04-04-2008, 11:11 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:You want to turn the "Double Sided" option off (it's the one in the Mesh menu next to the "No V.Normal Flip" button) because it seems to do weird things to the normals. VDrift will draw all faces as double sided anyway for cars, and will draw them that way for tracks too if "cull faces = off" in the track.txt file. I'm not sure if I answered your question....
this is for a track (bahrain which i am going to try to get permission to release). i want to make various faces double-sided (like the fence between the pit lane and the main track, the grandstand roof, and a few others).in the past i achieved a double-sided effect by making a copy of the face, flipping the normal for the copy but that seems to be kind of inefficient. anyway, blender seems to have the information to render faces twosided. maybe there is no way to get this passed to a joe object (and i rather not turn off cull faces) but it would be nice if we could. can we add this as an extra parameter in the list.txt file? (like blended transparent textures, etc.) so vdrift can render specific textures double-sided.
--alex--
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04-11-2008, 11:57 AM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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alex25 Wrote:this is for a track (bahrain which i am going to try to get permission to release).
permission was granted so expect a new track soon. i turned off culling the faces so the track renders more the way i would like it to but i still think it would be nice to enable double-sided textures only for selected objects (re-using the transparent blended flag for example, 1 for blended, 2 for double-sided).
--alex--
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04-14-2008, 03:08 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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alex25 Wrote:permission was granted so expect a new track soon.
i've committed the track (bahrain) but it still needs some of work. i seem to be having problems with the vertical surfaces. in particular the pitwalls and the rails around the track behave very strangely. when the car makes contact (i've tried both the F1-02 and the M3) it kind of goes through them and then it starts jumping wildly. maybe somebody can figure out what's wrong. i'll add the bumpiness for the curbs and the appropriate friction coefficients for sand/grass/roads/etc soon.
--alex--
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04-17-2008, 10:39 AM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:I see what you mean about the rails and pitwalls. I'll take a closer look tonight and see what I can find.
also the pylons that prevent cutting corners are supposed to be solid; and they are if you go slow enough. but most of the time i can go through them as of they were not there. i suspect this has something to do with the collision code in bullet but i haven't been able to figure it out. there is such a pylon in the first turn so it's easy to play with if you want to see what i mean.
--alex--
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04-21-2008, 12:28 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:Okay, I think I fixed this for real in R1981. The problem was with how I was generating the bounding box for culling away collision candidates -- it wasn't correctly accounting for the car's rotation.
seems to be a little bit better, but the F1-02 car still goes airborne when it touches a vertical surface. i tried this with bahrain and detroit but i bet the problem exists across all circuits.
--alex--
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