Hello, everyone!
Well, still reviewing the track, taking advantage of some spare time, I've been trying to improve some details, still about wall invasions. I didn't change anything in the AIW that I set up and posted here, where I tried to move the cars away from the walls as much as I could and with that, the AI performances are still not ideal, although they are even satisfying me because I have been doing very competitive racing. This time, however, I did the opposite: I moved some walls away from the ideal line of the AIW, that is, I still observed some cars crossing some walls and the best alternative I found was to carry out these small works using ZmodelerV2 for this. Anyway, these small changes in the walls do not modify the original work to the point of mischaracterizing it, but this who can say better is ElWeon. In fact, I just tried to give the AIs a little more room to do their maneuvers without going through the walls. Well, some objects I had to remove so that the works were made and did not create with it aesthetic flaws in the circuit such as, for example, the obj_1074 (two inspectors would stay inside the wall (wall23_s0) that was displaced; there were two options, either I would also move the obj_1074 or I would hide it using the cod: "VisGroups=(988)" (I use this code to hide objects from the game that I don't want to appear in the game); I chose to hide it.
Well, all the advertising boards, which ElWeon justifies not having had time to apply the textures of advertisements, I removed also using the code above. This option was taken because, it really doesn't make sense to have blank plates and also because these plates are on some of the walls that I changed so I would also have to change these plates and that would be an extra job... So, I also chose to remove these objects using such code.
You see, all the changes I made were for my own use and I only share them for those who feel uncomfortable with the same things that bothered me; They are not changes in criticism of the excellent original work, I just look for a way to make the circuit as functional as possible to have the complete pleasure of observing a whole architecture well done and also perfect races. Sure, I still see a few cars going through a wall here and there, but the percentage of this problem is decreasing quite a bit with these AIW and object changes.
As for the installation of these objects sent in the link:
https://mega.nz/file/xBMwhY7J#WzKK1xQ4Q2GT8eRRvICDoKBlpHtG2sVzy363XWGq5SY just dump them in the folder where the files of the track are.
Below is the list of the above-mentioned objects; just apply the code, in SCN, as it is in this demo or copy and paste over each corresponding line. Good luck!
Instance=ta8
{
VisGroups=(988)
MeshFile=ta8.gmt CollTarget=True HATTarget=True ShadowReceiver=True
}
Instance=wall141_s0
{
VisGroups=(988)
MeshFile=wall141_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall150_s0
{
VisGroups=(988)
MeshFile=wall150_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall290_s0
{
VisGroups=(988)
MeshFile=wall290_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall291_s0
{
VisGroups=(988)
MeshFile=wall291_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall292_s0
{
VisGroups=(988)
MeshFile=wall292_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall293_s0
{
VisGroups=(988)
MeshFile=wall293_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall294_s0
{
VisGroups=(988)
MeshFile=wall294_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall295_s0
{
VisGroups=(988)
MeshFile=wall295_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall296_s0
{
VisGroups=(988)
MeshFile=wall296_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall297_s0
{
VisGroups=(988)
MeshFile=wall297_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall298_s0
{
VisGroups=(988)
MeshFile=wall298_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall299_s0
{
VisGroups=(988)
MeshFile=wall299_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall300_s0
{
VisGroups=(988)
MeshFile=wall300_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall301_s0
{
VisGroups=(988)
MeshFile=wall301_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall302_s0
{
VisGroups=(988)
MeshFile=wall302_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall303_s0
{
VisGroups=(988)
MeshFile=wall303_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall304_s0
{
VisGroups=(988)
MeshFile=wall304_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=wall305_s0
{
VisGroups=(988)
MeshFile=wall305_s0.gmt CollTarget=True HATTarget=False ShadowReceiver=True
}
Instance=obj_1074
{
VisGroups=(988)
MeshFile=obj_1074.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}