It seems there might be more to the model placement than just co-ordinates. I was just messing around with the Forgotten Road heightmaps changing the part where the little town is to white (highest point of the map) and black (lowest point of the map) and both times parts of the town would move up or down to stay on the surface and the black flooring would stretch up or down, so it seems maybe there's a part of the game engine that forces all models to be placed on the ground, not above or below it.If that is the case, then maybe the reason some of the models in your map viewer are levitating above the ground is because it doesn't have this function. It would make sense for them to save effort by putting trees wherever as the game would put them in the right place anyway.
Quote from: RIGS_ARE_WINNER on 18-07-2009, 18:31:32 PMIt seems there might be more to the model placement than just co-ordinates. I was just messing around with the Forgotten Road heightmaps changing the part where the little town is to white (highest point of the map) and black (lowest point of the map) and both times parts of the town would move up or down to stay on the surface and the black flooring would stretch up or down, so it seems maybe there's a part of the game engine that forces all models to be placed on the ground, not above or below it.If that is the case, then maybe the reason some of the models in your map viewer are levitating above the ground is because it doesn't have this function. It would make sense for them to save effort by putting trees wherever as the game would put them in the right place anyway.You're right. I just forgot to mention that the Y value is always around 0 in the sco model files. Big rigs places the models at the correct height when it loads the terrain. The X and Z coordinates never change though. The trees in my map viewer just don't place correctly because of a bug in my code, not because of Big Rigs.
it's code is flawless
Just wanted to give everyone an update. I've now implemented Big Rigs that go up any incline, never obey the law of gravity, infinite backwards acceleration, and other super-realistic vehicle physics. The next release will also feature an ingame menu system for choosing tracks and your rig. Should have it out to in the next couple days.
This is very and it is the second best thing I have played, beaten only by the real brotrr. Finally there is a new piece of software that implements Rig Physics instead of the inferior real life physics.One question, do the rigs have a reverse speed limit? I was able to reverse at a good speed but after a while it didn't seem to be getting any faster.Also the rigs' turning circle seems to be too large, the rigs in brotrr were capable of performing very sharp turns (thus enabling them to do the infinity reverse spin). But only a small issue that does not detract from the WINNERNESS of your work.