Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: Birel-Rotax 42 on May 09, 2018, 12:12:39 AM

Title: 3D Kerbs: How to Avoid the Unanswered "Off Throttle" Bug
Post by: Birel-Rotax 42 on May 09, 2018, 12:12:39 AM
Hi all, after a couple tests of 3d kerbs, I've found a way to have beautiful outside kerbs that are also functional.

The method involves 3ds Max's path deform modifier, which you use to deform your kerb to a spline on the edge of the track. When you model your 3d kerb, also model a plane that has about as many length vertices. This makes sure that the surfaces are a match for each other when using the path deform modifer. It should look something like this:



You will use path deform and then collapse the modifier to leave you with just an editable poly. From there, I recommend shifting the plane down by 0.0025m, as seen in the picture:



This is a good balance between usable runoff and realistic handling on kerbs.

Name both objects "TRKKERB"

When exporting, export the .trp file with both the kerb and plane present. When exporting the .map file, export only with the 3d kerb, without the plane on top.

For 3d inside kerbs, it is probably best to make the plane lay above the 3d modeled surface to avoid the kart's chassis catching on the 3d geometry. It should look something like this:



Let me know if this helps or if you have any questions!
Title: Re: 3D Kerbs: How to Avoid the Unanswered "Off Throttle" Bug
Post by: Ozzy_UK on May 09, 2018, 08:12:25 PM
Thanks for the write up! Super useful!
Oz
Title: Re: 3D Kerbs: How to Avoid the Unanswered "Off Throttle" Bug
Post by: AidenKempf on May 11, 2018, 06:25:32 AM
Quote from: Birel-Rotax 42 on May 09, 2018, 12:12:39 AM
Hi all, after a couple tests of 3d kerbs, I've found a way to have beautiful outside kerbs that are also functional.

The method involves 3ds Max's path deform modifier, which you use to deform your kerb to a spline on the edge of the track. When you model your 3d kerb, also model a plane that has about as many length vertices. This makes sure that the surfaces are a match for each other when using the path deform modifer. It should look something like this:



You will use path deform and then collapse the modifier to leave you with just an editable poly. From there, I recommend shifting the plane down by 0.0025m, as seen in the picture:



This is a good balance between usable runoff and realistic handling on kerbs.

Name both objects "TRKKERB"

When exporting, export the .trp file with both the kerb and plane present. When exporting the .map file, export only with the 3d kerb, without the plane on top.

For 3d inside kerbs, it is probably best to make the plane lay above the 3d modeled surface to avoid the kart's chassis catching on the 3d geometry. It should look something like this:



Let me know if this helps or if you have any questions!
Was the curb under the bridge pf??