![Shocked 8O](./images/smilies/icon_eek.gif)
Actually, I was going to try this cause I thought no one else was, but you just saved me from making the attempt and making a mess of it. Thank you, thank you, thank you, thank you, thank you, thank you!!
It's possible to use a sort of similar solution using the ferry type .pathset files, for example. Doesn't matter if you're forced to make the path from scratch (will take some time, though). Something like this was done with the flying plane in HQTM-Team's Forsaken Vale track, part of Classic Madness mod.No, MM2 couldn't support them.
Sets the HUD display speedometer to KMH instead of MPH, in KMH the speed looks higher.However, I have a question, how does the MM2Hack's MPH to KPH work?
....Because KMH is smaller than MPHSets the HUD display speedometer to KMH instead of MPH, in KMH the speed looks higher.However, I have a question, how does the MM2Hack's MPH to KPH work?
Happened to me once. It wasn't an error but the game just stopped responding.Dunno if anyone had this problem or posted this already, I can't get on the last pier(the one on the top of the map). Game crashes when I go there
I had to do that mess (that is splitting the road in two), else the bounds would have been extremely weird. (i.e., at a corner you float some meters above the ground) The vertices of those roads are not coplanar, and that is a problem since MM2 uses quads and not tris to create road bounds.Also. Can you fix the vertex order of the roads. Yes, it matters
That's caused by the .bai file, but I don't know why.Happened to me once. It wasn't an error but the game just stopped responding.Dunno if anyone had this problem or posted this already, I can't get on the last pier(the one on the top of the map). Game crashes when I go there