

Use Mesh for Center Correction: If you have props that are not properly centered within their bounds, attempt to center them based on their mesh's pivot point (if available). Render Items at Vanilla Positional Resolution (see "Quirks" section below) (Use Prop Anarchy if you want the items to not be "hidden"/blocked). Place Blocked Props: like Anarchy but only for items that would be "hidden" by roads and/or buildings that already exist. PLT Anarchy: ignore placement errors and place everything Options Tab: (hover over these checkboxes in-game to see more info) Single: angle items with absolute angle on the game map. Makes it easier for asset creators to texture networks (roads, walls canals etc.) by allowing to control the tiling amount. The mod is required for people who want to use networks which depend on this mod. Dynamic: angle items relative to the curve. Loads custom tiling values for network segment and node textures. Decouple Button (will show when drawing continuous curves. This list is up to date as of August 20, 2020.Control Panel - Click the button in the Options Bar to show/hide. (Shout out to a billboard for the 2014 movie Unbroken) We’ve noticed some of Los Angeles was rendered using information from 2014. Keep in mind that the map data may be a bit out of date. Regardless, you should be able to visit any of the locations below and have them be a relatively close match to the real world. It sucks to see Pierre, South Dakota included but not Cairo, Egypt Sao Paulo, Brazil or Shanghai, China. One thing of note is that most cities are in Europe or North America which is a bit disappointing.

But that service wasn’t applied to every city in the world, instead the developers focused on a total of 341 which we’re listing below. This process involves using images to recreate the locations. However, for a more accurate representation of cities and points of interest, Asobo relied on photogrammetry. That is further helped by Microsoft Azure which generates the information on the terrain like buildings, trees, and water.

Most of the planet has been auto generated using using textures and topographical information from Bing Maps. To help with that, Asobo Studio used a variety of methods to get the planet in Microsoft Flight Simulator ready for traversal. The world is absolutely gigantic and recreating the entire thing obviously isn’t possible.
