The map is still very much playable with these bugs No collision mesh causing guardrails to eat vehicles Some buildings might have the wrong material Some models might have flipped normals if you see any place like that please attach (ALT+O) screenshot in the thread LODs appear way too late for small models Lua code is not killing pending job properly causing a crash on a level change Lua code is not unloading when changing level Adding route names UI app similar to the one in Tokyo Xtreme Racer 3 Merging progress with SRP (when 1.0 will be released) Adding an online leaderboard for speed traps Download size smallest as possible thanks to optimization Dynamic HDR Cubemaps to ensure proper lighting across the whole level Speedcameras unlocking, with personal bests, conditions and progress tracking Reverb and slap delay sounds in tunnels Full traffic support with more than 200 kilometers of ai roads A lot of PBR materials made from scratch or with the help of an AI Full night and weather condition support with emissive materials and lights across whole level loading dynamically as you drive LOD system making this big map work smooth even on integrated GPUs by loading much less assets at the same time in comparison to other ports Oh well, ok, This is the Shuto Expressway around Tokyo, Kawasaki, and Yokohama, about 100 kilometers of japanese highway to explore. First and for most: I did not made any of the assets in this map, all of them were converted by NFM from the Xentax forum to assetto corsa.
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