Need some help I am doing some updates to Barbagallo and can't seem to fix the AI driving through the kerb not on the kerb. When a human drives on the kerb they drive up and on the kerb. I am using the material name "rmbl" it uses the real kerb shader and the name ends in _wet. I have made the mesh density match the road density. I haven't seen this before but maybe someone else has. AI driving through the kerb Human driver on the kerb
Yes I have Code: I Instance=racesurface_rmbln01a { MeshFile=racesurface_rmbln01a.gmt Deformable=True CollTarget=True HATTarget=True }
Get a decent concreter. Yeh yeh, I know. Sorry Nib but my job involves reo and concrete so it was too hard to pass up a cheap joke.
I think it worths a try. I remember in rfactor 1, there where problems when 2 tdf linked materials in 2 different hattarget=true meshes where positioned over each other. And if merging don't solves it, you can try to remove the road under the curb, that the 2 materials aren't over each other anymore.
Ill definitely try it. Removing the mesh underneath is on my mind. What I find strange is. Every rf1 track that was made with BTB will have many places where 2 tdf materials sit on top of each other. So I would have thought all those tracks that have been converted to rf2 would have the problem as well. But this is the first time I have seen it. Thanks for the tips BTW.
I can confirm that attaching the objects into 1 didn’t work. The AI still drove through the kerb. So I cut the kerb out of the road and removed the polys under the kerb and now the AI drive on the kerb. Thanks everyone for your help.
What Im guessing is The issue was due to a height restraint or the height of this kerb exaggerated the problem. This is a big kerb with maybe 1/4 of a sedans height.
They often exhibit the behavior when BTB paving overlaps. Good conversions are often edited to remove the offending polys. Plickbadger's tracks were the first ones I recall with this problem.
Have you lowered the height of the curb now? If not, it can not be the reason. I still think, that the 2 over each other laying tdf linked materials have been the problem. But only a S397 member, who knows the code, can answer this finally. So we maybe will never know the reason.
I deleted the polys under the kerb so all is good. I agree with the 2 tdf materials is the problem. What I was saying is due to the height of this kerb it highlighted the problem more. @C. Banger did some tests for me and noticed that some cars AI work and some didn't. So there must be a connection with the tyres as well.
Yes, sometimes the reasons for problems are hard to identify, because there are too many things having influence on each other.