You did an excellent job with the update. It added a ton of polish to the map and it's even more of a blast to run multiple laps on now. Feels like I actually threw GT3 or GT4 into my console and started racing. After some time in quickplay, I was inspired to make a Gran Turismo tribute using your map. I even made my own approximate versions of the musical stings and emulated the text overlay style as best as I could with Resolve.
Wow, thanks for making this awesome video! Your others are great too. I especially like the epilogue sequence, its all very authentic looking. Ill post it on the overview page. I will be finishing the overpass bridge so you can drive through the tunnel, it just needs to be skined on the inside, and get the tunnel halves to meet in the middle. Be sure to try the other overpass bridge before the last turn. I'm thinking of making some kind of rally-challenge stage around the track to utilize all of the access roads.
Looks much better clearing cache altho a bit laggier --- Post updated --- wall infront of tunnel still need better collision model
Thanks, I'll add thoughs fixes to the next update. I went way overboard with detail, and may need to crank it back slightly.
Actually it is not bad in FPS wise, around same as East Coast USA at slowest places (probably lowering light detail setting will help as those trees casting nice shadows and creating real forest immersion, is slowest place). 64FPS minimum with GTX1050 Ti, while East Coast USA has 62FPS with same settings. East Coast USA MIN 62, AVG 72, MAX 98 Trial Mountain MIN 64, AVG 82.8, MAX 100 Even when recording video it does not drop too much MIN 57, AVG 73.8, MAX 89 Chart is from data which I took while recording video, so FPS is bi less and CPU load bit more than without recording video: FPS without recording video Video itself, this is best race track in BeamNG or at least best I have driven:
Im getting a bunch of error messages every time I try to load the map and then the map has no forest, bridges, or tunnel meshes. :/
Iv'e got the same problem with the error messages popping up. It keeps saying the DAE files are missing the trees and barriers etc. Also I didn't extract the zip when I installed the mod. --- Post updated --- It seems that I did fix it by clearing the cash.
Well, I've been trying and trying. I have the strangest problem...my copy of Trial Mountain is loading and running perfectly fine in freemode, but none of my scenarios show up even with every other mod deleted and the cache cleared. I don't know what to do about it...I'm running the latest version of Trial Mountain with version 0.9.0.5.4267 of BeamNG.drive.
Just tested it and it shows up in Quickplay fine. I removed the race scenarios from the mod when Quickplay was added which you get to chose infinite car/layout combinations for racing. There's still a scenarios folder, but it only holds the 4 quickrace layouts. I can re-add them to the mod if you want, but I thought it was unnecessary.
hello Ewanc. It's a real pleasure to play on this track. However i've seen some problems. some textures doesn't works. here: i don't have the feeling that these textures are indicate in the material.cs file next, i think you have to rename (repoint / name again, prrr) the waypoints with unique names. They have the same names in Grandvalley Speedway. If you do a quickrace on Grandvalley , you can't do a quickrace on trialmountain, and vice versa. Have to quit the game , clear the cache for that it work regards
Thanks for the heads up. I got a little sloppy with Trial Mountian's materials since it was my first map. I just let the material names in the DAE's decide what texture was loaded, unless it needed multi-texturing. Ill take a look at the quick race files too.
Incorrect, this is recorded in new game version and as you can see it works just fine, only red/white curbing has darker color than before: There must be some other reason why it is not working for you, perhaps there is some other map that conflicts with naming of this one?
Looks like some missing textures, so an update is in order. First I'll have to replace all the GT banners with fictional ones to make it repo-ready. It's tricky to patch back to the original banners and didn't work the last time I tried. I reference many textures and objects from the official maps, so if you remove or modify them too much it can cause problems.
At high rate of speed, orange no texture looks just like bit brighter wood In theory, if texture size, format and name of file is same, it should work fine by just replacing them files and emptying cache, but in practice there can be surprises of course. That chicane/s-turn in woods should be labeled car shredder, them rocks there are really nice as mistake in that turn gets costly very quickly, it must be more cars that I have totaled there than on gridmap and that is quite a lot!