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 IvanThaDriver
 
 

    Joined: 01 Apr 2004
 Posts: 1340
PostPosted: Thu Feb 10, 02:34 Reply to topicReply with quote
physics.lsp from physics.rbz contains all surface info for rbr.

Surfaces are sorted in sections, looking like this :

Gravel_Fine_Deep_Dry ("Gravel_Fine_Deep_Dry" ;id 9, rev 1203

myStatic 1.03
myKinetic 0.99
myStaticSoil 0.94
myKineticSoil 0.90
SinkFactor 0.0000002
SolidGroundOffset -0.01
SoilThickness 0.015
SoilDensity 1100

RollingResistance 0.15

WaterFactor 0.0

BumpFrequency 0.4
BumpAmplitude 0.002

CollMyHigh 0.8
CollMyLow 0.3
eHigh 0.05
eLow 0.02

Type 1


Flags +HARD +VALID
)


-----------------------------------------------------------

Tarmac_Fine_Clean_Dry ("Tarmac_Fine_Clean_Dry" ;id 37, 1203
myStatic 1.54
myKinetic 1.5

RollingResistance 0.05

WaterFactor 0.0

BumpFrequency 0.700
BumpAmplitude 0.0005

CollMyHigh 0.4
CollMyLow 0.2

eHigh 0.05
eLow 0.02

Type 2

Flags +HARD +VALID
)


-----------------------------------------------------------

First example is an example of soil surface (mud, gravel, dirt). It has more values.
Second example has less values. It happens only with tarmac surfaces (no soil).
Although "Tarmac_Fine_Covered_Wet" for instance is considered as a "soil" surface.


For now I discovered :


total grip results as a combination of all values.

3 of them are most important I guess :

- myStatic - bigger number, bigger grip
- myKinetic - bigger number, bigger grip, seems to work in turns more, I can't explain it properly, you have to see for yourself.
myKinetic value is ALWAYS lower than myStatic (although not much).
- RollingResistance - seems to affect slide resistance, bigger number, better grip. Although it may be a setting which determines
when the car's gonna roll over... Nothing sure.

the rest :

- WaterFactor - 0.0 - dry ; 1.0 - wet . Values between - more or less intermediate (0.3 0.7 ...). Straight conjunction with tyre types (slick, intermediate, wet) and how do they perform within certain weather conditions.

- BumpFrequency - How "big" bumps are (bigger value = bigger bumps)
- BumpAmplitude - How "often" bumps happen (lower value - more often)

I still don't know what CollMyHigh, CollMyLow, eHigh, eLow values do.

These are a subject to test more :

SolidGroundOffset - this determines where the "solid bottom is"
myStaticSoil - I think that this is the value taken for current "myStatic" when wheels start to
dig into the upper ground layer (oh, soil Very Happy ). I feel that when game states that
wheels have gone through the soil and reached the ground, it starts to get myStatic value
(which is the only value within tarmac surfaces)
myKineticSoil - as above
SinkFactor - this determines the "swampness" of surface I guess... Confused
SoilThickness - self-explaining
SoilDensity - self-explaining

--------- Surface "types" --------

Type 0 - rough
Type 1 - gravel
Type 2 - tarmac
Type 3 - snow
Type 4 - dirt
Type 5 - grass

... and for instance

"Tarmac_Fine_Sprinkled_Dry" - Type 2 - tarmac handling
"Tarmac_Fine_Sprinkled_Wet" - Type 1 - has "dirt handling"

We take the same tarmac surface section with same tarmac tyres -

setting type 2 results in tarmac handling

setting type 1 results in more sideway handling (like sliding on gravel). So the game has to have a few "handling styles",
a'la dancing styles Wink

That's all. Below you will find all surface names for snow and tarmac. There are a lot more gravel surfaces, so finding it is up to
you Twisted Evil . Oh, after changing some surface parameters, try to mess with tyre files (Michelin\tyres.lsp and
Pirelli\tyres.lsp) and, for instance, take tarmac tyre values and put it to snow tyre values (if you want to drive on Finland
changed to tarmac for instance). Tyres will look like snow tyres, but they'll behave as tarmac tyres.

Addition : Full surface list attached Smile

--------- Tarmac surfaces ---------

Tarmac_Fine_Clean_Dry
Tarmac_Fine_Clean_Damp
Tarmac_Fine_Clean_Wet

Tarmac_Fine_Sprinkled_Dry
Tarmac_Fine_Sprinkled_Damp
Tarmac_Fine_Sprinkled_Wet

Tarmac_Fine_Covered_Dry
Tarmac_Fine_Covered_Damp
Tarmac_Fine_Covered_Wet

__________________________________

Tarmac_Medium_Clean_Dry
Tarmac_Medium_Clean_Damp
Tarmac_Medium_Clean_Wet

Tarmac_Medium_Sprinkled_Dry
Tarmac_Medium_Sprinkled_Damp
Tarmac_Medium_Sprinkled_Wet

