On mesh roads...

Discussion in 'Content Creation' started by iheartmods, Jan 7, 2014.

  1. iheartmods

    iheartmods
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    Decal roads are great but as they glue to every terrain contour, smooth roads are quite near impossible. Now mesh roads, in my mind, would seem to fix that BUT...I don't know if there is a way to get them working. When I create one in game, the mesh road is completely intangible...I can drive right through them...the car doesn't go on them...

    Any ideas?
     
  2. KiloHotel

    KiloHotel
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    Yeah. Wait till the developers implement them correctly with the physics, if they ever do.
     
  3. ultranew_b

    ultranew_b
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    I was asking about these as well, not long back.

    Road-Mesh-Tool-Possible-Fix-For-No-Collision

    Devs are aware of problem.

    I also tried creating the road with the mesh tool and exporting it to .dae (File Menu -> export to COLLADA...). Then import into blender, adding collision to the model and exporting the road into the ed.

    This didn't work sadly. The exported .dae file is messed up when imported into Blender. There is a mesh, it's horribly mutilated tho :p

    :D
     
    #3 ultranew_b, Jan 7, 2014
    Last edited: Jan 7, 2014
  4. Jack Attack

    Jack Attack
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    I've always hated bumpy roads. Hopefully this gets implemented in the future.
     
  5. ultranew_b

    ultranew_b
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    Aside from making nice smooth roads easily, they can also be used for creating guardrails that follow the road, which is really nice.
     
  6. Straubz

    Straubz
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    ^This:p, i also use it for bunting since its not contactable, hopefully there will be an option to make it contactable or not.
     
  7. Davidbc

    Davidbc
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  8. boshimi336

    boshimi336
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    I would love to see correctly deformable and full physics guard rails implemented, not sure how that could be done without killing the CPU though.
     
  9. lukerules117

    lukerules117
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    By waiting until CPUs capable of handling it are made.
     
  10. NkosiKarbul

    NkosiKarbul
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    I hate if people use this argue without any background to base it upon.
    You have no idea which model/mesh shape is supposed to be handled, so you also don't know the polycount, nor the beam&node count. Additional you dont know how much of the mesh in question someone would like to use in his map. and so on...

    For the meantime i started to work on this:
    http://www.beamng.com/threads/6814-Modular-Mesh-Roads-Pack-v-0-0-1
    Not as comfortable as drawing a spline, but way better than the terrain editor. :p
     
  11. Davidbc

    Davidbc
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    If you can handle 1 car you can handle some rails with a few nodes/beams. The problem (I think gabester said this) is how to make them stick to the ground.
     
  12. NkosiKarbul

    NkosiKarbul
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    only thing i could imagine from my novice point of view, is something like this:
    Demonstration-NPD-01-05-Absperrungen.jpg

    What i imagine, correct me when im dreaming please.^^
    The base could be completly invisible and have no collision, like used on roadsigns allready i think, but would have to be excessively heavy weighted.
    Something like 5+ times the grand marshals weight, as long the jbeams dont explode or fail on other ways, i would imagine to get quite some resistance.
    The rail itself may be detached like a car door in case of to much force, as real rails dont withstand unlimited forces either.
     
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