Mod surfaces limited to tire contact side

Discussion in 'World Editor' started by Artistterrymartin, Apr 26, 2022.

  1. Artistterrymartin

    Artistterrymartin
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    May 5, 2019
    Messages:
    710
    While it is possible to make the friction of a jbeam mod of an ice sheet 0.01 and it will slide like ice on the ground. The car tires treat all mods surfaces as asphalt. Any way to flip that so I can make a mod of ice lake and the surface behave in the same way it does with the ground for the car tires ?
    Changing the texture for say such a mod to have a groundmodel of ice does not seem to work for flexbody materials, or decals, or mesh road for that matter.
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Have you triangle material?
     
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  3. Artistterrymartin

    Artistterrymartin
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    I am not sure that meaning. Here is an example of the texture I created for a piece of ice that slides on the floor, or a burlap sack as seen here in video link
    (3) Burlap Sack Slide - Experiment - BeamNG - YouTube
    The ground is influenced by the .01 startic friction if the jbeam, but the side facing the truck, well that is just the same as every other jbeam mesh, asphalt.
    Changing the texture to use a custom ground model (ice for example) had no effect. the tires did not treat the jbeam surface as ice.


    {
    "ice5": {
    "name": "ice5",
    "mapTo": "ice5",
    "class": "Material",
    "persistentId": "f3de79ae-b700-4616-9aac-985e80ae1375",
    "Stages": [
    {
    "ambientOcclusionMap": "ice2.dds",
    "baseColorFactor": [
    0.827450991,
    0.929412007,
    1.28627503,
    1
    ],
    "baseColorMap": "ice_crack_diffuse.png",
    "clearCoatFactor": 0.989000022,
    "clearCoatRoughnessFactor": 0,
    "detailMap": "ice_decal2.dds",
    "detailNormalMap": "ice_crack_normals.png",
    "detailScale": [
    1,
    1
    ],
    "diffuseMapUseUV": 1,
    "emissiveFactor": [
    -0.258823991,
    -0.0745100006,
    0.125489995
    ],
    "metallicFactor": 0.159999996,
    "metallicMapUseUV": 1,
    "normalMap": "ice_crack_normals.png",
    "normalMapUseUV": 1,
    "opacityFactor": 0,
    "opacityMap": "ice_decal2.dds",
    "reflectivityMap": "ice_decal2.dds",
    "reflectivityMapFactor": 0.141000003,
    "roughnessFactor": 0.532999992,
    "roughnessMap": "ice_crack_diffuse.png"
    },
    {},
    {},
    {}
    ],
    "alphaRef": 13,
    "dynamicCubemap": true,
    "groundType": "ICE",
    "translucent": true,
    "translucentBlendOp": "PreMulAlpha",
    "translucentRecvShadows": true,
    "version": 1.5
    }
    }
     
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Messages:
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    Materials don't affect physics, only Jbeam does, not only nodes have groundmodels but triangles too
     
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  5. Artistterrymartin

    Artistterrymartin
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    It took me until today to realize what you meant. I don't know what I was thinking when I read your answer but what you said makes complete sense now. Thanks !
     
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