Ruud added a feature so that you could define splines simply for the AI to follow, and use the mesh as the surface to drive on... so you could thus have bumps, a cambered road or the splines pass through lots of different materials and surfaces and the car would follow the mesh and not the smooth splines.
However, I can't seem to get it to work.
This is an example of how I'm using it...
lines
{
count=1785
paint_start=0
paint_end=1784
use_mesh_hits=1
}
I have a nice high poly road surface with a crown to the surface, and off-camber bends with bumps in it etc. I also have a straight flat road model to build my splines off.
Right now my car is sinking through my nice road and on to the splines underneath no matter what I do.
In an extreme case on another track, my splines are 10m under the mesh surface and the AI somehow magically drops down onto these after a minute or so, then starts racing around in mid-air on the splines!
In either case, the splines seem to be taking control even though I have flagged use_mesh_hits as 1!
Splines still seem to be rather evil. So much potential, but they seem to be hard coded to want to take over.
Great for when tracks had very few polygons but today the splines are the limiting factor
Dave
However, I can't seem to get it to work.
This is an example of how I'm using it...
lines
{
count=1785
paint_start=0
paint_end=1784
use_mesh_hits=1
}
I have a nice high poly road surface with a crown to the surface, and off-camber bends with bumps in it etc. I also have a straight flat road model to build my splines off.
Right now my car is sinking through my nice road and on to the splines underneath no matter what I do.
In an extreme case on another track, my splines are 10m under the mesh surface and the AI somehow magically drops down onto these after a minute or so, then starts racing around in mid-air on the splines!
In either case, the splines seem to be taking control even though I have flagged use_mesh_hits as 1!
Splines still seem to be rather evil. So much potential, but they seem to be hard coded to want to take over.
Great for when tracks had very few polygons but today the splines are the limiting factor
Dave