fixing all the texture errors etc. https://www.beamng.com/resources/death-road.219/
It needed some path renaming and a few files from DRI which I had just downloaded for fixing Ghost's Desert map. I fixed yours as a side quest. There are still (seemingly unimportant) console errors for grunge textures, but maybe you'll figure them out. Let me know if you want this file removed when you release the update.
Don't use PNG files, DDS files only. PNG got murdered last year, even for normals now you can't use it. Use DDS. BC7 compression used on DDS files is best, though you can use DXT1 for non-translucent/solid textures to save on file-size, but only if they're ONLY used on meshes (objects). Don't use them on decal roads or you end up with black outlines at the edge, like Nevada Interstate has. Updated versions of paint dot net can save to this format. If you want variable transparency use BC7 format like I said. sRGB and Linear options for BC7 should be tested before you do the entire map in them, not sure if Linear is still coming out brighter or not. This can be corrected in the materials.cs / main.materials.json (you should re-save everything to json format to avoid the map breaking soon, as .cs will no longer be supported soon) by adjusting the texture alpha numbers lower, but you should really test 1st. DDS is direct draw surface files, native to your GPU driver and directX.