Attempting to port Initial D4's Akina Lake to Initial D8
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You might have seen my video on porting D8 Hakone to D6 (https://www.youtube.com/watch?v=M_meJKag3M8), but porting this map can be a beast because of some differences in how D4 maps are structured. Doing so in the same method makes D4's Akina Lake possible to load in D8, but with a lot of oddities:
-The specific shaders of the map seem to conflict with D8's shaders. I'm not completely sure if that's the case, but the high amount of bloom and gamma around the map could signify that. The reflections of the buildings on the road could also mean the Rain version's properties are being used here too.
-Collision is very wonky, as you can see on the video when I attempt to drive the right way. (Trust me, that's me struggling to get through an invisible wall, lol) This could be another case of D4's structure slightly being different than D8's. Oddly enough, going through the course in reverse yields no collision problems.
-Many features of the map are missing; e.g. the trees all around the section and the water in the lake. Not sure what's the deal with this one.
One thing that got me really curious is how the game loads the map. D8 seems to take a LOT longer in loading this map than usual, possibly because of the high amount of shine around the map. There was also an instance where I saw internal text display on the screen before it finished loading, I will try to record that when it appears again. I have more to play around with on this map.
Overall, I did not think a D4 map would port like this because of the slight differences in file structure, but I guess it makes sense given they're all in the same engine. D4-5 run on Lindbergh while D6-8 run on RingEdge, so a similar case like this probably happens if a Lindbergh ID map is moved over to a RingEdge ID game.
Let me know what map(s) you want me to play around with next!
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