Tisbury Park Raceway

Tracks Tisbury Park Raceway 1.0

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Fantastic job.

I also have the AI issue.
I'm quite sure that the pile up is caused by the side lines which are interrupted for about 10 m near the starting line.
Enabling or disabling the two options in "New AI Behavior" does't solve the issue for me.

By the way, I improved a little bit the trees and cable look.
- copy the cablefix.dds.txt to the extension folder (remove the extension ".txt")
- add the following lines at the bottom of the ext_config.ini

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing fat and jagged power cables
MESHES = Catenary?
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS= 1
RESOURCE_0= txDiffuse
RESOURCE_FILE_0= cablefix.dds
PROP_... = ksAlphaRef, 0.5
PROP_... = extExtraSharpLocalReflections, 0.0

;unfeck borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
OFFSET = 0, 1e9, 0

[SHADER_REPLACEMENT_...]
DESCRIPTION= tree
MATERIALS = veg1.dds.001, grass and shurbs.dds..001, 1.dds.001, trees2.1.dds, zz tree1.dds, bush2 new.dds.001, veg1.dds, bush3.dds, pine tree.003
SHADER = ksTree

[ALTER_NORMALS_...]
MATERIALS = bush2 new.dds.001, veg1.dds, bush3.dds, pine tree.003
OFFSET = 0, -1, 0

[ALTER_NORMALS_...]
MATERIALS = veg1.dds.001, grass and shurbs.dds..001, 1.dds.001, trees2.1.dds, zz tree1.dds
OFFSET = 0, 1, 0

[SHADER_REPLACEMENT_...]
DESCRIPTION= darken trees after normal fix above
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 0.1 ; 0.4 up or down
PROP_... = ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
DESCRIPTION= trees shadows
MATERIALS = ?tree?, ?TREE?
MESHES = ?tree?, ?TREE?
MATERIAL_FLAG_0 = 1
CAST_SHADOWS = 1
SHADER = ksTree
 

Attachments

  • cablefix.dds.txt
    1.5 KB · Views: 4
Last edited:
Fantastic job.

I also have the AI issu.
I'm quite sure that the pile up is caused by the side lines which are interrupted for about 10 m near the starting line.
Enabling or disabling the two options in "New AI Behavior" does't solve the issue for me.

By the way, I improved a little bit the trees and cabe look.
- copy the cablefix.dds.txt to the extension folder (remove the extension ".txt")
- add the following lines at the bottom of the ext_config.ini

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing fat and jagged power cables
MESHES = Catenary?
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS= 1
RESOURCE_0= txDiffuse
RESOURCE_FILE_0= cablefix.dds
PROP_... = ksAlphaRef, 0.5
PROP_... = extExtraSharpLocalReflections, 0.0

;unfeck borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
OFFSET = 0, 1e9, 0

[SHADER_REPLACEMENT_...]
DESCRIPTION= tree
MATERIALS = veg1.dds.001, grass and shurbs.dds..001, 1.dds.001, trees2.1.dds, zz tree1.dds, bush2 new.dds.001, veg1.dds, bush3.dds, pine tree.003
SHADER = ksTree

[ALTER_NORMALS_...]
MATERIALS = bush2 new.dds.001, veg1.dds, bush3.dds, pine tree.003
OFFSET = 0, -1, 0

[ALTER_NORMALS_...]
MATERIALS = veg1.dds.001, grass and shurbs.dds..001, 1.dds.001, trees2.1.dds, zz tree1.dds
OFFSET = 0, 1, 0

[SHADER_REPLACEMENT_...]
DESCRIPTION= darken trees after normal fix above
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 0.1 ; 0.4 up or down
PROP_... = ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
DESCRIPTION= trees shadows
MATERIALS = ?tree?, ?TREE?
MESHES = ?tree?, ?TREE?
MATERIAL_FLAG_0 = 1
CAST_SHADOWS = 1
SHADER = ksTree
Thank you awesome feedback and with a fix instead of a hitch:)
cable fix is already sorted,working on Ai lines now,will test drive trees
 

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