I am making a small terrain, with a background terrain with hills, but I want the vehicles to contact the small terrain and not the background terrain. Currently the small terrain is not contactable but the background is. How do I fix this?
That can cause issues (having more than 1 terrain block). Maybe try using a mesh instead (like the Baja Hills map), or try adding the main terrain AFTER adding the "ghost/background" terrain.
Hmmm... I dunno how to do a mesh, and I've already started to work on the main terrain. I think what I'll do instead is double the size of the main terrain, have the track in the middle, and mountains around it.
Send me the backround terrain's heightmap, and I'll see what I can do (the whole level would be helpful) i can't do anything today, but tomorrow i will be able to
OK. I will send the PM asap. And I imported the heightmap into BeamNG with a lower highest elevation value to make the mountains into hills.
Probably need to take the second terrain heightmap into another program and export it back as a .dae mesh. I'm noobing on this myself.
If you are looking to have a "distant terrain" it's probably better to make it a mesh and avoid potential headaches using two terrain blocks. Meshes have collision too. The collision issue with dual terrain blocks would probably necessitate creating the level you want to drive on LAST as that is the one Torque would assign collision to?....not sure. Seriously, do the mesh route, you won't regret it. As I learn how to do it I will pass on the info when I can.
Uh, have you tried reopening the in game editor? Somehow, terrains you edit in game have no collision until you reopen the editor.
I was having a problem like this when I was just trying to edit gridmappure a bit to have a small blocky area to see how cars could drive on it and how small the boxes should be for a car to handle, the cars just fell through the ground onto a second layer that I didn't even want to exist.
Losing collison with your single or primary terrain is common, that's why you pause physics during edits. When it's time to playtest, simply F11 back out of the editor and unpause physics. Pause again, F11, rinse, repeat. What gigawert is running into (insert collision pun here) is a different problem. AFAIK the only terrain which has collision is the last terrain T3D loads. The fix is very simple: Load your map with all terrains. F11 into the editor. Switch to the Object Editor (F1) - this is the normal edit mode with the Scene Tree on the right. Expand your mission group (in the Scene Tree) and find all of your terrains. For convenience you may want to move your terrains together on the list using drag-and-drop. Pick out the terrain you want to have collision and make it the lowest terrain on the list. Again, use drag-and-drop to change the order of the list. Save your level. Unload your level (File -> Exit Level). Load your level again from the level selection screen. Viola. In other words, just make certain that the terrain which you want to have collision is the lowest terrain on the Scene Tree / Mission Group list. Changes will not take affect until the level has been completely reloaded (eg toggling F11 will not do it). Of course you can also do the same thing by changing the order of the terrains inside your *.mis file using Notepad++.