Cadwell Park v1.2 (0.38.x)
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Port from Asseto Corsa to BeamNG.
There are tests.

In version 1.2:
- Added road decals to detail the road surface.
- Added road stickers to several event prefabs
- Added a more reasonable soft collision with curb posts.
- Added a satellite image texture to the map's environment, courtesy of MapNG
- Changed the location of event spawns to reduce distractions
- Missing normal maps have been added to several non-PBR materials.
- Simplified road mesh to achieve equal collision and driving experience at a much lower performance cost
- Overhauled fences and tires, improving accuracy and drastically reducing the number of polygons
- Smoothed out heavy uneven mesh on most non-track-related road surfaces.
- Smoothed out grass hill mesh
- Visual update of gravel
- PBR materials for most road and curb textures using materialization.
- Modeled the back of several buildings
- General color correction
- Removed models of parked cars
- Changed the location of trees according to reference photos and videos.
- Added a few new models here and there to detail areas
- Significantly reduced the file size using alexkidd71's matching tools
- Redesigned the "mountainous" elevation by carefully matching photos, videos, and other game versions of the map
divided the map models into several parts to improve the engine's ability to select more geometry. It's still not perfect, but it works much better
- Minor tweaks to previous missions
- More minor improvements and changes to textures and models throughout the map, actually more than I can count or even remember
- A new Bach-style jumping track, a time trial
- A new challenging rally-style time trial
- Recreated the autocross mission, fixed the order of checkpoints, reduced the number of dynamic props to improve performance, reworked the assembly block
- 2 new AI races for first-person shooters using vehicles with simplified movement. one of them is an eight-shaped race

Credits: DIGGA, Jim Lloyd, Terra21, Brungo

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TAGS:Park, v1.2, 0.38.x, Cadwell

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