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Has anyone ever tried...


maxdman

Question

First let me say I wasn't really sure which topic to put this in so mods please move this if it isn't in the right place.

 

So has anyone ever tried to make the tarps on the sides of tracks slippery?  I've been playing on a few tracks and I've always wondered if it had been attempted.  Such as the dirt having the gravel texture and the safety tarp right next to it having the snow texture.

 

Another thing is when driving over campers, is it possible to make half of the obstacle non collide able?  For example, model the bottom half of the camper and make it a ramp like thing like a lot of them are now, but make the top half non collide able so the trucks sort of go through them instead of going up and over them.  

 

Just a few thoughts.  Let me know what you guys think and if these have been attempted and if they're even possible!

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kind of a tangent, but the biggest problem with tracks is that they're not reactive. Gabe Newell put it best

 

 

"how do we make decisions, how do we make trade-offs?" In a kind of desperation we said "we need to have a theory of fun," like what is fun? How do we decide that expanding three menus on this is better or worse? So we came up with this rule, which is the more ways in which the game responds to a player's state or player action is more fun. In Quake, you shot a wall and the wall basically ignored you. You saw a little puff, and then there’s no record of your actions. So we said using this simple rule, just one rule, if you shoot a wall it should change.

 

So even more so in ROR, where you're supposed to be driving monster trucks, who's entire point is to destroy stuff. But you go to a camper, and bounce off. Or you go sideways over a jump, but the dirt stays exactly the same. Or you go over a crush car and it doesn't even flinch.

 

So that's something that needs to be fixed. Campers should explode into a million billion giblets with particle effects and stuff strewn around it. Dirt could slowly deform, cars should crush down and crumple into tiny piles of unrecognizable metal.

 

I know it's sort of fixed in BeamNG and the options for making new content are a lot better there. I started on some breakable camper vans made out of physics objects with a loose LUA script and some particles tied to it. But BeamNG's a trainwreck so that's probably not going to happen for a while, if at all

 

 

Just something to consider

 

 

Also, i always thought that tracks should get more immersive with props. So i was thinking about having a prop modeling competition/community thing where everyone'd start throwing around ideas, i'd make a list of the good ones, and then dole them out to people in a thread. So mabye we can do that sometime.

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Main thing I find important with stuff:

http://www.rigsofrods.com/wiki/pages/File_Formats_and_Configuration_Files

 

But with grips:

http://www.rigsofrods.com/wiki/pages/Object_Format#Begin_box

 

 

 

  • optional:stdfriction name where name is either concrete, asphalt, gravel, rock, ice, snow, metal, grass or sand: this will set the type of friction the collision box will do. The physical parameters of these standard friction materials are defined if the configuration file ground_models.cfg. See Ground models for more information.
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