what about different types of skid marks depending on the surfaces or the condition of the surface ? like if you have no abs and and you brake hard , the tires are hot and the asphalt ist soft, then the tire skid marks are black and if you only brake a bit or do a handbrake turn, and the tires are old and its cold outside then the skid marks are light grey. or if you do a burnout and some donuts in 3th gear and the tires spin fast then the skid marks are dakr black and you can see them good, but if you launch a car and the tires only spin a little bit the skid marks is light visible. i hope you get what i mean. would be a nice tuch to the game and make it more realistic. it doesnt have to be that realisic as i discriped it, its only the idea of different skid marks on the same surface.
Re: different skid marks depending on tire presure, temperature, surface type, etc. . They already change in opacity/darkness depending on the amount of tire slip, and we do plan to have different color tire tracks and different thresholds at which they appear depending on the ground model.
Re: different skid marks depending on tire presure, temperature, surface type, etc. . awsome wasting space.....
Re: different skid marks depending on tire presure, temperature, surface type, etc. . Will you also have coloured tires? (eg, orange smoke)
Re: different skid marks depending on tire presure, temperature, surface type, etc. . I'm not exactly sure how in real life you would get orange smoke? Unless you sprinkle some kind of orange powder or something on the tires 1 small question, will there be particle illumination? Like if a car is doing a burnout & he slams the brakes, can we see a red beam of light on the smoke (with respect to the brake light's positioning, of course) ?? Edit: I don't meant to thread-hijack. I just don't see too much point making a new thread on such a small (according to me) thing. Plus I'm very doubtful whether it would be implemented or not.
Re: different skid marks depending on tire presure, temperature, surface type, etc. . Yeah, powder or paint or w/e to give you colored smoke. That would be a great feature, I don't think I ever seen it, but that's probably because it would be super heavy on the computer, (just imagine having 1000 particles each figuring out what color they are), although, it's not a light/shadow map just a single color so it may be possible.
Re: different skid marks depending on tire presure, temperature, surface type, etc. . They look like this...
Re: different skid marks depending on tire presure, temperature, surface type, etc. . huh. Well, that does look awesome. I don't think it should be that difficult. There could be a option in the Shop to change the smoke color. Then, all the PC has to do is, instead of making (texturing) the Smoke white-grayish, make it Orange, shouldn't be that taxing on the CPU. That way, it would be as taxing as normal smoke (white-grayish).
Re: different skid marks depending on tire presure, temperature, surface type, etc. . I meant the particle illumination. Changing the colour of the particles is easy indeed