View attachment 13504 The gravel mesh (in the right of the car) is flat but use a bump map. When i cycle the CTRL+H saw the red mesh bumpy like a displacement map. So the game engine use bump maps for physics?.
Hey Mario.... I noticed that this mesh thing is not alligned to the car..... Is it aligned to world x and y ??
right... the red mesh generated by the game... Since you created the track, you know which way world x and world y should be pointing (with respect to the screen grab). My question is...do the columns and rows of this red mesh align to where world x and world y 'should be' pointing?.... (IF everything in the screen grab was in max).
Interesting, but I think what you are seeing is the .TDF defined bumpyness/depth/wavelength of the gravel physics.
Sadly, Displacement is not DX9 thing, plus Displacement is achieved using height map, not normal map, would be awesome tho.
Would be very awesome, if both visual AND physical as the .TDF we see here it could open for using laserscans at very high detail - however very RAM consuming depending on resolution But I think we are dreaming now...
Does changing the tdf wavelength affect that bumpy mesh? In one of the first tracks I converted (Canyelles) we had several bumpiness issues in the road surface that seemed to be fixed when changing bump textures. It was almost 2 years ago. We just solved it and didn't go any further on that. I asked then if bump materials would affect physics and it was answered that no. It would be really nice to clarify this for everybody.
... except when less grip has been assigned to it (as with bumps... it's material rather than texture though)....
Now you guys seem to go in circles... Only .TDF definitions refered to by material names effect tyre physics on polys belonging to GMT -objects with 'HAT' active (driveable). OP was curious if bump maps (textures) would effect physics aswell, they don't.