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Is that a flaw with the newer textures and can't be fixed? Is the only solution to use older textures?
I've accidentally used PBR textures from time to time through not noticing the "PBR in the name, and ended up with some necessary but irritating editing. This is where it would be useful if such assets were optional and not built in, which would allow deletion from the asset list. Is there any reason they have to be built in?
N3V updated a lot of built-in TS09-TS12 textures to PBR, this has now ruined a lot of older routes. A lot of them have no indication of being PBR.
N3V updated a lot of built-in TS09-TS12 textures to PBR, this has now ruined a lot of older routes. A lot of them have no indication of being PBR.
This ruined many of my older routes and I then had to spend hours fixing them.
Turning down the settings is only relevant when the route is not going to be distributed, as the mixture of textures will be apparent to most who download the route and run ultra shaders. Judicious use of vegetation and covering splines can help to hide the worst effects. Cliff splines in cuttings, track bed splines to lower the track bed and use boulders and vegetation where suitable. The problem is usually not the texture themselves, but the grid they are applied upon, so manipulating the grid and smoothing sharp edges also helps avoid unwanted texture movement.
Elder Scrolls Online is a very good example of how to use PBR, TurfFX and clutter together, but obviously Bethesda has far more resources to throw at their game than N3V.