Hey, AFter adding a road tool mesh to my level, I discovered there is no collision on it. After searching the forums here for a solution, I found nothing. Expanding my search i came across this thread on the GG forums. ...problem is, i'm not a coder. lol http://www.garagegames.com/community...wthread/130181 If someone could implement this into the build, that would be awesome !
This looks interesting I hope a dev looks at this and sees a possibility. Would be perfect to use the road mesh tool instead of painting a rough surface with a road image.
I have a map on the making full of road meshes... I stopped working on it because there is no support for them and I don't feel like remaking all the roads....
This will not work since we do not use PhysX. We are aware of this problem and will fix it at some point - stay tuned
kk thanks. I was actually going to use the MeshRoad tool to make Guardrails. The link I posted also has code for the Bullet physics system as well as Physx. "I implemented collision on meshRoads a while back, I went the mPhysicsRep route though, allowing the use of PhysX or Bullet in meshRoad.cpp view plaincopy to clipboardprint? MeshRoad::MeshRoad() : mTextureLength( 5.0f ), mBreakAngle( 3.0f ), mPhysicsRep( NULL ), //added mWidthSubdivisions( 0 ) {......... void MeshRoad:nRemove() { SAFE_DELETE( mPhysicsRep ); //added ............ void MeshRoad::setTransform( const MatrixF &mat ) { ......... ......... Parent::setTransform( mat ); if ( mPhysicsRep ) //added mPhysicsRep->setTransform( mat ); //added void MeshRoad::_generateSegments() { ........ ........ ........ if ( isClientObject() ) _generateVerts(); //DS PHYSICSREP ADDED if ( PHYSICSMGR ) { ConcretePolyList polylist; if (buildPolyList(PLC_Collision, &polylist, getWorldBox(), getWorldSphere())) { polylist.triangulate(); PhysicsCollision *colShape = PHYSICSMGR->createCollision(); colShape->addTriangleMesh( polylist.mVertexList.address(), polylist.mVertexList.size(), polylist.mIndexList.address(), polylist.mIndexList.size() / 3, MatrixF::Identity ); PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" ); mPhysicsRep = PHYSICSMGR->createBody(); mPhysicsRep->init( colShape, 0, 0, this, world ); } } //DS END ADDED } and in meshRoad.h at the end view plaincopy to clipboardprint? ........ ........ ........ Vector<MeshRoadConvex*> mDebugConvex; PhysicsBody *mPhysicsRep; // added }; #endif // _MESHROAD_H_ Not sure if this is useful or not.
I would like to know, but is there anyway for a user to implement this in game? because I would love to know. also I am sorry for digging up this old grave, but I have been looking around about this issue.
Can't wait for this fix. I'm too bald to pull any more hair out making smooth banked curves : P From the looks of it no. Unless you have the source code to beamng/torque.
sorry if that was a dumb question btw, i just don't know alot about code (i know some but not enough to script very much)
I know I'm bumping an old thread here and replying to a very old message but as far as I'm aware the feature still isn't implemented, and it beats making a duplicate thread. Any update on mesh roads being officially implemented? Making smooth roads in game is incredibly hard and I'm not sure how to import 3d models into in-game roads. I'm sure this isn't exactly right around the corner but it would be cool to know how far up (or down) the list of priorities it is.
Honestly if your skilled at a sketchup you can easily make a mesh and port it. There is a tutorial for sketchup importing and it's very easy Sent through the stars by my Galaxy with a Note for you!