Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Other than that, good job, i happy seeing finally someone else on the case of making maps. I gonna test it when i gonna catch some free time. If there is anything you need help with, feel free to pm me more on steam.
https://youtu.be/Eqk0kWBUrd0
----------------------------------------------------------------------------------------------------------------------------------------
:: Other thing i saw is some trees are have yellow-black stripe as texture.
Other part of it is, more you slam them into map, the more map looks repetive. I know this is first map so really, it is more an advice than issue, additionally i would sugest to use Layering. By layering i mean using only 3D models close to track and further bigger cylindrical plane with seamless texture of tree-line or slamm some 2D textures. It uses waaay less computing power to render and can look better when done correctly.
:: I saw there was Standard Unity grass near start. Well, they are enough thing to use, but don't put them too much cramped. Those look weird a little and Unity devs didn't optimalise them, so putting a lot of them can later eat sh-t-ton of computing power. Add that CMS isn't good optimalised and boom, fps gone.
:: Using outside model for a track have cons and disadvantages. #1 bad thing is unknown scale of model ported to game. Second thing is poly count. Actually unity is a game engine and using mutiple items isn't bad, well it is even better when properly used LOD system, even manually. Best examples of some tricks are old games. I can clearly say that walls and track itself uses too low polys to be smooth. You can easly see that when i try put drift enterance i often hit walls. There is missing some space as safety. It is hard to have it in mind, hell, I'm even forget about it, but often comes back when actually testing the track.
:: I suggest this asset from unity store;
https://www.assetstore.unity3d.com/en/#!/content/67475
Those models are low poly and have nice bunch of models and foliage to use on maps. They are free. Additionally can give you another tip about something userfull. Transparent planes as decals for detailing. You can use those to make things like starting grid or small tweaks and details to road surface. If you are ready for maximum hardcore, you can take their texture atlas and edit it to match your country signs and more realistic colors for things. I even plan to do this, but well. I lost all hope on working on CMS for now. There are better games and audience is very small for modding for now. Maybe some people added me to download maps but often that was all. No criticue, advices, ideas, questions. Just leeching the maps. That is hurting anyone on mapping topic. Really.
----------------------------------------------------------------------------------------------------------------------------------------
I'll add this to the map mods index.