horace {l Wrote}:the exporter still doesn't take the orientation of the physics boxes into account. hiker, have you looked into this?
edit: oh! i noticed a problem with the reset plane. the physics boxes collide with it. would it be possible somehow to ignore the collision for them and only reset the karts?
edit2: is there a keyboard shortcut for taking screenshots?
horace {l Wrote}:i checked out the new exporter. it takes ages to export now. the console outputs lots of vertex normal stuff or something like that (i can't read it - it scrolls by too fast and it didn't finish yet). is this some kind of debug output you forgot to comment out or what is the reason for this?
i also read something about normal problems on the trac. what is this about? physics or graphics related? if you don't want averaged normals everywhere then you have to use the edge split modifier in blender.
i think for consistency the "mass" property should also support strings.
does anyone have an idea already about solving the reset plane issue? an invisible reset plane kind of is necessary there since otherwise you could do a shortcut jump.
horace {l Wrote}:if you press reset while you are on the first quad of an alternative driveline, or if you automatically get reset after the last quad you have been on was the first of an alternative driveline, then you get set to a wrong position. this is a bug i guess?
if you press reset while you are on the first quad of an alternative driveline, or if you automatically get reset after the last quad you have been on was the first of an alternative driveline, then you get set to a wrong position. this is a bug i guess?
What is this wrong position exactly? You should be placed one quad back, so basically where the fork is.
The normals issue has to do with the physics, Joerg started coding an experimental feature where the physics engine uses the normals and interpolates them to get smoother driving. And indeed a process was started to fix normals in tracks
horace {l Wrote}:What is this wrong position exactly? You should be placed one quad back, so basically where the fork is.
you don't get set to the fork but to the start line of the track most of the time. or sometimes to the wrong fork it seems.
maybe it would be best to remove the physics boxes from the track for 7.1? or will the new water already be in there?
btw. the robots that hold the starting banner in xr591 have their normals inverted. should such stuff also be reported on the bug tracker?
horace {l Wrote}:maybe i have a crane model that i could add to the construction site. i don't know if i still find it in my backups. i will look later...
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