Yeah, similar issue is in Genova :/MandelSoft wrote:That's because the current tunnel models can't handle high-poly roads. This is a current game limitation...
If you enable high poly roads, either the tunnel model will vanish or the game crashes.
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- plykkegaard
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Ahh thanksMandelSoft wrote:current tunnel models can't handle high-poly roads.
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Here's the more detailed explanation:
Tunnels are railing based models. Now railings usually have six models: three models (entrance, mid section and exit) for normal roads with a length of 15 meters; and three models for high-poly roads that are 5 meters long. Now, tunnels do have the 15 meter models, but not the 5 meter ones. This means that when you enable high-poly roads, the game tries to look for the 5 meter models... which don't exist. And that confuses the game...
Now you may ask: "Well, why just not add 5 meter models then?" Well, I tried, but I was not satisfied with the results. One of the things that will look really messy is how it handles the lights in the tunnel, especially the ones in Genova. These are (you guessed it) 15 meters apart. 5 meter spacing is overkill. I tried to de-couple the lights from the tunnels, but so far, I didn't got satisfying results yet...
Best,
MandelSoft
Tunnels are railing based models. Now railings usually have six models: three models (entrance, mid section and exit) for normal roads with a length of 15 meters; and three models for high-poly roads that are 5 meters long. Now, tunnels do have the 15 meter models, but not the 5 meter ones. This means that when you enable high-poly roads, the game tries to look for the 5 meter models... which don't exist. And that confuses the game...
Now you may ask: "Well, why just not add 5 meter models then?" Well, I tried, but I was not satisfied with the results. One of the things that will look really messy is how it handles the lights in the tunnel, especially the ones in Genova. These are (you guessed it) 15 meters apart. 5 meter spacing is overkill. I tried to de-couple the lights from the tunnels, but so far, I didn't got satisfying results yet...
Best,
MandelSoft
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- BebeMischa
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So, how is it done in other tunnels?
I mean, after driving 150.000 km already, i've been thru a lot of tunnels now, nowhere it looks that bad...
I mean, after driving 150.000 km already, i've been thru a lot of tunnels now, nowhere it looks that bad...
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Other tunnels just have less sharp curves. They are also low-poly, but they can hide that due to large curve radii
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- BebeMischa
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Ok, thanks
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Yes we could try to make a high poly model of this low poly tunnel railing.
There are some tunnels that do support high poly roads but not alot of them. I can see if I got some time to maybe make this.
There are some tunnels that do support high poly roads but not alot of them. I can see if I got some time to maybe make this.
Am I developing at the moment?
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The Hvalfjörður tunnel looks great! I'm assuming 1v1 road (instead of 2v1) is because of model limitations?
Also, see you took some liberties with the road between the end of the fjord and Borgarnes :3
Looking awesome so far, and I'm looking forward to driving at home!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Also, see you took some liberties with the road between the end of the fjord and Borgarnes :3
Looking awesome so far, and I'm looking forward to driving at home!
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Since people who actually live there are enthousiastic about the work in progress, I suggest not fretting over a tunnel.TheMrMe1 wrote:The Hvalfjörður tunnel looks great! I'm assuming 1v1 road (instead of 2v1) is because of model limitations?
Also, see you took some liberties with the road between the end of the fjord and Borgarnes :3
Looking awesome so far, and I'm looking forward to driving at home!
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