Testing and validation

9.1 Purpose

  • Establish validation practices for functional correctness and visual stability.

9.1.1 First test pass

Run this pass before spending time on polish:

  1. Load the level from a fresh game start.
  2. Spawn at the default spawn point.
  3. Drive the main road/test route at normal speed.
  4. Check the console/log for missing files, invalid JSON, or material warnings.
  5. Reload the level and confirm your latest saved changes are still present.

If this pass fails, fix it before adding more assets.

9.2 Functional checks

  • Level loads without errors; player spawns correctly (from the template baseline).
  • No missing materials/textures; no placeholder/“orange” materials.
  • Continuous collision on roads, bridges, and key props.
  • Main routes are reachable from the default spawn.
  • Water, vegetation, and major props are not floating or clipping in obvious locations.

9.3 Visual stability

  • No z‑fighting at intersections/decals.
  • Vegetation/props do not float or clip terrain.
  • Day/dusk/night remain readable; fog does not wash out contrast.
  • Reflections are coherent on water and reflective materials.
  • LOD transitions do not pop aggressively at normal driving speed.

9.3.1 Drive test matrix

Test the level in more than one condition.

Test What to check
Default spawn Vehicle spawns safely and camera starts correctly.
Main route Roads, collision, signs, and navigation-critical turns work.
High-speed pass No sudden collision bumps, holes, or unreadable corners.
Off-road/edge areas Terrain edges, water edges, and barriers behave as intended.
Dense scene Props, vegetation, decals, and lights stay performant.
Night/dusk Roads and hazards remain visible.
Clean profile No hidden dependency on local cache or other mods.

9.4 Logging and diagnostics

  • Review the console/log for missing assets, path issues, or invalid references.
  • Validate relative paths and avoid absolute paths to local drives.
  • Fix the first missing file/path warning before chasing later symptoms; one bad path can cause several secondary warnings.

9.5 Compatibility and cache

  • Test with only the level enabled; disable other mods to detect conflicts.
  • Clear cache when restructuring folders/materials.
  • Restart the game after changing material files, datablocks, or loaded level structure.
  • Test the packaged .zip, not only the unpacked working folder.

9.6 Edge cases

  • Steep slopes, road edges, guardrails, tunnels/enclosures.
  • Water edges and shore transitions.
  • Spawn point clearance for large vehicles.
  • Vehicle reset behavior near bridges, cliffs, water, and dense props.
  • AI/navigation-critical roads if the level uses traffic, routes, or bus lines.

9.7 Validation criteria

  • Drive from end to end without visual artifacts or collision gaps.
  • No critical warnings/errors in the log after a full pass through dense areas.
  • Acceptable visibility and performance under multiple times of day.
  • Packaged level loads on a clean profile.
  • All expected assets are included in the package.

See also: Troubleshooting , Packaging and publishing .

Last modified: June 24, 2026

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