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Tracks – Deforming walls
leBluem edited this page May 31, 2023
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Visually deforming walls can be a good thing to set if you’re using soft wall colliders on your track. Note that for them to work you need to enable extended track physics.
; data/surfaces.ini:
[DEFORMING_WALLS_...]
MESHES = mesh0, … ; List of meshes to deform
MAX_DEPTH = 1.0 ; Maximum deformation depth
RESTORATION_LAG = 0.8 ; Lag for wall to get back into its normal shape
DEPTH_MULT = 1.0 ; Multiplier for depth
RADIUS_MULT = 1.0 ; Multiplier for deforming radius
TESSELLATION = 1 ; Set to 1 to use tessellation (usually those walls should not
; have enough triangles otherwise)
TESSELLATION_DISTANCE = 20, 100 ; Tessellation distances from camera; first value for maximum
; tessellation, second for minimum
TESSELLATION_FACTOR = 10, 3 ; Maximum and minimum tessellation factor
ALPHA_MODE = OPAQUE ; ...
When collision occurs, CSP would check for any deforming meshes in the vicinity, and if anything is found would activate temporary deformation with optional tessellation. Once deformation is faded out (based on RESTORATION_LAG
), it’ll switch back to normal shader. You can use [SHADER_REPLACEMENT_...] CULL_MODE = WIREFRAME
to see tessellation in action.
If you have any question or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers