Raydium 3D Game Engine
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Track Editor Related Problem..
https://memak.raydium.org/viewtopic.php?f=10&t=569
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Author:  MortenJacobsen [ Fri Oct 06, 2006 8:20 am ]
Post subject:  Track Editor Related Problem..

Hi..

First of all let me congatulate You with an exceptional
nice & fun game..!!

I have a tech related question, i really hope You can help me with..:

One of my close friends are working on a track editor himself,
but have gotten into some problems, maybe easy to solve..??

What does work fine in his editor..:
When placing brick of the same surface like grass together side by side.

The problematic part...:
When placing bricks of lets say asphalt / tarmac & grass
side by side, then graphical incompabilities happen when
testing the track...

In other words, any good editor should be able to place
different sort of surface bricks side by side without any problems..

But what is he doing wrong...???

Im sure that the Grass & Asphalt / Tarmac surface brick has
different data measurements & thereby having a hard time
working together side by side - when testing a build tracks..

But there must be an fairly easy solution - that all Track editors use
for complete freedom of placing different sorts of bricks
side by side - without any Gfx incompabilities then testing a track.

Really hope that You guys know the answer to this annoying issue,
or have some tips of excellent documentation or source code that
might help him out..

Most Kind Regards.
Morten Jacobsen... :D
--------------------------

Author:  Xfennec [ Fri Oct 06, 2006 8:27 am ]
Post subject: 

Hi,

Well, I'm not sure to understand your problem ... Can you post a screenshot of this ?

Author:  MortenJacobsen [ Fri Oct 06, 2006 11:39 am ]
Post subject: 

Hi & Thanx for a very fast reply..!!

I will request him for a screenshots of the issue, but i more
information here that might sched light of the issues he is having..

The problem lies in the physics definitions of the gfx objects..

The way he think of the solution is to sit down and sort alot of
very advanced algabra out - for manually physics definitions
of the different sort of gfx objects - object by object etc..

Like a grass surface object having different physics measurements
than a mountain object have..

Im sure that there must be an fairly easy way of defining the
physics of the different gfx object - besides to do it via
self studys of advanced algebra / math..

Im thinking about maybe some good documentation for this issue,
maybe some nice source code examples or some dev librarys
of data examples, that all other Track Editor developers just
use to save alot of valuable gfx object physics definition time.

I hope this explanation of his current problems is far better
described than my first posting..

Looking very much forward to any help or tip, in which direction
he should look for finding the answer or finding further usefull help..

Thans alot in advance,

Most Kind Regards,
Morten Jacobsen..:D

Author:  Xfennec [ Fri Oct 06, 2006 3:29 pm ]
Post subject: 

I'm really sorry, but I don't have a clue about your problem ;) Currently, almost every ManiaDrive blocks are "compatible" between each others (except a few mountain blocks). But it seems that's what you're talking about ? Do you have any example ? (two incompatible tri files, or an sample MNI file, ...)

What sort of documentation would you like ? What do you mean by "defining the physics of the different gfx object" ? (Procedural blocks ?)

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