#Place to discuss Track Surfaces, and Weather, (snow, mud, rain etc)
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Place to discuss Track Surfaces, and Weather (snow, mud, etc)
Place to discuss Track Surfaces, and Weather, (snow, mud, rain etc)
it will be so awesome to have procedural terrain and procedural weather so the track starts dry but then it starts raining or snowing, and the track gets more slippery over time
Bro I really want to see rain and fog turn on ability on the maps
ah forgot about fog i want to see that too
rainy thunderstorm at night would be amazing
Hell yeah💯
i would love some maps set in the snow like in flatout 1
Definitely, would make it much more varied having a couple of snowy tracks to play on
Wrecks leaving extremely slippery oil slicks for chaos on the tarmac (added elsewhere but hope this suggestion fits in to this thread!) The original Carmageddon had this feature..
should have good old typical Finnish Peltoralli-Endurance in wintertime. Racetrack on farm field, but ice+snow track
Maybe have it so the oil dissolves after a couple of minutes as and oil slick in the middle of a corner would get annoying after a bit
night time events in rain 🙂
Holy, that is great, lmao
I know these aren’t easy things to implement, but I think it would be good for them to add more environmental simulation systems to further differentiate it from the first game once development reaches a point where they can add new features. Some of the things I think would be great to see include deformable surfaces like mud or snow, and water that actually makes a difference when driving over it, allowing for wet tracks with rain or small streams crossing the circuit. Basic wind simulation as well—that is, having a simple vector indicating wind direction, with that vector acting as a minimal force that slightly helps or hinders the car’s speed. Also a wake/slipstream vector so cars driving behind others gain a small benefit (obviously with a minimal factor). The idea is for this to be more noticeable when cars are a bit faster due to upgrades, or on longer tracks where these differences stand out more.
Additionally, it would be great if 3D audio took wind vector direction into account to improve immersion, and finally if vegetation had animations that respond to the wind direction. Speaking of vegetation, it would be nice if small trees had levolutions or moved slightly when you drive over them, so they don’t feel like purely decorative objects, or so that, for example, a very small tree doesn’t bring a car to a dead stop at 100 km/h. Another thing I would change is glass behavior: instead of relying on damaged textures, it could have a different deformation model than metal, where it cracks into sharp fragments and only parts of it break off. The edges could turn whitish, removing the need to rely on just two textures.
So I was literally just wondering about this, but how much trouble would it be to add fully deformable track surfaces, so that skid marks, instead of disappearing in front of you like they do now, actually stayed on the track? I'm guessing this would be a pretty massive memory usage if it was implemented. Maybe after a certain number of laps, they could disappear again, idk, just a thought.
Are events even long enough to justify weather building up over time? IMO it makes more sense to just have rain/snow/etc as a weather option for tracks