First select the group you want it assigned to. You will see a section for texture and vertex group. Go ahead and assign a displacement modifier to your physical mesh. One will be a rough bump and one more of a wave. But basically you create a vertex group and select the verticies you want assigned to the group. I'm not going to go into detail on how to do it since it is fairly simple to learn on your own. If you don't know how to use vertex groups then read up on it. When you are done you shrinkwrap the visual over the physical and it matched the bumps as close as it can. Bumps are only applied to the physical layer. Notice the turn is of a higher detail than the straight. The key here is the poly count needs to be just high enough so your turns looks smooth and not a bunch of straight lines. Just to show the difference this is what they look like. This allowed a very high detail, and invisible, physical road to hide under the visual. So what developers came up with was to separate the physical road from the visual. The problem was if you added too much detail to the visual road the framerate suffered. This was fine but with the advancement of the physics engines we needed more road detail to feel all the little bumps that every track has. What you saw is what you were driving on. There has been some confusion and misinformation going around I would like to clear up and set the record straight.įirst off years ago there was no difference between the visual and physical road. In this we will discuss the difference between the visual road and the physical. Just make you sure you set render to false in the editor. The actual 01WALL is the highlighted box around it. Any physical object should be as simple as possible.Īs you can see here the barrier is simply visual. This high number causes excessive CPU usage and is also the reason AI is often a problem on mod tracks.ĭo not have a complex object like the armco barrier or tire wall be the actual wall. This number is directly tied to the amount of materials and objects. Some mod tracks recently had as much as 5500 which is WAY too high. Most kunos tracks stay around or under 1000 in practice mode. When you load up the render stats keep an eye on the DIP number. No matter how you slice it 5 objects is better than 2000. It is still best to break it up into say 4 or 5 different objects. You still don't want one huge object around the entire track. If you have 2000 fence posts around your track merge them into fewer but larger objects. This is basically the same concept as the materials. If multiple objects share the same material merge them into one or a couple objects. Keep the amount of total objects to a bare minimum. Try to keep it under 200 for the entire track. If your track has 500 different textures then you have too much. Remember it is always better to have fewer but larger textures than a bunch of tiny ones. If you have 8 different trees do not have 8 different textures. If you have multiple tree species on your track consolidate them into 1 or 2 textures. Keep your material list to a bare minimum. But when it comes to release please be sure ALL textures are in DDS format. PNG files are ok to use for testing as it can be a pain to assemble DDS files sometimes. Here are a few simple rules to follow that will help immensely.ĭO NOT USE PNG OR JPG FILES FOR YOUR TEXTURES!!!! They just know the proper techniques in how to efficiently assemble a track so it runs well. Remember Kunos aren't using any magical tools in that they more or less are using what we use to build tracks. All it takes is using proper technique and using some simple guidelines and your track will perform on par with Kunos originals. Well I'm here to say it doesn't have to be. I'm not sure how useful this thread will be but it seems poorly running mod tracks seems to be an epidemic and some are simply saying "oh well that is the way it is". Using the AC_CREW tag to load objects depending on grid size.Ĭommon mistakes with trees in AC and how to name then and set them up properly. Making a proper road mesh for track conversions How to fix AI line issues in editor when using Blender Anybody is welcome to contribute if they have something useful to add that is proven to work.Ī suggestion was posted a while back to index all the "good" posts in this thread in the OP. This does not mean that only I should post here. It's purpose it to have useful posts with proven techniques and tips and maybe some questions about those posts. After I get all my posts in I will update them.ĮDIT: This thread is not a place to ask random questions about random issues. Right now all the links below will take you to the AC forum. It may take some time to get it all here and linked properly to this forum so bear with me. This is mainly a direct copy from the AC forums.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |