Anyone knows why the road markings dissapear on this specific street section?
https://imgur.com/a/Sd3AxTf
Block shape is changed to half or low resolution ( i don't remember which is it ) when you come closer ( i don't know why ). Same bug is before descending tunnel.
I tried to fixit, but only thing what works, is to remodel half and low resolution to full and remodel road lines to objects. Replacing bugged block didn't work.
Did you upload your fixes somewhere?
This seems to be hardcoded as i've just tried it out on a fixed virtual road version with Jonath's track fix tool where the mid and low resolution models have been replaced with the high resolution one and increased visibility to make sure it's not about the visibility, but it still doesn't display right, even with highest ingame graphics.
Here's a fixed version which doesn't bring anything and has too much visibility (for testing purposes):
Same at Country Woods: https://imgur.com/a/9nsoyci
Happens when you are right in front of that section.
Further away it is all right :o
Okay that seems to be something about the actual track file. Even when putting Country Woods into a different track folder, this issue is still present. Even with full visibility set with VS Edit, you can't get rid of this bug.
I found out that it's actually fixed in this version of Rocky Pass:
https://www.nfsaddons.com/downloads/nfshs/tracks/10722/rocky-pass-2004-beta-finish.html
I am pretty sure that most of the roadmarks flickering is just a Z-buffer problem caused by the markings sitting a little too close to the road polygons. It's just tooooo long ago but I think we fixed that issue by either moving the road or the markings just a tiny bit. NFS4 is quite a diva when it comes to draw distance priority. We have this problem with transparent polygons like trees on tracks and licence plate dummies on cars aswell.
Quote from: Cooya! on Mar 26, 2026, 7:14 AMI am pretty sure that most of the roadmarks flickering is just a Z-buffer problem caused by the markings sitting a little too close to the road polygons. It's just tooooo long ago but I think we fixed that issue by either moving the road or the markings just a tiny bit. NFS4 is quite a diva when it comes to draw distance priority. We have this problem with transparent polygons like trees on tracks and licence plate dummies on cars aswell.
That's an interesting point, but the problem here is that those lanes instantly either disappear or appear. Right in front of you. So i actually doubt that it's a z fighting issue. But i will have a look on that
Was able to fix it by importing modified visibily text files into both tracks.
Quote from: Hommelwomb on Apr 11, 2026, 3:58 PMWas able to fix it by importing modified visibily text files into both tracks.
For real? How did you modify the visibility.txt? Because i've did that, too and it didn't work out
I exported the visibility.txt from the above linked Rocky Pass version.
It just lists every block under the problematic blocks.
Therefore same could be manually done with Country Woods.
Quote from: Hommelwomb on Apr 12, 2026, 3:39 PMI exported the visibility.txt from the above linked Rocky Pass version.
It just lists every block under the problematic blocks.
Therefore same could be manually done with Country Woods.
I mean i've did the very same with my experiments in improving the visibility there and it has changed absolutely nothing
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Yes Hommelwomb, i've did exactly that and it didn't work so i'm wondering how you got it to work. Can you please post the fixed versions? That would be cool to have a look at the files