I basically decided to make a map for testing new ground models, mud in particular, and high resolution.
So I made a 400x400m terrain with 2048*2048 heightmap with 5 different kind of muds and alpha-splatting. This is a field with muddy offroad trial, including mud bathes, ruts, mudpits, water,etc. I think that such places should exist everywhere in northern lands and that a lot of people will find it familiar. As I think it turned out good I decided to make a thread and here it is
Mud settings are taken from the experiments of 1crash007 ( http://forum.rigsofrods.com/index.ph...c,30454.0.html ) and from the traction-test map.
As only half the map is done atm your suggestions about new (muddy) obstacles to fill the remaining half part are really welcome.
Constructive criticism is welcome too.
Note for users of alpha-splat: I'd like to know if it is possible to de-activate overlay and fall-back maps in the alpha-splat material. I don't need those maps to affect the alpha-splat textures, that becomes head-banging to preview your work when working on the textures. What I did here is to reference a 50% grey image but as you may see the terrain looks desaturated with low contrast. Thanks for ideas
"RoR is crashing when I put vegetation ON" --> see this thread: Crash-with-vegetation-ON-on-most-of-DeGa-s-terrains-error-0