Why is my terrain eating my vehicle?

Discussion in 'Content Creation' started by williamparrilla, Sep 28, 2015.

  1. williamparrilla

    williamparrilla
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    This is the next project im am working on , this whole map is just like my last one ,but how come this one keeps eating my vehicles?i have tried messing around with settings with now luck.

    terrain eating car.jpg
    terrain eating car 2.jpg
     
    #1 williamparrilla, Sep 28, 2015
    Last edited: Sep 28, 2015
  2. Narwhal

    Narwhal
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    most i can think is to check your normals.
     
  3. KennyWah

    KennyWah
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    After adjusting terrain have you tried exiting the editor and resetting your car before testing it?
     
  4. Occam's Razer

    Occam's Razer
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    Well, that depends on what form of terrain you're making. If you're making terrain from the in-editor terrain system, then editing the terrain and driving across it without leaving the editor or resetting your vehicle may cause the vehicle to sink or fall into the ground.

    If you're making the terrain as a static mesh, then you need to reverse the normals for your collision mesh. Nodes, being infinitely small, need some specialized way in which to prevent clipping into the infinitely narrow faces of a collision mesh. Thus, the mesh's faces only possess collision on one side. When a node clips through a collision triangle, it is forcibly 'pushed' out in the direction of the triangle's normal, regardless of from which direction it came. This is why poorly oriented collision normals seem to 'eat' vehicles: the system thinks it's a vehicle trying to clip through a wall and is doing its best to prevent that.
     
  5. jammin2222

    jammin2222
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    I can't tell if that is a static object or the terrain in your picture. This only applies to the terrain.

    I noticed a similar issue if you use a large meter per pixel value when importing a height map. It effectively stretches the terrain and the collision and visible parts stop lining up perfectly.

    In this picture the height map was a 2048x2048 with a meter per pixel value of 3. Making it 3 times bigger (6144x6144) without adding any more detail.
    screenshot_00002.jpg

    Smoothing sharp edges in the terrain helps a little, but there isn't enough detail left in the terrain to do that nicely. I guess you would need to make a bigger height map and not use the meter per pixel option or use a smaller value at least.
    I'm not 100% sure, but I think the biggest size height map advisable is 4096x4096. I heard it starts getting weird if you go bigger. My software wont let me go over 2048x2048 so I have never tried it myself.

    The others who replied have also made great suggestions too. Hope you figure it out :)
     
  6. williamparrilla

    williamparrilla
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    This helpped me out.thank you. And it is a mesh terrain. See I do this : Build in BTB Pro export to rfactor .scn then import to 3DSimed3 then fix and export to Autodesk .fbx format then import to AC SDK add the terrain material there the rite way then export to AC .kn5 file then import to 3DSimed3 give everything properties. Then export to T3D then edit and re texture there.allot can go wrong in all that exporting. But I find this way to get great results on what I want to accomplish. But yea , BTB Pro > rfactor > 3dsimed > AC SDK > 3dsimed > T3D
     
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