Not so far from the finish I'm hitting something invisible - it's in the forest at the right edge of the road. Maybe this is one of the errors - no mesh or wrong texture. I'll try to specify more precisely later.
I used to have errors like that when something was messed up with the terrain textures (maybe some areas have two textures, there could be some little bug in BTB with this - say you change the texture in the area, but the program forgets about that and puts a second texture - something like that).
I suggest you can check again all textures conected with terrain areas - "Select All" in the window ("Hide unselected" earlier, or BTB will randomly select other parts of other areas) and reaply materials to them.
If you get errors like that, in most cases something will disapear from the track (terrain, objects etc.) - on start, when camera is turning aound your car, I can see there is not terrain in tha back - maybe this one?
Reffering to the screenshot (I believe you have the same errors?) - write down the numbers of objects which have errors and open the file "objectlist.ini" - it says for the Object 103:
[Object_103]
file=ta37_mb0
xform=ta37_mb0r0
cloneCount=1
LODIn=0
LODOut=2482,474
Visible=1
DrawInstanced=0
Moveable=0
ShadowCaster=0
CollisionModel=0
So, I guess it's connected with terrain. The second line of this part is "(file=)ta...." single letter "t" means "track"
I think this is a clue...
For collisions - I forget about setting them to objects (I switch ALL of them off) - It's easy to control them if you have 50 objects, but for large tracks, there are much more, then try to find those which disapear... I also believe that the less polygons have collisions (speaking of more complex objects), the better performance I get. So, e.g for some house with 200 triangles it's better to build invisible wall with 20 collidable poygons (or less) The same with tress - I wish there could be possibility to obtain "soft" collisons like just breaking the front glass as we have in original RBR format. The use of "collision column" feature in xpacks never worked on my computer. So, I just use my own collision colums which have just two faces/four triangles. There are some instructions inside that zip - what to do to make them completely invisible after the very last export of the track.
I hope it helps, sorry for my English
Edit: I almost forgot - thanks for you comment on my track (youTube) I work hard on that... Hope I will share with the track soon!
I used to have errors like that when something was messed up with the terrain textures (maybe some areas have two textures, there could be some little bug in BTB with this - say you change the texture in the area, but the program forgets about that and puts a second texture - something like that).
I suggest you can check again all textures conected with terrain areas - "Select All" in the window ("Hide unselected" earlier, or BTB will randomly select other parts of other areas) and reaply materials to them.
If you get errors like that, in most cases something will disapear from the track (terrain, objects etc.) - on start, when camera is turning aound your car, I can see there is not terrain in tha back - maybe this one?
Reffering to the screenshot (I believe you have the same errors?) - write down the numbers of objects which have errors and open the file "objectlist.ini" - it says for the Object 103:
[Object_103]
file=ta37_mb0
xform=ta37_mb0r0
cloneCount=1
LODIn=0
LODOut=2482,474
Visible=1
DrawInstanced=0
Moveable=0
ShadowCaster=0
CollisionModel=0
So, I guess it's connected with terrain. The second line of this part is "(file=)ta...." single letter "t" means "track"
I think this is a clue...
For collisions - I forget about setting them to objects (I switch ALL of them off) - It's easy to control them if you have 50 objects, but for large tracks, there are much more, then try to find those which disapear... I also believe that the less polygons have collisions (speaking of more complex objects), the better performance I get. So, e.g for some house with 200 triangles it's better to build invisible wall with 20 collidable poygons (or less) The same with tress - I wish there could be possibility to obtain "soft" collisons like just breaking the front glass as we have in original RBR format. The use of "collision column" feature in xpacks never worked on my computer. So, I just use my own collision colums which have just two faces/four triangles. There are some instructions inside that zip - what to do to make them completely invisible after the very last export of the track.
I hope it helps, sorry for my English
Edit: I almost forgot - thanks for you comment on my track (youTube) I work hard on that... Hope I will share with the track soon!