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Slippery/bumpy surfaces - 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: Slippery/bumpy surfaces (/showthread.php?tid=323) Pages:
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Slippery/bumpy surfaces - thelusiv - 08-16-2006 Varying degrees of friction are now possible in VDrift again. Last night Joe set up some new features of the track listedit tool which sets the properties of objects on the track. He also added some bumpiness settings. Road Atlanta is the only track which has been updated to work with these new features, so none of the other tracks will load! This is all in the latest SVN so if you want to test it out go ahead, let us know what you think. We'll work to get the tracks updated so they all work again very soon. Slippery/bumpy surfaces - thelusiv - 08-16-2006 Varying degrees of friction are now possible in VDrift again. Last night Joe set up some new features of the track listedit tool which sets the properties of objects on the track. He also added some bumpiness settings. Road Atlanta is the only track which has been updated to work with these new features, so none of the other tracks will load! This is all in the latest SVN so if you want to test it out go ahead, let us know what you think. We'll work to get the tracks updated so they all work again very soon. Re: Slippery/bumpy surfaces - alex25 - 08-16-2006 thelusiv Wrote:Varying degrees of friction are now possible in VDrift again. Last night Joe set up some new features of the track listedit tool which sets the properties of objects on the track. He also added some bumpiness settings. Road Atlanta is the only track which has been updated to work with these new features, so none of the other tracks will load! This is all in the latest SVN so if you want to test it out go ahead, let us know what you think. We'll work to get the tracks updated so they all work again very soon. i'll try to fix the tracks i converted. do these numbers have some equivalent in racer, or do we just have to come up with them? thanks. --alex-- Re: Slippery/bumpy surfaces - alex25 - 08-16-2006 thelusiv Wrote:Varying degrees of friction are now possible in VDrift again. Last night Joe set up some new features of the track listedit tool which sets the properties of objects on the track. He also added some bumpiness settings. Road Atlanta is the only track which has been updated to work with these new features, so none of the other tracks will load! This is all in the latest SVN so if you want to test it out go ahead, let us know what you think. We'll work to get the tracks updated so they all work again very soon. i'll try to fix the tracks i converted. do these numbers have some equivalent in racer, or do we just have to come up with them? thanks. --alex-- - clytle374 - 08-16-2006 Sweet - clytle374 - 08-16-2006 Sweet - thelusiv - 08-16-2006 The features were added to the listedit tool but you'll have to go through the code now to see how it works...Joe told me a little about it last night, here's the stuff about friction: Venzon Wrote:(22:56:48) Venzon: i had to change the object list.txt file formatcar tire tread stuff: Venzon Wrote:(01:11:43) Venzon: the [tires-front] and [tires-rear] sections in the .car file contain a new "tread" parameter that defines how much tread is on the tireand the stuff about bumpiness: Venzon Wrote:(01:28:58) Venzon: the bumps in the off-road parts are set at 2 meter wavelength with 0.03 meter magnitude - thelusiv - 08-16-2006 The features were added to the listedit tool but you'll have to go through the code now to see how it works...Joe told me a little about it last night, here's the stuff about friction: Venzon Wrote:(22:56:48) Venzon: i had to change the object list.txt file formatcar tire tread stuff: Venzon Wrote:(01:11:43) Venzon: the [tires-front] and [tires-rear] sections in the .car file contain a new "tread" parameter that defines how much tread is on the tireand the stuff about bumpiness: Venzon Wrote:(01:28:58) Venzon: the bumps in the off-road parts are set at 2 meter wavelength with 0.03 meter magnitude - alex25 - 08-16-2006 thelusiv Wrote:(22:58:10) Venzon: addparam 1.0 quick question (before i start updating my tracks). the above would seem to imply that the first coefficient is for non-treaded tires while the second is for treaded ones (backed up by listedit/format.txt). but if i look at road_atlanta/objects/list.txt the coeffcients seem to be in reverse order: Code: raroad1.dof-01.joe does that mean road_atlanta is wrong? also, i guess the coefficients should be different for grass (small) road (i guess around 1) and a gravel pit (10 or so). can the coefficient be greater than 1? --alex-- - alex25 - 08-16-2006 thelusiv Wrote:(22:58:10) Venzon: addparam 1.0 quick question (before i start updating my tracks). the above would seem to imply that the first coefficient is for non-treaded tires while the second is for treaded ones (backed up by listedit/format.txt). but if i look at road_atlanta/objects/list.txt the coeffcients seem to be in reverse order: Code: raroad1.dof-01.joe does that mean road_atlanta is wrong? also, i guess the coefficients should be different for grass (small) road (i guess around 1) and a gravel pit (10 or so). can the coefficient be greater than 1? --alex-- - joevenzon - 08-16-2006 Road atlanta is correct. If you'll notice, you're looking at a grassy object, so the friction for non-treaded is 0.7 and treaded is 1.0. These are the values for grass from vamos. I'm not sure what values they had for racer. 0.7 may be too high. To be clear, here's what I did after the addparam commands on road_atlanta (still in the listedit tool): Code: set 0 * 10 0.7 The first two lines set every single object to have grass-y friction numbers. The second two lines set all objects with texture names of road* (which, for this particular track, happen to be all of the pavement type surfaces) to have asphalt-y friction numbers. The way this works in the code is that every tire's friction numbers, which are computed each physics frame, end up getting multiplied by a friction coefficient. The friction coefficient is determined by: Code: surface_friction_coefficient = (1.0 - tread)*non_treaded_friction + tread*treaded_friction where "tread" is the tread parameter for the tire as defined in the .car file. Don't set any friction values larger than 1.0. It's possible to do, but don't -- if you're doing this, then you don't understand how it works because it's not really what you want to do. - joevenzon - 08-16-2006 Road atlanta is correct. If you'll notice, you're looking at a grassy object, so the friction for non-treaded is 0.7 and treaded is 1.0. These are the values for grass from vamos. I'm not sure what values they had for racer. 0.7 may be too high. To be clear, here's what I did after the addparam commands on road_atlanta (still in the listedit tool): Code: set 0 * 10 0.7 The first two lines set every single object to have grass-y friction numbers. The second two lines set all objects with texture names of road* (which, for this particular track, happen to be all of the pavement type surfaces) to have asphalt-y friction numbers. The way this works in the code is that every tire's friction numbers, which are computed each physics frame, end up getting multiplied by a friction coefficient. The friction coefficient is determined by: Code: surface_friction_coefficient = (1.0 - tread)*non_treaded_friction + tread*treaded_friction where "tread" is the tread parameter for the tire as defined in the .car file. Don't set any friction values larger than 1.0. It's possible to do, but don't -- if you're doing this, then you don't understand how it works because it's not really what you want to do. - joevenzon - 08-16-2006 For bumpiness, here's what I did in the listedit tool for road atlanta: Code: set 0 * 6 2.0 The first two lines set all objects to have grass-y bump numbers (from vamos' concept of grass): 2.0 m bump wavelength, 0.03 m bump height. The third line sets all road objects to have 0 m bump height (no bumps). - joevenzon - 08-16-2006 For bumpiness, here's what I did in the listedit tool for road atlanta: Code: set 0 * 6 2.0 The first two lines set all objects to have grass-y bump numbers (from vamos' concept of grass): 2.0 m bump wavelength, 0.03 m bump height. The third line sets all road objects to have 0 m bump height (no bumps). - alex25 - 08-16-2006 joevenzon Wrote:Don't set any friction values larger than 1.0. It's possible to do, but don't -- if you're doing this, then you don't understand how it works because it's not really what you want to do. i guess i was looking for the drag coefficient (in vamos-speak). --alex-- |