best choice for track in car game

ghiboz

27-05-2007 01:59:19

hi!
what is the best choice to make a track in a car game??
i need some big tracks: like 20 or more km, but only around the road...
now I've used a static body, works fine for the physics, but I've these problems:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=32404

is right, I try to solve it or is a better way??

regards to all!

:wink:

daedar

27-05-2007 07:39:44

If your question is "what kind of terrain should I use?" the answer is certainly PLSM2.

ghiboz

27-05-2007 21:34:33

If your question is "what kind of terrain should I use?" the answer is certainly PLSM2.
thanks, and is possible to integrate with the Nx ambient?
regards! :wink:

daedar

28-05-2007 08:38:03

Yep I'm using PLSM2 with NxOgre for my ADoC project, works fine!

ghiboz

28-05-2007 09:00:06

Yep I'm using PLSM2 with NxOgre for my ADoC project, works fine!
good...
have you got some simple sample to understand??

thanks! :wink:

daedar

28-05-2007 10:11:04

There are samples in the PLSM2 package, first try to have it working and then you could try to have NxOgre work with PLSM2.

ghiboz

28-05-2007 23:33:09

argh!
but I don't think that is a good way...i must create a texture enormous to have a good detail, now the texture is ripetitive, so only a square cover all the grass for example! :cry:

betajaen

28-05-2007 23:35:47

You should look at texture splattering and uv scaling.

Toby

29-05-2007 22:38:37

I use a static body for my tracks. I habe not this problem, check your normal texture in your modeler.

ghiboz

29-05-2007 23:11:49

I use a static body for my tracks. I habe not this problem, check your normal texture in your modeler.
i tried but after some meters, the track go invisible...
i don't know how....
i read, and I suppose that using plsm2 seems to solve this :wink:

betajaen

29-05-2007 23:18:13

PLSM2 would be a good choice.

I believe Grom has been working on it, but in theory it's not hard:-

Basically you have a static body per terrain page. You pass that image on as a terrainShape. Once you move around PLSM2 will move around the pages automatically, it's your job to mirror that movement in NxOgre.