Mine: https://www.racedepartment.com/downloads/mosport-2019-ctmp.24486/which Mosport was based on lidar?
Mine: https://www.racedepartment.com/downloads/mosport-2019-ctmp.24486/which Mosport was based on lidar?
You running CSP with grass fx on? If not you won't see any 3D grass.I have no grass, everything beyond road is flat green for me, any solution?
You running CSP with grass fx on? If not you won't see any 3D grass.
It works perfectly fine just no 3D grass. As had been discussed earlier in this thread traditional 3D grass takes too much time to make so we will be relying on CSP grass from here on out.Ok, so thats the solution, thought the track would also run without csp grass
It works perfectly fine just no 3D grass. As had been discussed earlier in this thread traditional 3D grass takes too much time to make so we will be relying on CSP grass from here on out.
I did that on LA Canyons, but on a Race Track... 2cm's would be like a cliff for some Race Cars... Possibly why Lilski didn't decide to do this?I have a small suggestion - those dark patches of new asphalt on the course can make a nice physics effect of smooth and more grippy surface that may seem at first to give an easy advantage in the difficult turns but with a badly balanced cars the oversteer bites hard and that makes the patches more interesting to consider while approaching certain corners. Here is what I made from the simple visual mesh by raising the patches 2 cm up and describing the surface in "surfaces.ini".
2cm's would be like a cliff for some Race Cars
Stop messing up other people’s work that isn’t yours to be changing.The bumps very briefly unsettle all cars in the exact moment just before turn-in and that makes it more challenging. It is not more dramatic than the many other bumps already on the track. I've tried it with low and high-downforce cars with small suspension travel and it's very manageable. No AI has trouble doing the laps.
To build upon the idea - the front lip of the patches can be edited to have uneven height of 1-2 cm by selecting edge vertices and lowering some of them a bit to make each corner entry even more interesting.
As for the attachment - it's offered as such to those who read carefully and know what to do. I didn't do it as ready to use "upgrade" exactly for the checksum problems that will arise.
So, DISCLAMER:
All changes in the original "data" folder of the track are bad idea and everyone interested in using the patches mod for long time will need to make himself a separate layout for that purpose.
Stop messing up other people’s work that isn’t yours to be changing.
So, DISCLAMER:
All changes in the original "data" folder of the track are bad idea and everyone interested in using the patches mod for long time will need to make himself a separate layout for that purpose.
This goes against my personal experience.No worries mate, if you feel it needs to be done, or if some people want it... go for it.
Sorry... But your DISCLAIMER: is wrong.
Just so you know, the hashcheck adds up ALL the bytes of ALL of the surfaces.ini's found in the 'clients' track folder... So you can't just add another layout folder... with another surfaces.ini inside it. If the bytes don't match between the client and the server.... people will get a checksum, and get kicked.
Test it if you like, with a server you know includes the surfaces.ini... add another layout folder (inside the track folder), with another surfaces.ini inside it... I guarantee you'll get kicked. Anyway that's my advice, if you want to take it on board, that's up to you.
This goes against my personal experience.
hashcheck adds up ALL the bytes of ALL of the surfaces.ini's found in the 'clients' track folder