Collide and Movable Object

Discussion in 'Track Modding' started by Barnaudprod, Nov 22, 2021.

  1. Barnaudprod

    Barnaudprod Registered

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    Hello community, I am trying to modify the inertia of objects so that in collisions they do not all have the same resistance to impact. But by modifying the values in the * .gdb file the collision effect does not change (or the the object is in collision alone and it does not move, or the object is in movable collision and it does not slow down the car, as for a collision with a cone). For those who use 3Dsimed, how should I define the export of the "Collide" and "Moveable" object?

    https://docs.studio-397.com/develop...nt/general-tracks/collidable-moveable-objects
     
  2. DJCruicky

    DJCruicky Registered

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    If it's the affect on your car, then it's the settings in your .TDF file you need.
    Check other peoples tracks to see how it's done in their .TDF files.
     
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  3. PatientRF2fan

    PatientRF2fan Registered

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    set the inertia variables in the GBD file
    it is identified by object name such as "cone" sign" "haybayle"
    export as colide and move
    does not require any tdf entries as they are for drivable (hat)
     
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  4. Mitch9

    Mitch9 Registered

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    The image below is for a single object, but you can also set this up in batch on the edit tab>all visible>objects>set tags menu
     

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  5. Barnaudprod

    Barnaudprod Registered

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    Merci à tous pour vos retours, je vois que le nom du matériau dans le fichier TDF a un impact (j'ai remplacé le préfixe par twal au lieu de roada) mais je ne comprends pas l'impact du nom d'instance dans le fichier gdb ? Et une autre question aussi; savez-vous pourquoi l'objet mobile après avoir été heurté il disparaît dans le sol ?
     
  6. Mitch9

    Mitch9 Registered

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    Instance name has to be the same as the one in the gdb file so that you can tweak the behaviour of the object. Here's the example from loch drummmond: gdb.PNG
    idk about the second question, maybe due to the values used?
     
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