Physical properties for materials on MESH/DAE

Discussion in 'Ideas and Suggestions' started by WacKEDmaN, Sep 17, 2014.

  1. WacKEDmaN

    WacKEDmaN
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    58
    id like to see some physical properties attached to some materials for static meshes/DAEs..
    at the moment it seems like all the materials on a mesh act the same to drive on..eg all my conversions act like asphalt to drive on, no matter if its grass, dirt, metal etc etc

    are there any plans to add some properties? like grip levels?
    maybe something like an extra drop down box in the material editor, with predefined selections for grass, asphalt, dirt, metal, rumble, concrete etc
    possibly even linked to a tweakable file for changing grip levels, bounciness etc..and possibly linked to different sounds for skids/collisions
     
    #1 WacKEDmaN, Sep 17, 2014
    Last edited: Sep 17, 2014
  2. iPed22

    iPed22
    Expand Collapse

    Joined:
    Apr 4, 2014
    Messages:
    16
    Re: Physical properties for materials

    Already there. The asphalt has higher grip than gravel and grass. There are multiple grip levels implemented that depend on the terrain.

    EDIT: Sorry, didn't see the part where you said "on a mesh". Well you have to define the material of the mesh too, i guess. You can't expect the game to automatically "know" if there's grass or asphalt there, if you just exported it.
     
  3. WacKEDmaN

    WacKEDmaN
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    58
    Re: Physical properties for materials

    that's what im asking for...a way to define materials physical properties on static meshs...
    most sim racing games define it by the material name itself..
    eg gra*.dds for grass road*.dds for asphalt..grv*.dds for gravel.. cwall*.dds for concrete(usually walls)..with the physical properties hardcoded..
     
    #3 WacKEDmaN, Sep 17, 2014
    Last edited: Sep 17, 2014
  4. iPed22

    iPed22
    Expand Collapse

    Joined:
    Apr 4, 2014
    Messages:
    16
    Re: Physical properties for materials

    Ah. I don't know the coding part too well, I was assuming there already is one, sorry.
     
  5. randomshortguy

    randomshortguy
    Expand Collapse

    Joined:
    Aug 9, 2013
    Messages:
    1,562
    Re: Physical properties for materials

    There are multiple different materials, each with different friction properties and particles effects. It's just that the default is asphalt.

    I can't find any wiki pages on it right now, but the material is dictated by the materials.cs or something like that, I can't check right now.
     
  6. WacKEDmaN

    WacKEDmaN
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    58
    Re: Physical properties for materials

    correct, the material is defined in materials.cs ...but its only the image/texture properties...theres no physical properties that can be changed FOR MESH...

    I know theres different physical properties for Terrain, which is a totally different entity to MESH/DAE's..
     
    #6 WacKEDmaN, Sep 17, 2014
    Last edited: Sep 17, 2014
  7. randomshortguy

    randomshortguy
    Expand Collapse

    Joined:
    Aug 9, 2013
    Messages:
    1,562
    Re: Physical properties for materials

    Just open up a wheel jbeam. You'll see there's a friction co-efficient for the rim (metal) and the tire (rubber).

    As for static objects I can remember there being a way to set their material, but I can't remember how...
     
  8. rt389g@hotmail.c

    rt389g@hotmail.c
    Expand Collapse

    Joined:
    Jun 9, 2014
    Messages:
    111
    I am still new to modding and torque and so forth and do not fully understand your question. I know in my case I had to rename either my material or the material under the road to one of the pre defined hard coded materials. I opened a lua file I believe (cannot remember which one) and picked the one that had the closest properties I wanted and renamed my material to it. There are many people on this site that do understand exactly what you mean and know exactly what the answer is. Maybe one of them could clear it up.
     
  9. WacKEDmaN

    WacKEDmaN
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    58
    the only way I know to get different grip levels for grass vs asphalt on mesh, seems a bit redundant..
    I need to paint onto the terrain underneath the static mesh..sort of defeats the purpose of having the static meshes to drive on to start with...(try doing that for nurburgring!)
    might as well just use the terrain building/painting tools to build from scratch..but..if I do that...i wont get the precision of traditional mesh modelling, eg tracks that have used Lidar (lazer scanning).. cant be done on the terrain in torque3d
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice