I thought it would be impossible to install, but it was installed without any problems. Sorry for the inconvenience.
how come the most recent version is completely messed up? when i use my old version (from 5/7/24) the map works fine
Btw if you're making a new version can you please for the love of God remove that big a$s building that blocks the awesome view of the Yokohama bridge when you're driving down Daikoku JCT? That thing doesn't even exist in real life
Please follow the forum rules. 1.2 Keep discussions constructive: English is currently our official language and should be used on the forums by all participants. If you have to post a message in a different language, please provide at least a roughly translated version as a courtesy to other members of the community.
I'll say it in English now.I found a hole in the map. It might be because I'm using an older version, but I'm reporting it just in case.
All of these issues will be gone with the next level version, no ETA tho. When I can actually show something more, I will definitely post here From the last update on map development, I managed to solve major blocking issues and reduce RAM and CPU usage by a lot without removing any of the features I wanted to be included in the next update. Sadly, this came at a cost of VRAM usage, and the recommended way to play is using Vulkan API due to reliance on texture streaming for distant LOD textures. I guess I can post a small progress update then From stuff I can share here is a list of currently added/solved issues: Solved CPU performance and related RAM usage by implementing 512 by 512 meter chunks of merged geometry + baked distant level of detail for them, which drastically reduces the amount of state changes and used materials in level. The entire process of chunk splitting, LOD generation, and baking happens procedurally in Blender. This allows for up to a 10-kilometer render distance (on Ultra mesh quality setting) without performance impact. You can see distant buildings, with light haze at night, for many kilometers, as baked distant LODs got emissive lights baked into them. This solves performance issues related to spotlights on the level as well, so when driving at night or entering a tunnel, there is no huge performance drop anymore. Additionally, cheaper distant meshes allow for further cheap shadowmaps, which greatly improves visuals as you don't see shadows disappearing as quickly Deduplicated materials to improve performance further Implemented procedurally generated fake interiors for buildings that reuse shared texture arrays for interior, blinds and glass layers. This was a major issue before, as I tried to place all interiors mysel,f which would take many months to finish. Fully reworked Yokohama area using new assets and materials. Implemented smooth weather transitions with dynamic stutter-free smooth ground model properties updating, which allows me to implement a fully dynamic weather system later, as I no longer need to reload all collision data on weather change, weather change also can smoothly add puddles, wetness, and other graphics effects on top of existing materials. And many other small things There is still a lot of stuff to do and finish, and I will keep you all updated