The latest CSP release can do this: But there's still no documentation about it. So I wrote Ilja and he told me how to do it. So here it is: first you’d need to enable extended track physics for that, change this parameter: Code: [SURFACE_0] WAV_PITCH=extended-0 and then you can alter collide parameters like so: Code: [COLLISION_PARAMS_...] MESHES=?WALL? ; of course, it would be better to list only soft walls here SOFT_ERP=0.6 SOFT_CFM=0.001 MAX_DEPTH=0.5 BOUNCE=0.5 FRICTION=0.1 INTENSITY=0.1 for more information on CFM and ERP, use: http://ode.org/ode-latest-userguide.html#sec_3_8_0 Open Dynamics Engine http://ode.org and here is the actual soft walls bit: Code: [DEFORMING_WALLS_...] MESHES = material:barriers TESSELLATION = 1 TESSELLATION_DISTANCE = 40, 100 TESSELLATION_FACTOR = 15, 3 with these settings it would switch to MultiMap shader with tessellation, considering how usually those walls aren’t meant to bend and don’t have enough triangles please note that I set that tessellation factor for spa which has very few triangles for that wall, you might need to reduce it for your track. or maybe not you can always use: Code: [SHADER_REPLACEMENT_...] CULL_MODE = WIREFRAME to see tessellation in action here is how it looks in action: https://files.acstuff.ru/shared/gtun/20210911-171509.mp4 also, just to clarify, DEFORMING_WALLS_… reacts to actual collision depth, so it wouldn’t really work without soft wall colliders I did the simple test track that you can see at the first video and what can I say: It works! The track is attached to this post. So you can test it by yourself. It would be good to experiment more with the values. I still don't get what exactly should be changed to get a more rigit or solf wall behaviour. Also should not rendered collision walls also be treated like this? Please comment!
this is very impressive! I can't remember how many times I thought "not really much else can be done", only to be proven wrong with each iteration. Coming back to your interogation. It seems this has to be modified, no? Code: [COLLISION_PARAMS_...] MESHES=?WALL? ; of course, it would be better to list only soft walls here SOFT_ERP=0.6 SOFT_CFM=0.001 -- from the documentation it seems that the higher this is, the more deformation (?) MAX_DEPTH=0.5 -- Could this be the distance in m, from the un-deformed state (?) BOUNCE=0.5 FRICTION=0.1 INTENSITY=0.1 Didn't do any test tho, just guessing around
Yes. I changed some values but I couldn‘t make out any difference. Maybe I was testing with a replay.
i can add some more possible params: Code: [DEFORMING_WALLS] MESHES = meshFilter ; defaults shown here MAX_DEPTH = 1.0 RESTORATION_LAG = 0.8 DEPTH_MULT = 1.0 ; x,y,z possible, single value = same for all RADIUS_MULT = 1.0 ; x,y,z possible TESSELLATION = 1 TESSELLATION_DISTANCE = 20.0, 100.0 TESSELLATION_FACTOR = 10.0, 3.0 ALPHA_MODE = somestring ; didnt find what to put in here edit: possible alpha_modes NONE or DIFFUSE or NORMALS or REFLECTION edit2: you might not use that alphamode, i guess i read that wrong and its for looks idk
I do not understand this system much, I do the circuits from the RTB program, then I pass it to KSEDITOR, should I put something in the KSEDITOR? or just by setting the parameters and assigning the mesh and material to it. Thank you
if I put those parameters and give the mesh and the material the name, the object disappears. but ami the nePerPixelMultiMap_blending shader does not come out. The one that I put on its track
Because this happens, it comes out like this, I go to extension I delete the name of the material and I put it again and it looks good.
sorry, does this mean you need to bind this to the physical or the visual wall? if it´s for the visual, what happens to the physical then? I´ll try this later
Good question... I for one, use a simple invisible 1WALL mesh and a visually detailed barrier named something else
The problem is the following, a wall that when putting those parameters you see the skeleton, it would still be better to create a NM and give the name of the material to the NM. I don't know I have no idea, I took the test and it looks the same to me. the latest CSP v0.1.76-preview92-ful
fixed and solved, I code wrong, some in capital letters, that's why I got the error, I copied and entered my ex_confi and I tried, until I found the error. Advanced there is nothing as long as the codes are written correctly.
so to summarize: you need to put smth into "surfaces.ini" to make it crash with vanilla AC, so basically that means you have to make 2 layouts, one with, one witout this, damn https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Deforming-walls
Did you test it with vanilla AC and it crashes? I thought it would just ignore the [DEFORMING_WALLS_...] entry.