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procedural tires modification - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: procedural tires modification (/showthread.php?tid=1523) |
procedural tires modification - zimluura - 07-04-2011 hey guys. i recall a few months back someone was asking how to use just a mesh as a tire instead of the procedural ones that generate from a tire code. i've been sortof mulling this idea over. since, when a tire is generated from the tire code, all the tire code stuff is at the front of the function (and then the rest is a massive amount of vertex, triangle and normal calculation), it may be fairly easy to de-couple that and make two front ends for the function. one that takes a tire code and one that takes raw floating point values and lets you make a tire of any proportions you like (so long as it has the same basic structure of vertex rings). would this be a good thing to invest time in? or should i just bank on any tire that doesn't have a code being so irregular that a different front-end can't fix it, and they'll just need a mesh. - NaN - 07-04-2011 Custom wheel mesh support is broken. I've got two patches to deal with this issue, but haven't decided which one to go with. Both support custom meshes for tires/wheels/brake rotor. The first one moves mesh gen into model manager. Car loader expects a mesh, doesn't care if it is generated. Code: [wheel.rl.tire] The second makes mesh gen explicit. Code: # dynamic mesh generation Issue: https://github.com/VDrift/vdrift/issues/20 |