fizzybanana
New Member
Aha, so it's created automatically in other words!
Yes It's the ks multilayer shader that's not a sat map that's a mesh I modeled it's a picnick areaThe color of the grass is different near the pits? You are trying to match a hand made texture to a satellite image diffuse... won’t work, you have to paint the 2 textures a similar or same color
Even though it's still just the visual road you are driving on you must break it up into smaller pieces.I swear I run into 5 new problems every day while learning how to build tracks. Some problems are more solvable than others... Having successfully built and tested several fairly basic tracks I am now trying to do what I initially wanted to do - a Monte Carlo track out of Lucéram.
Testing the (visible) road (no phys mesh yet) for scale etc., everything goes well until about 5km into the course (300 metres of in-game elevation) and suddenly there are holes in the road which my car falls through.
I have tried:
- smoothing vertices
- the "fill holes" command
- deleting the area with holes and manually drawing which results in some driveable areas but seems to just move the holes around.
- removing doubles (with increased merge distances)
If anyone knows how to solve this issue I would be very grateful for your advice (otherwise I will have to stick with just the 5km I have at the moment.
Also, another issue which has been mentioned in this thread is the "unhandled exception" error in the Editor. I found that if you have any letters with accents on them such as the é in Lucéram, either in the file name or in the folder names - this will occur. Delete the accents and you're all good.
Thanks for the quick reply.Even though it's still just the visual road you are driving on you must break it up into smaller pieces.
Just separate objects even if you are still under the vertex limit. You probably only need to break it into 4 or 5 pieces now. Once you go with the high poly road it would be more like 20 pieces.Thanks for the quick reply.
Do you mean into separate objects like 1ROAD.000, 1ROAD.001 etc. or do you mean that I should subdivide the mesh to add more vertices?
Yep, that solved it!Just separate objects even if you are still under the vertex limit. You probably only need to break it into 4 or 5 pieces now. Once you go with the high poly road it would be more like 20 pieces.