#Vehicle Track System

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clever ice
shell hedge
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That pretty cool 😄

fading heath
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Is this still using prefabs? Looks way better

clever ice
fading heath
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Ah yeah I see it now. Are you open to suggestions on the visuals?

clever ice
fading heath
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Okay a few galaxy brain ideas:

  1. Spawn the prefab under the ground and move it upward over a few frames, it will look less abrupt
  2. Scale or move the prefab higher or lower based on the mass of the vehicle - jeep could make small dirt trails, truck could make bigger trails
  3. Randomize the angle between 0 and 180, and add random angle between -2,2 degrees along the yaw axis to make it look a bit less repetitive
  4. Fade away or sink over time and garbage collect
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Idea that probably wont work but would be cool if it did - attach particle emitter to wheels (maybe through script getting wheel position and size) and use prefab particles somehow to make the system maybe more performant

Also 5. I dont know if you only do this for dirt but I would expect this effect to not come up when driving over concrete

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If you have infinite time, multiple prefabs that are in a straight line could be replaced by one prefab that's longer, idk

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Would be cool if we had access to shaders

clever ice
# fading heath Okay a few galaxy brain ideas: 1. Spawn the prefab under the ground and move it ...
  1. Adressing your first point this is what i made to make it not so abbroupt but i need a better way to inforce it. It spawns a tiny prefab that covers the track. see video
  2. Since they are prefabs attached to the vehicles thats very easy just by making a new trail in blender. Also can enable my on delete hit detection so when you drive over the track it deletes that part.
  3. that could maybe work
  4. already have a time function and a max spawn limit per vehicle.
  5. yes have a detection system that can tell what you're driving on, just features ive toggled off now because of testing
fading heath
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Yeah the prefabs spawn very abruptly, if you spawn it underground and use frame event to move it upward to intended position fast it will seem less sudden

clever ice
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wont frame event be costly to run on servers?

fading heath
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On servers I would expect this to not run at all

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Might blow up replication

clever ice
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yeah, so the road creation uses splines that it generates and adds to it like you would normally do in editing tools. So i had an idea where you visually saw the prefabs being spawned like now, but it too uses splines to generate the visual road tracks, or is that also replication problem? https://i.imgur.com/74h7fk4.jpeg

fading heath
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If the dirt prefab itself has a rpl component and is streamable then it might have some consequences when players enter its streaming range

clever ice
# fading heath If the dirt prefab itself has a rpl component and is streamable then it might ha...

What if the tire tracks are created locally just for the player (no RplComponent, so they don’t get networked), but at the same time we record the path behind the vehicle? That path could build a spline on the server side, and the spline would then spawn the track prefabs like we normally do in the editor.

So basically:

Local = instant visual tracks around the tires, player-only.
Server = builds a spline from the player’s path, with an RplComponent, which then spawns the replicated tracks for everyone to see.

fading heath
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what does that spline actually do?

grim ibex
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This looks sick man !

fading heath
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Oh wait do you mean rpl sync the spline only and generate the prefabs when in range? Fair

clever ice
clever ice
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@fading heath ive also played around with another idea, that would be to have the X amount of these prefabs preloaded into the game. then move them around. Then we dont need to worry about rpl right?

fading heath
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I mean kinda have to tell the clients where to put them, but maybe just position is less network traffic

heady harbor
# clever ice

i should have known its you making these awesome things steffen

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everytime i see something cool its you hahaha

clever ice
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this here might be better than what ive made with the raised trackes, so might opt to go away from it because of replication issues and all

grim ibex
grim ibex
worldly horizon
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damn that's awesome you got it to remove the grass, do you think bushes are possible?

clever ice
clever ice
small gulch
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Does this work on other maps or only on vanilla

fading heath
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This is the best mod of all time. Easy MANW win.

clever ice
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Update:
-All trucks has tracking now
-Changed so it only spawns offroad(not on dirt roads too as it used too or overlapping on itself)
-Engineer trucks can build roads(remeber to make a path first)

clever ice
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Modified it to keep a little in the middle of the track too

worldly horizon
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very nice detail

pastel belfry
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peak

hidden linden
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i was playing 1.6 on exp and some random guy told me there was someone working on a dynamic dirt road mod.
and i just had to give kudos! accept the cat kisses!CatKisso

clever ice
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Improvements to the tracks are being worked on now. A bug made it not work completly as intended. But this will make it a lot more optimzed. Live test on the MARS server showed there is performance issue when many many spawn and some overlaps. So a cleanup feature is in place, but i suspect it was because of overlapping prefabs(even though ive made it so it shoulndt do it). But now it should soon work even better https://i.imgur.com/JJ6NBLT.jpeg

fierce drift
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Will this be based on vic weight?

