[REL] Highway assets 1.02
- plykkegaard
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The ag panels are autogenerated like eg lamps, reflective posts etc
I could create som barriers with ag panels but for each barrier I'd need three extra sets and I am not even sure I could have smooth transition between barriers with ag panels and without - like the image attached shows
You can see the start of 5m barriers, the square tube on top of the center barrier is part of the ag model, only seven panels are attached to the start section
The quare tube in front of the image is the center sections of the ag model without the panels
Oh I just got an idea as RL is far from perfect
I could create som barriers with ag panels but for each barrier I'd need three extra sets and I am not even sure I could have smooth transition between barriers with ag panels and without - like the image attached shows
You can see the start of 5m barriers, the square tube on top of the center barrier is part of the ag model, only seven panels are attached to the start section
The quare tube in front of the image is the center sections of the ag model without the panels
Oh I just got an idea as RL is far from perfect
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- plykkegaard
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Ahh yes there's a few extra polies to renderigor90 wrote: .. problem with disappearing road after enabling AG in road properties
Road disappears at 309 meters probably less if extra railing models are added
Code: Select all
00:01:25.722 : <WARNING> Maximal size of railing data exceeded!
00:01:25.724 : <ERROR> Failed to generate railing data!
I can reduce the poly count but it'll ruin the shadows
Did you check the FPS on a regular road section?
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Here are some details about the problem I noticed...
It appears when the lenght of the road reaches 300 meters, with antiglare as a railing.
Without AG
With AG
As for me is not a huge problem, because I can always slice the road with middle mouse button. My roads rarely use more than 100 meters lenght parts.
I did mention about it for people looking for some explanations
2. Big sudden hill test
Passed
It appears when the lenght of the road reaches 300 meters, with antiglare as a railing.
Without AG
With AG
As for me is not a huge problem, because I can always slice the road with middle mouse button. My roads rarely use more than 100 meters lenght parts.
I did mention about it for people looking for some explanations
2. Big sudden hill test
Passed
I love present shadows, don't do that!plykkegaard wrote: Anti-glare screens are mostly used in curved sections
I can reduce the poly count but it'll ruin the shadows
I'm gonna check it right now - day and night version.plykkegaard wrote:Did you check the FPS on a regular road section?
Edit:
The lower I could get runing map in ME was 53 fps. It was nice weather and i was speeding up 150 km/h.
Regular drive (90 km/h), sunny day it was ~59 to ~60 fps.
Regular drive, night = 60 fps
Speeding, night = 60 fps
- plykkegaard
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Cable barrier: Safence by PrOWERk (Polen)
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Could you make some dutch lanterns?
- plykkegaard
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Sorry no lights/lanterns yet, learning curve is a bit steepsveneng wrote:Could you make some dutch lanterns?
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- plykkegaard
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I decided to rebuild the posts as just a square looked a little bland
C-beam
I-beam
C-beam
I-beam
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