How to assign terrain properties to road/surface objects

Discussion in 'Track Modding' started by enduser, Jun 23, 2019.

  1. enduser

    enduser Registered

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    Hi, i want to implement a bumpy cement like surface but i cant find anything about relating different parts of the terrain to the tdf file and different types of surface. Since i dont have 3ds max yt tutorials are no good for me , i only use 3dsimed so help pls!

    I have existing working materials with textures assigned i only need to change to rough terrain type.

    I d also like to ask what things are defined in "racesurface_" objects, eg. does it make any difference to AI or it is only for the graphics engine?
     
  2. Coutie

    Coutie Moderator

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    Material names define what they are. You can look in the tdf file for what the names can be(you can also add names if you want).
    Racesurface I think just tells the game that it's going to get rubbered in.
     
  3. enduser

    enduser Registered

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    You mean a suffix like materialname_asphaltnew , isnt racesurface materials supposed to be named with _WET tho, can i use both? and since WET is used what tarmac type is used for the track, is there a default used?

    thx
     
  4. Coutie

    Coutie Moderator

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    Well, it takes it from the start, so something like asph_wet would be fine.
     
  5. enduser

    enduser Registered

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    I see, how about the grip values , do i need to add it under [TRACKVARS]? I m looking at joesville tdf atm and something that confuses me is that in the [feedback] section you have Materials=rmbl but in [TRACKVARS] you have RumbleDryGrip=0.96, is that correct or i m missing something (i dont see any material named "rumble"), sry this is all new to me.
     
  6. Coutie

    Coutie Moderator

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    Trackvars section is just so you can have a global value for something, you just have to edit one thing instead of a lot of things.
     
  7. enduser

    enduser Registered

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    Ok lets try again! [feedback] begins with "Wear=1.00 Dry=1.00 Wet=0.84 ..." these are grip levels?
    Because in "ovalrd" there is Dry=RoadDryGrip.
     
  8. Coutie

    Coutie Moderator

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    I answered your question already. You have a global value in the trackvars, and then you can have whatever you want in the feedback. Why don't you change the number and see what happens.
     
  9. enduser

    enduser Registered

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    Thanks for all your quick replies! I just want to make sure plus i ll test it in the track anyway.

    Plenty of trial & error done over time , but i have some things not figured out yet and i m trying to speed things up a bit, lanching rf2 everytime is a slow process overall not very practical, i ve done it enough times already! And tbh 3dsimed is very slow to work with or else i have certain scenes ready by now where albedo mapping and material work is done.
     

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