After my adventures with 8k texture for the mountain mesh I had changed the approach a little and dressed up the thing using little more complex shader that allows the UV of the main texture to be multiplied (even on the fly saving the value in "ext_config.ini"). That exhausted the possibilities of improvement of that mesh without adding lots more geometry. So I switched the approach again and created a textured cylinder with transparency for the horizon - as the one seen in "Dorifto Mountain". Used a real photos to stitch panorama of the touge near Mount Haruna. What emerged is lot less heavy on the hardware than rendering realistic 3D model from a height map. Visually it is much closer to life than the 24 times larger geometry of the old mesh.
While at it I got wondering if the empty parking space at the foot of the road can be used for a car-rodeo arena. It can, only that AI don't do handbrake turns, nor proper power drifting, so it's made for you and 5 more of your online buddies.
Install: unzip the contents of this .7z into "..\content\tracks\mount_akina_2017\" and overwrite. That is necessary if you want the new terrain models to be loaded with the default layouts. Depending on what you like better you may want to edit the "models_***.ini" to change from "mountain" to "horizon".
Happy driving!
While at it I got wondering if the empty parking space at the foot of the road can be used for a car-rodeo arena. It can, only that AI don't do handbrake turns, nor proper power drifting, so it's made for you and 5 more of your online buddies.
Install: unzip the contents of this .7z into "..\content\tracks\mount_akina_2017\" and overwrite. That is necessary if you want the new terrain models to be loaded with the default layouts. Depending on what you like better you may want to edit the "models_***.ini" to change from "mountain" to "horizon".
Happy driving!