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2 AI layouts and visual updates for "Applecross" 2019-11-24

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@Grant Hendry has not abandoned it and I'm happy to see a working link for that pretty track of hes. Have a look in the reviews of Applecross to get the active link. Meanwhile I tested it and confirmed the AI lines are compatible with it. Just a few remarks though:
1. I made a mistake putting in my zip "models_wet.ini" instead of "models_traffic_acw.ini". To get around that you may create a copy of "models_traffic_cw.ini" and rename it to "models_traffic_acw.ini"
Then open each of those two .ini and replace the code inside by pasting in
Code:
[MODEL_0]
FILE=water.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=string1.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_2]
FILE=object1.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_3]
FILE=object2.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_4]
FILE=object3.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_5]
FILE=rock1.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_6]
FILE=rock2.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_7]
FILE=tree2.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_8]
FILE=building1.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_9]
FILE=applecross.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_10]
FILE=traffic_cw.kn5
POSITION=0,0,0
ROTATION=0,0,0

In the last paragraph for the "models_traffic_acw.ini" enter "FILE=traffic_acw.kn5".

2. In the package that Grant uploaded on Mega there is big bag of data from development that is safe to remove to save some space. Two ".obj" and ".mtl" files in "..\content\tracks\applecross\" taking 2 GB after unzipping.

3. The performance of the track is on par with other big maps as long as your card has at least 6 GB of memory and if you use the CSP code below to disable shadows on the trees.
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=?Tree?, ASH?, LIME?, TREE?, BROAD?, 1, SPRUCE?, YorkshireGrass, 3,
CAST_SHADOWS = 0
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS=grass
PROP_... = ksAlphaRef, 0
PROP_... = multA, 0.005, 0.005
PROP_... = detailNMMult, 100.5, 100.5
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS=TREE-01
PROP_... = ksAmbient, 0.115
PROP_... = ksDiffuse, 0.08
PROP_... = ksSpecular, 0.0

[SHADER_REPLACEMENT_...]
MATERIALS=more, Material, blackmetal, redbulb
LOD_OUT = 6000

[SHADER_REPLACEMENT_...]
MATERIALS=bo_boulder?, snadstone?, concrivergravel, basalt?, SydBas?, ArmBas?
PROP_... = ksAlphaRef, 0
PROP_... = ksAmbient, 0.15
LOD_OUT = 4000
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

[RAIN_FX]
PUDDLES_MATERIALS = Tarmac?, GrassEdge?, roadwornb, ?Road?, asfalt?
SOAKING_MATERIALS =
SMOOTH_MATERIALS =
ROUGH_MATERIALS =
LINES_MATERIALS =
RELIEF_MATERIALS =

If you look into it you will notice few other corrections that needed entering. This code may be applied either by adding it into "..\content\tracks\applecross\extension\ext_config.ini" or creating a separate small "..\content\tracks\applecross\traffic_acw\extension\ext_config.ini" and "..\content\tracks\applecross\traffic_cw\extension\ext_config.ini".

10 AI.jpg


4. To really appreciate the complexity of the road mesh on this one you must enable in CSP "General Settings" > "Use double precision physics engine".

As always - best wishes to Grant Hendry and big thanks for the good times!

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