you don't need to use decal any more, z fighting shouldn't generally occur.
brief version: cut out the secondary path, then vertex insert / snap / use soft selection
can probably post a more indepth explanation at some...
Nope. It means the ones in driveable surfaces need to be defined in the TDF
UV_A = uvw setup in the 1st texture in the material in 3ds max.
UV_B = uvw setup in the 2nd texture in the material in 3ds max.
UV_C = uvw setup...
The only surfaces that should have HAT Target=True are driveable terrain surfaces. Roads, Grass etc. So basically you have setup the content wrong...
That means that material is still referenced in a mesh which has HATTarget=True then.
This is important because if you drive on such a surface you...
HAT Target = driveable surface. If it is a driveable surface it should have a TDF file definition. So either you need to add entries to the TDF...
There is a setting. Look on the difficulty page.
We have a fix we are testing this morning
No sorry , you need to fix your content. You can press ok and load the track. You have content errors and HAT tags on either in appropriate...
yes it has been fixed internally. it was content error actually, I believe it will be released soon
Can you share your controller.json?
You're wheel base is appearing twice for some reason?
19.92s hwinput.cpp 8347: DirectInput enumerated 3 game controller(s)
The previous build had a bug that was not reporting missing textures. Release Candidate now reports this correctly - the content is broken.
Monaco issue is known, and fixed internally...
Seems to be AMD specific yes - and can reproduce on AMD. We are investigating.
Can you post more information about your settings, PC specs, session details etc?
I've never seen this before, not sure what to suggest
That is a different issue I'm afraid. We have tasks for all those complaints
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