Tarmac_Medium_Covered_Dry
Tarmac_Medium_Covered_Damp
Tarmac_Medium_Covered_Wet

___________________________________

Tarmac_Coarse_Clean_Dry
Tarmac_Coarse_Clean_Damp
Tarmac_Coarse_Clean_Wet

Tarmac_Coarse_Sprinkled_Dry
Tarmac_Coarse_Sprinkled_Damp
Tarmac_Coarse_Sprinkled_Wet

Tarmac_Coarse_Covered_Dry
Tarmac_Coarse_Covered_Damp
Tarmac_Coarse_Covered_Wet


--------- Snow surfaces ---------


SnowOnGravel_Shallow
SnowOnGravel_Medium
SnowOnGravel_Deep

SnowOnIce_Shallow
SnowOnIce_Medium
SnowOnIce_Deep

Snowwall
Snowwall_Bottom - this is "SnowOnGravel_Deep" in fact

Super

SurfaceList.zip - 1.44 KB
134 Time(s)




Last edited by IvanThaDriver on Thu Nov 17, 07:08; edited 1 time in total
 

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 black f.
 
 

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 Joined: 10 Apr 2005
 Posts: 908
PostPosted: Wed Apr 13, 06:12 Reply to topicReply with quote
it seems that .mat files are responsable with surface type definition for each
track, using the surfaces ids you mentione before.
here is a sample for school yard with "Tarmac_Fine_Clean_Dry" all over

track-81_M.zip - 484 KB
147 Time(s)


 

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 BWX
 
 

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 Joined: 25 Sep 2004
 Posts: 2720
PostPosted: Wed Apr 13, 10:12 Reply to topicReply with quote
black f. wrote:
it seems that .mat files are responsable with surface type definition for each
track, using the surfaces ids you mentione before.
here is a sample for school yard with "Tarmac_Fine_Clean_Dry" all over


Yeah, people figured that out a long time ago. I remember hearing about it..

so can you change the surface shape?


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 black f.
 
 

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PostPosted: Wed Apr 13, 10:20 Reply to topicReply with quote
that's good, i'm trying to view like bitmap but i'm a little bit "puzzled" Smile ...


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 BWX
 
 

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PostPosted: Wed Apr 13, 10:41 Reply to topicReply with quote
Wireframe?
https://driverheavenuploads.co.uk/BWX/RBR-wireframe/rbr-wireframe-11.png

https://driverheavenuploads.co.uk/BWX/RBR-wireframe/rbr-wireframe-13.png

Laughing


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 BWX
 
 

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PostPosted: Wed Apr 13, 10:51 Reply to topicReply with quote
black f. wrote:
that's good, i'm trying to view like bitmap but i'm a little bit "puzzled" Smile ...


From what I understood they could "paint" on the surfaces, so they wouldn't necessarily be uniform per poly.


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 black f.
 
 

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PostPosted: Wed Apr 13, 10:55 Reply to topicReply with quote
sry, i thought you mean phisics-map's shape...
yes you can change the mesh, that's the reason i'm still here Smile -
but is tough at this moment.

 

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 BWX
 
 

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PostPosted: Wed Apr 13, 11:07 Reply to topicReply with quote
black f. wrote:
sry, i thought you mean phisics-map's shape...
yes you can change the mesh, that's the reason i'm still here Smile -
but is tough at this moment.


Yeah, there is a thread around here somewhere that describes how they could "paint" on the physics to the texture in kangaroo. Don't remember where. Maybe that's not what that puzzle you made a pic of is.. but it looks like it could be..


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 black f.
 
 

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PostPosted: Wed Apr 13, 11:42 Reply to topicReply with quote
--- it seems i have some connection problem here
well, i think, they modeled the ground geometry starting from top view like images, after that they made the phisics map, and refine the texture
but the "best" part is how they split the meshes at exporting time,
like satellite cartography, the grid is made by hand with 100 units spacing,
but you can see how it matches the meshes. the yellow ones are suppose to
be tarmac but there aren't grouped by that criteria, they are trimmed by the grid and mixed together with gravels
one alorithm can be:
- take all the vertices from one of the grids "eyes" and build the
vertex_array;
- make a face_array from faces with the same material, in the same "eye" of grid;
- if there are different materials on faces then make multiple face_array but indexing the same vertex_array.
- are you still here? Smile -
the real hell begins with mud,water etc. when you can find almost mixed together vertex_array with variable count of DWORDs per vertex, without,
separators or size specs.


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 stenyak
 
 

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 Joined: 04 May 2003
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PostPosted: Wed Apr 13, 15:41 Reply to topicReply with quote
black f. wrote:
but the "best" part is how they split the meshes at exporting time,
like satellite cartography, the grid is made by hand with 100 units spacing,
but you can see how it matches the meshes. the yellow ones are suppose to
be tarmac but there aren't grouped by that criteria, they are trimmed by the grid and mixed together with gravels
Could it be done that way in order to make streaming easier? I have no idea if RBR streams track data, but it could be an explanation...

black f. wrote:
- are you still here? Smile -
Uhh... nope hehe. What do you mean with "eye"?


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