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IE heavier vics will create tracks

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also IMO 5 tons should flatten grass under the wheel and that the track mark should be fainter in a sense

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then if another 5 tons rolls over the same track it'll create the track texture we have now

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when will it be applied to LAV and BTR?

clever ice
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Improvements made to the track system, now can be controlled by individual tiers. only applied to the front wheels here. With draw distance improving performance

clever ice
clever ice
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now if one wheel is on a disabled terrain but the other is on a spawnable terrain it will spawn for the one track only

signal whale
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Question what vehicles can work with this mod

clever ice
clever ice
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Ive decided to split my mod into two, reasons so that if people want only the track part on vehicles and not the roadmodding its simpler.
The parts will be:

  1. Vehicle track system: Only contains the tracks that appear behind vehicles
  2. Roadforger: Building roads, clearing paths, engineering vehicle(s), harder offroad terrain and fuel consumption,
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Vehicle Track System

cloud gust
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Could you not make a cement truck to make like paved roads? I feel like you’re on to something lol

clever ice
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Simulated diff-lock just for testing. But will redo the terrain parameters so driving off road will be harder costing more fuel, and then option to use difflock on vehicles at the cost of more fuel

ripe crag
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does it work with the winter terrain mod

clever ice
sage flame
ripe crag
meager zephyr
clever ice
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i thought the shell casing hitting the ground was very low so i played with the audio a bit

quick steeple
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hi mate @clever ice, i wanted to report that your mod has a bug that exaggerates the noise of the M16A4 weapon shells and other automatic weapons such as light machine guns

we have temporarily removed the mod until this is fixed because it is a very annoying noise

clever ice
quick steeple
clever ice
proven bone
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Hi, since the last update the Server spawns this log every second:

WORLD : UpdateEntities WORLD : Frame SCRIPT : No config for terrain: CONCRETE - using base friction SCRIPT : ↻ Restored base friction values

clever ice
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will turn it off and update

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Updated now

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@proven bone what server are you running it on?

proven bone
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It's on my KDII public server (#1)

clever ice
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Terrain drag. They have it setup for in game to have rolling resistance but its not active, so made my own

proven bone
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Is it persistent ?

primal venture
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Hello, does this remove bushes it drives over?

nocturne oriole
lethal spoke
severe sentinel
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I'm curious if you're able to do something like this, would you be able to set up a spline that would be able to affect the terrain while the game is running live. If generation of a spline works the same way as the end game engine does it might even be possible to have this as a trench digging system.

What do y'all think?

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This brings up the question of how you're able to make this function in the first place, if you're able to have a spline basically follow the vehicle as you're driving,

would you be able to have it in front of the vehicle?

If you had it adjusted into the ground and had it affect terrain when it also have the same effect as it does within the editor? That's the big question I have to think of because if you're able to make a functioning spline while the game is running live that means you should be able to still alter the terrain at the same time and the same manner that splines normally do, and if done right with the perfect settings it should allow for a trench to be formed that's proper without reinforcements. Or even if you were to make a trench using the sandbag system at in one of the updates having a spline underneath it allowing it to be able to be recessed into the ground properly might also be functional.

clever ice
clever ice
# lethal spoke

that terrain is just a dirt with a another texture or something on it, not a bug just not a detectable terrain.

severe sentinel
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if it cant effect terrain, can it build upon it useing a spline, For example, If you had an engineer vehicle that when you turnt on the SPline Duplication started building a spline with a trench line behinde you and when you ended the spline definition it would end cap the trench properly

clever ice
severe sentinel
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It also for a start prefab, a end prefab and a run prefab

lethal spoke
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There seems to be a bug where soviet trucks will roll as if the parking brake isnt engaged while the engine is off, and the vehicles also have a small jiggle when they are stationery, enough so that the Command Truck will be disconnected after 5 mins or so if the terrain isn't flat