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Thread: Public Field beta test: tire tracks

  1. #1
    tdev
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    Post Public Field beta test: tire tracks

    please test and report the feedback here. Can someone please:

    a) tune the texture itself to look at bit nicer maybe? It can be found in resources/texture.zip/tracks.png
    b) coders: tune the skidmark internals maybe?
    c) measure the performance difference?
    d) coders: fix the donut tire marks problem?

    thanks everyone!

  2. #2
    metalmuncher
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    Post Re: Public Field beta test: tire tracks

    Ill mess with the texture, perhaps add a shader?
    Edit: wheres the material defined?
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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by metalmuncher
    Ill mess with the texture, perhaps add a shader?
    sure why not, could look good. Currently the material is hardhoded, but im about to put that in a normal .material file.

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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by thomas
    sure why not, could look good. Currently the material is hardhoded, but im about to put that in a normal .material file.
    Great!
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    Lenni
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    Post Re: Public Field beta test: tire tracks

    Would it be possible to make the material truck-dependent so the skidmark texture actually fits to the tyre tread?
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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by Lenni
    Would it be possible to make the material truck-dependent so the skidmark texture actually fits to the tyre tread?
    very possible
    i just a problem with the different types of tracks. You would have to provide a set with ~12 types for your truck :/

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    Post Re: Public Field beta test: tire tracks

    I guess you mean things like snow, grass, mud, sand,....
    Would it be possible to use one greyscale image of the tyre tread and blend it over with a color set in the groundmodel?
    Like black for concrete and asphalt, brown for grass, grey for gravel,... yellow for sand
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    Joebus
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    Post Re: Public Field beta test: tire tracks

    I was thinking that something along the lines of two modes that tire tracks be used. One mode is an "Impression". Used only on non-paved surfaces. (Grass, Sand, Mud, etc). This is where you will see an actual tread pattern. This is activated as the wheels travel across the terrain.
    The second mode would be the "Skid" mode. This would be applied on paved roads(Asphalt, Cement, etc) and non-paved surfaces as well. This is where you will see more of an abrasive skid mark. This is activated when the tires loose traction with the ground.

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    1crash007
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    Post Re: Public Field beta test: tire tracks

    is there a way to make the tread while a vehicle drives fairly straight a bit longer so the tread mesh isnt too compact and then when turning its a bit compressed

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    Crystal
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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by 1crash007
    is there a way to make the tread while a vehicle drives fairly straight a bit longer so the tread mesh isnt too compact and then when turning its a bit compressed
    The whole thing is alpha or beta or whatever. Some bugs are yet to be fixed, this is just a test, as all of this update thingy.
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    Post Re: Public Field beta test: tire tracks

    Very cool! left some green strips all over the bajarama course

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    megamadgamer
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    Post Re: Public Field beta test: tire tracks

    does it say enough?

    also, dont make the marks disapear the moment the truck stops, it makes it very difficult to get good screens.

    also, i constantly get the skid marks even with full traction.
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    YakiSoba
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    Post Re: Public Field beta test: tire tracks

    yeah, i get skidmarks no matter what i am doing

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    jeffGordonFan
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    Post Re: Public Field beta test: tire tracks

    Same, but big deal. It looks wicked and im sure itll get worked out. Ive always wanted skidmarks in ror
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    mr. iknoweverything
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    Post Re: Public Field beta test: tire tracks

    did you use the ogre ribbon trails for the skid marks?

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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by mr. iknoweverything
    did you use the ogre ribbon trails for the skid marks?
    no, i create the mesh via ManualObject myself. Will describe how its working soon there:
    http://wiki.rigsofrods.com/pages/How...dmarks_working

  17. #17
    mr. iknoweverything
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    Post Re: Public Field beta test: tire tracks

    funny, the skid marks in those tests look like lorentz attractors

    btw, different friction on skid marks?

  18. #18
    Amazon
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    Post Re: Public Field beta test: tire tracks

    Very nice skidmarks! But i think it is a bit to dark when you only drive. Have any one seen the bug with the skeleton view? Hehe i like them!
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    DiffPiff
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    Post Re: Public Field beta test: tire tracks

    Quote Originally Posted by Amazon
    But i think it is a bit to dark when you only drive.

    Quote Originally Posted by thomas
    tune the texture itself to look at bit nicer maybe? It can be found in resources/texture.zip/tracks.png

  20. #20
    zipppy
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    Post Re: Public Field beta test: tire tracks

    I found a temporary fix for the tire tracks on asphalt problem. Involves changing the texture.
    http://forum.rigsofrods.com/index.ph...2047#msg202047
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