Nagai Sakana

Nagai Sakana 1.3

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Firstly, thank you all for your support and achieving over 1,000 downloads!

With the release of version 1.3, comes a wide variety of changes, optimisations, and improvements - providing an overall better drifting experience!

Changes featured in version 1.3:
1. Added lighting for night use
a. Added onto floodlights, street lights, shop sign, and factory lights
b. Meshes featuring lighting edited for emissive lighting effects

2. Added Rain FX
3. Added dynamic flag models and textures - Credit to Kunos
a. CSP support for wind physics
4. Added new roadside flag design
a. Adjusted flag meshes
5. Added crowd models and textures - Credit to Kunos
6. New kerbs meshes and textures - Credit to Kunos
7. New meshes for concrete walls along touge route
a. Smoother walls
b. Widens the touge road for use with bigger vehicles

8. Added AI fastlane file
9. Added track cameras (for Replay mode)
10. Added collision parameters to wall meshes
a. Helps reduce bouncing effect caused by tapping the car along the walls during drifts (WIP)
10. Sculpted grass and gravel terrain to add depth
11. Fixed and improved Grass FX - textures, areas, etc.
12. Some promotional signs removed and others adjusted to new terrain
13. Adjusted transmission towers so floating isn't as noticable in photo mode
14. Removed and adjusted tires positions and collision boxes
15. Removed section from tire skid marks mesh
16. Simplified mesh for road surfaces to improve performance
17. Added skybox and relocated Mount Fuji
18. Combined several materials and textures to reduce overall material count

Hope you all enjoy this update!
- DrZepto
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Reactions: HansDG and raiche11
Firstly, thank you to everyone for the support and submitting bug reports to help improve my content, I really appreciate it!

With the release of version 1.2, players on multiplayer servers should now be able to leave the pits area and no longer fall through the track!

The culprit appeared to be the lack of defining surfaces in the surfaces.ini config file alongside high triangle count of the track's mesh. Additionally, I've optimised the track and grass meshes to improve performance in-game.

Big thanks to Podcast Primate!

Stay tuned for further updates!
- DrZepto

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