Author Topic: Physics Editor Style GEOM Preview  (Read 569 times)

bsauder189

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Physics Editor Style GEOM Preview
« on: December 09, 2016, 11:41:30 PM »
I was wondering if there is a program to simulate the GEOM points outside of the game? Rough program or something that would make the process of editing vehicles a little more simple.

Thanks,

Barry S.

PiBoSo

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Re: Physics Editor Style GEOM Preview
« Reply #1 on: December 10, 2016, 12:02:58 AM »
There is a program, called CarEd, but it's far from being ready for release: http://forum.piboso.com/index.php?topic=3533.0

Unfortunately so far there weren't enough requests for car modding tools, so it's very low in the TODO list.
If you think there is a potential community of modders, it could be moved higher in priority.

bsauder189

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Re: Physics Editor Style GEOM Preview
« Reply #2 on: December 10, 2016, 12:14:08 AM »
I do believe that we will have a community together by being able to provide a few more "entry" level dirt cars for download.

I'd like to think that we could have a great community once we get more "real-life" content in game, tracks and cars etc.


Thanks for the quick response,

Barry S.

AUSSIEDIRT

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Re: Physics Editor Style GEOM Preview
« Reply #3 on: December 10, 2016, 07:24:37 AM »
I Know Myself If It Was Easier And There Was tools To Assist In Buillding And Such That I Would Be Modding It In A Heart Beat And I Know there Has Been Alot Of Interest Right Up TIll They See theres Not Much Documentation And tools TO Help

TheFatController

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Re: Physics Editor Style GEOM Preview
« Reply #4 on: December 10, 2016, 08:33:07 AM »
Must admit, I wasn't that interested in WRS but since getting it free with GPB I've kind of fallen in love with it to the point of experimenting with road objects mixed with heightmaps. So far I have a great method that works perfectly, just need to work on the road to heightmap transition for tarmac to deformable dirt / gravel and I'll be working on a rally track with an enduro and possibly a small mx track in a field for use with both WRS and MXB.

I would love to see a MK1/MK2 Mexico, an Integrale, an Escort Cossie, and maybe a 205 or XR2.. If CarEd was available I'd be tempted to make at least one of the above at some point.
« Last Edit: December 10, 2016, 08:35:42 AM by TheFatController »

Alby46

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Re: Physics Editor Style GEOM Preview
« Reply #5 on: December 10, 2016, 11:35:12 AM »
my god, that would be awesome fatcontroller
Still riding a 50cc, but enjoying it :)

sandbiter

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Re: Physics Editor Style GEOM Preview
« Reply #6 on: December 10, 2016, 12:17:00 PM »
I'll be working on a rally track with an enduro and possibly a small mx track in a field for use with both WRS and MXB.

That was exactly what Damien and I were planning for the British farm lands. What do you think about collaborating? We both have our strong and weak points and Damien can perhaps model objects for us. I feel like we can create something really sick.

TheFatController

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Re: Physics Editor Style GEOM Preview
« Reply #7 on: December 10, 2016, 12:21:18 PM »
Maybe Sandy ;)

I'm going to make something first to try and get the techniques down, then sure..

Although I found anything larger than 1000 x 1000 heightmap is going to cause problems for getting road objects and heightmap terrain to work together well.

It's a shame that heightmaps don't work with GPB or one track could do all sims. Even when all the race data sits on a trkasph surface the game crashes when loading the map.. Is that right PiBoSo? Or am I missing something.
« Last Edit: December 10, 2016, 12:23:18 PM by TheFatController »

sandbiter

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Re: Physics Editor Style GEOM Preview
« Reply #8 on: December 10, 2016, 01:07:50 PM »
I'm going to make something first to try and get the techniques down, then sure..
Alright! I still haven't worked on my farmlands again. I only have the basic heightmap and trees/shrubs in place.
Although I found anything larger than 1000 x 1000 heightmap is going to cause problems for getting road objects and heightmap terrain to work together well.
So 1000 x 1000 still works? My goal with my rally track was to have terrain deformation as well, so I really need a big heightmap.