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Releases: askynet1997/rbr2beamng

rbr2beamng v4

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@askynet1997 askynet1997 released this 08 Oct 16:00

Ready to use for Windows users, version 4.

Instructions: extract contents first, then run rbr2beamng.exe.

  • Added support for "go straight" pacenote ("past junction" in BeamNG.drive).
  • Trees, tree-like bushes and thin/thick signboards that were solid in RBR, become solid in BeamNG.drive too.
  • Objects that had no collision in RBR will no longer block the car in BeamNG.drive.
  • Objects like bushes and spectator areas, which slowed the car down in RBR, slow it down in BeamNG.drive too (instead of being solid or fully drive-through).
  • All bush types now behave alike, and bush-painted ground grips normally.

rbr2beamng v3

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@askynet1997 askynet1997 released this 07 Oct 10:48

Ready to use for Windows users, version 3.

Instructions: extract contents first, then run rbr2beamng.exe.

  • Fixed error when converting fences without fence posts. Some stages might fail to convert due to this.

rbr2beamng v2

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@askynet1997 askynet1997 released this 06 Oct 19:29

Ready to use for Windows users, version 2.

Instructions: extract contents first, then run rbr2beamng.exe.

  • Fixed mesh normals, the ground is now smoothly shaded.
  • Heuristics to try to remove baked illumination from RBR, which often resulted in excess shadows/highlights (due to BeamNG natural lighting being applied on top of the unnecessary bakes).
  • Better rendering of cross-plane vegetation by using the old v1.0 materials (more fitting for old-style RBR assets). This means more natural vegetation colors, less harsh contrast between highlights and shadows.

rbr2beamng v1

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@askynet1997 askynet1997 released this 05 Oct 20:39

Ready to use for Windows users, version 1.

Instructions: extract contents first, then run rbr2beamng.exe.