Walls cannot be a flat two sided object. A box is OK when there is some distance between each opposite facing side. But when the opposite sides are together they become sticky. The proper way to make walls is to have a low poly, invisible, single sided, or box wall that is the actual wall. And what you see is simply visual and not physical.
A simple plane acting as a wall can also become sticky when you hit it from the opposite side to where normals are pointing. ..sent from my phone.
Only if there is separation between the faces. The car cannot hit the reverse side of a vertex normal or it will stick.
question?, what about containing everything in side a wall object. for example. we drive inside a collision box area or defined corridor so to speak.
As long as you never can hit the backside of a normal you can technically do whatever you want. But you may be wasting PHY calculations having a collision box over you. Usually just a very tall wall to keep you in play is all you need.
hi fellas , im trying to vreate a basic track to teach myself how to do it.I have my basic track working in game & can drive around it.what i am struggling with is the timing does anybody have a link to a guide on creating the timing points in 3dsmax ? many thanks
They can be anything. A box for example. What's important it's their naming. Just create them, position where you wish them to be, and name them. It will work.
ive tried that still doesnt seem to work , ive made dummy boxes & named them accordingly do they have to be joined together somehow ?
The line goes across the X axis of the object. Both objects should be oriented the same with say Z up, Y forward, and X across.
many thanks the problem was i had a few textures not asigned in ks editor . Ive decided to convert a track from rfactor2 (just for learning purposes ) , when i import the track into kseditor it looks very over exposed , looks fine in 3dsmax any ideas ?
3dsimed screws up the ambient and diffuse settings on everything. Set ambient and diffuse to .3 and 0 for specular as a starting point.
many thanks lilski took a while to do it but did the trick , on another note the white lines at the side of the track dont have a very big draw distance is there a way around it ?
You would need to separate them, or create a new a mesh that comes on top only for the lines. This would increase the draw distance.
Hi!, question about shadows, i'm currently working on bushes, and i have some issues. First, how do i get rid of the squared shadow? and how can i solve the problem of the self castered shadow from behind? I could notice in Kunos tracks that bushes have all their normals pointing up, so i did that also. Any tips?? thanks!
You need to use the kstree shader to stop self casting shadows. As far as the square it is the ksalpharef setting that adjusts this.