NokiMo
Tyrone - Racetracks & Models
Tyrone - Racetracks & Models

patreon


Halo

link  https://drive.google.com/file/d/1ylLoCg6oBv1mLQdUn-lg2XnzmmRQKGrI/view?usp=sharing

So....

I've been working on Dyanmic Objects.

This is in order to make some tracks feel more alive, and have a bit of atmosphere. 

Somehow from that I got the idea to try making moving ground vehicles, so maybe something like a road could run alongside a street circuit, and have live traffic running up and down it.

I started messing around with some 3D models and ended up creating a UNSC army from the videogame series Halo.

This track is not for everyone, I understand. So please don't feel the need to download it if it's not your cup-of-tea. 

Also - be prepared to turn down some graphics settings. I think there's close to 800 vehicles moving up the map. You can delete them by looking in the config file, all of the objects are named as you'd expect, just change the counts to . 

The Halo Ring itself is massive, so large infact that by default AC doesn't load it all, so for those of you running Content Manage a little graphics tweak is needed to make the game render further out.

Under Custom Shaders Patch -> Graphics Adjustments set Far Plane, m: to 200000, 300000

This way you can see the whole Halo. 

Has functioning AI(ish) still a bit of work to do.
Night lights are in already. 


Halo Halo Halo Halo Halo Halo Halo Halo Halo Halo Halo Halo

Comments

Hi Zip Zap, If you remove Warthog, and Scorpion from the Models.ini file you might get better FPS.

Tyrone - Racetracks & Models

Hi, Maybe try increasing the render distance of your game settings? What sort of things are you seeing pop in on?

Tyrone - Racetracks & Models

Very laggy, probably from all the animations

Zip Zap

Love it! So much fun! I'm getting a lot texture pop-ins though. I'm currently using CSP version 0.1.60. What version do you recommend?

TRIARCH EDTOR


Related Creators