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    List of mods using legacy Cg shaders (risk analysis)

    I was using a cg script to alpha splat buildings for a terrain I was working on, then I gave up fighting with it as there was talk of the new Ogre engine making it out dated. It let me use RGBA to map high res textures to a low res colour map over the building and then add baked AO over the top...
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    OpenGL v Direct X Normal maps

    As a long term user of Linux, Blender and Rigs of Rods I've been trying to get my head round normal maps not working as expected. Turns out Blender and OpenGL use the opposite Y direction from Direct X. This means that bumps are shown as hollows, and vice versa. So it was nothing to do with...
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    Blender Heightmap????

    You need to set the camera type to orthographic, see if the Blender docs help clear it up. https://docs.blender.org/manual/en/latest/render/cameras.html For large terrains you need to make sure your view properties are set with a large enough clipping distance that you can see the extents of...
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    Blender Heightmap????

    What do you need to know? I can try help. I've used L3DT and Blender to make heightmaps. Also see my post: https://forum.rigsofrods.org/threads/tutorial-how-to-export-height-map-from-blender-to-ror.3073/
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    Creating waypoints for meshed map (f1_tesstrack) with Blender

    Its probably easy to export a list of the vertices using python and the blender console. I was using that method to get x,y,z positions of objects. Based on using this: https://blender.stackexchange.com/questions/161276/saving-and-loading-object-name-location-and-rotation-of-a-selection I...
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    opensource engine simulation

    Just watched this on YouTube: It's all kinds of amazing. This kind of thing could revolutionise RoR vehicle engines. Though I imagine the current implementation has way too much overhead! Just sharing because it creates accurate sound, torque/horsepower curves, and other outputs in real...
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    What's up with development

    I tired to use the inbuilt bump mapping using rigs-of-rods/resources/materials/general.material, but I obviously do something wrong, as although I get the bump mapping I don't get the PSSM shadowing. I don't know how to combine the bump effect in general.material with the RoR/Managed_Mats/Base...
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    What's up with development

    I wish I could get my head round shaders. I try and try and always mess something up. A default set of shaders would be absolutely amazing for modders, and somewhere somehow a lot of them are in RoR, but not exposed to users. I don't know enough about the code to figure out where? The water...
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    Performance: Batches v Tris

    @only_a_ptr Thanks for getting back to me, and the link, sorry for my delay in replying. I fall in and out of love with RoR and making maps. I seem to find more problems than I overcome, I want to make larger maps, but a combination of the single page limit, the light map not covering the whole...
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    Real world map to game terrain (osm2terrn2 Project)

    As an example of the difficulties I experienced: to make this bridge to 1:1 scale for a terrain derived from OSM it needed to be just over 1km long. Same size as some existing maps!
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    Real world map to game terrain (osm2terrn2 Project)

    This is something I looked in to, but real scale maps get a bit boring, due to the time taken to get around. I saw a lot of games use scaling, so one of the commercial truck sims scales towns and cities to 1/3 and motorways to 1/10. This then makes a lot of work for picking what streets to keep...
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    Can anyone help me get LODs working?

    Can anyone help me to get the lods working in the attached file please?
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    Performance: Batches v Tris

    My laptop is a bit of a potato, but I noticed batches seem to have more effect than triangles, when looking at the stats shown by pressing F. E.g. MitCity with 3,000,000 triagles and 300ish batches is more than 3x the speed of the community map with 900,000 triangles and 750+ batches. What is...
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    How do i make a mod for RoR?

    UV mapping is defining co-ordinates on your model to map the textures too, if you are completely new to it all I would look at one of the many tutorials on youtube. Start with learning to make a mesh (the 3d shape in space) You can then get your basic mesh in to RoR to play about with. Next...
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    [solved] Poor terrain collisions

    Actually, that was a coincidence. I discovered the real issue was the normals texture applied in the first layer of the page-0-0.otc
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    Released Tutorial: How to export height map from Blender to RoR

    Blender 2.9 has awesome sculpting tools. I thought I would show a quick way to get a terrain sculpted in Blender in to RoR. I'm assuming you know Blender so this isn't hugely in depth. This terrain was worked on in L3DT Pro and then refined in Blender. The first stage is to assign a material...
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    [solved] Poor terrain collisions

    It wasn't defined at this stage. I scaled it down to 1 pixel < 1m and all is resolved. I'll just make a smaller terrain.
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    [solved] Poor terrain collisions

    With a large terrain (where 1 pixel in height map = 2.4m in game) using a png height map the visual terrain and ground collisions don't always line up. Is there any tweak to terrn2 or otc I can make to improve this? Meshes at this size still have the correct collisions so I assume it's to...
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    I'm a little lost

    This is my odef. I have tried different letter cases and in different maps and no joy. I have a large map and because any page where X or Y >0 doesn't have collisions I was trying to use tiled meshes over a flat map instead of tiled height maps, but without LODS there is no point in progressing...
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