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AI and collision objects
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AI and collision objects
Any solutions to AI passing straight through collision objects such as guardrails, walls, and tyre barriers
I've set all objects as collision objects, ensured corridors do not run out of track limits, but on some corners (street circuit) AI can run wide and pass through trackside walls
Thanks for any help.
Using BTB and 3DsimEd for GTR2
I've set all objects as collision objects, ensured corridors do not run out of track limits, but on some corners (street circuit) AI can run wide and pass through trackside walls
Thanks for any help.
Using BTB and 3DsimEd for GTR2
Caribstu- Posts : 30
Join date : 2017-11-07
Re: AI and collision objects
Setting obj to collision does do nothing as long you didn't run rF1 aiw editor to regonize them. The AI needs the information that there is a wall etc...
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Wilhelm Hudetz
Irontower- Posts : 337
Join date : 2016-08-25
Age : 68
Location : Vienna, Austria
Re: AI and collision objects
I'm not using the track in rF... it's a track for GTR2.
I had forgotten to change the material mapping from roada to cemwall and twal. Thought that was the issue but turns out it's not.
.....
I had forgotten to change the material mapping from roada to cemwall and twal. Thought that was the issue but turns out it's not.
.....
Last edited by Caribstu on Tue May 28, 2019 8:16 am; edited 2 times in total
Caribstu- Posts : 30
Join date : 2017-11-07
Re: AI and collision objects
OK. Here's a video link and at 4:05 -4:06 you can clearly see an AI go off track through the wall and back through it to come on track. As if the wall is not there..https://www.youtube.com/watch?v=EM5RhY2q42E . What's more at that point there are four walls. The cement track wall. The tyre barrier, the tyre binding barrier, and an invisible wall.
What i've done to try and solve this problem.
Ensure all walls are collision objects in BTB. Tick.
Ensure all walls are collision objects in 3Dsimed. Tick
Ensure all materials are correctly named. (cem cmwl wall twal). Tick
Ensure racing line does not encroach wall area. Tick
Ensure corridors do not exceed track limits. Tick
Ensure centerline is center. Tick
Add additional invisible wall starting from 4m below ground up to 10m height above ground. Tick
Delete all the wall, rebuild them all in BTB, and import them fresh. Tick.
After doing all of that, i even widened the track at specific points where this occurs, by moving the walls back and adding some run-off curbing. But still, in an instance such as the one in the video where I've dived up the inside of the AI, he should end up buried in the tyrewall but instead goes right through four walls.
So, now i am lost for solutions.
Caribstu- Posts : 30
Join date : 2017-11-07
Re: AI and collision objects
as I wrote before - if all coll obj are set in the track file you must convert your track to rF1 and load it in the aiw editor. There you must run "find corridors" and the editor writes all the coll obj in the aiw file. I also set all obj outside the racing line to not driveable befor I run the editor.
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Wilhelm Hudetz
Irontower- Posts : 337
Join date : 2016-08-25
Age : 68
Location : Vienna, Austria
Re: AI and collision objects
Ok. Makes sense.
I misunderstood because i thought you had believed i was working in rF1 not GTR2. So i need to download AIW editor and try this solution. Thanks for that
Yes... i also check everything is non drivable, that's why this has me so confused. I also tried deleting the HAt and reloading...
Cool, so now i'll look for aiw editor. Cheers!
I misunderstood because i thought you had believed i was working in rF1 not GTR2. So i need to download AIW editor and try this solution. Thanks for that
Yes... i also check everything is non drivable, that's why this has me so confused. I also tried deleting the HAt and reloading...
Cool, so now i'll look for aiw editor. Cheers!
Caribstu- Posts : 30
Join date : 2017-11-07
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