Herr Otto Partz says you're all nothing but pipsqueaks!
Quote from: Matei on Yesterday at 08:45:30 AMIndeed, the low detail element for the road on the hill has kerbs, but the car doesn't interact with them in any way. That's really annoying. Can GAME.RES/PRE be modified to fix that? Just asking.
Quote from: alecu on October 15, 2024, 06:11:12 PMIn my country (Romania) the beginner symbol at drivers was
4: #define TILES_TO_DRAW_COUNT 80
76: /*{ -6, 4 },
105: { 5, 3 },*/
484: if (lookahead_tiles_supersight[si].depth
485: + 2*lookahead_tiles_supersight[si].width <= 2)
744: tile_det_level = tile_detail_level[si];
Quote from: Duplode on Yesterday at 02:36:22 AMIn any case, if our expectation is that the graphical models match the contact models while driving, our concern will mostly be with the high-detail models, as they are the ones used for the track element you are driving on at any given moment.
QuoteThe graphical model, however, only controls the looks of the element. Actual physical behaviour is determined by a physical model. The physical model is only partly stored in resource files.
QuoteThis would be a sensible way to solve it, but it is not what Stunts does for the u/d cork contact models.
Quote from: Matei on August 19, 2025, 09:36:43 AMThe car in Stunts moves like on zbtu*, not like on btur.
* the original zbtu
Quote from: Matei on August 19, 2025, 09:36:43 AMQuote from: Duplode on August 19, 2025, 07:08:14 AMThe contact models closely match the high-detail graphical models
No, see first attached screenshot.
Quote from: Matei on August 19, 2025, 09:36:43 AMSince Mr. Hernove fixed the rendering, because the low detail models were also seen in-game while driving, at larger distances.
Quote from: Matei on August 19, 2025, 09:36:43 AMQuoteThe graphical models of the u/d corks have glitchy non-planar quads, which don't make sense in a contact model.
Non-planar quad means 2 triangles, so no glitch.
Quote from: Matei on August 19, 2025, 05:57:50 PMQuotethe game chooses the low-polygon version under the condition (var_FC != 0). I could have patched away the corresponding if instruction, but I found it easier to fix the value of the variable to 0.
Can I put the value of the variable back where it was? If so, where and how?