CSP/Tracks/Collision parameters
Tracks now can override collision parameters for different meshes. Apart from obvious uses like making low-friction wall or super-bouncy ground mesh, more importantly this also can be useful for adjusting collision softness. Softer collision can be a better approximation of, for example, a tyre wall, but harded collision in a different case can help with cars falling through objects if colliding at high speeds.
Syntax
All the parameters are optional (but if you’re using MAX_DEPTH
, add at least one other parameter, at least INTENSITY = 1
):
; data/surfaces.ini:
[COLLISION_PARAMS_...]
MESHES = ?WALL? ; Names of meshes to get new parameters
COLLIDERS = CAPSULE_? ; Names of geometric colliders
SOFT_ERP = 0.8 ; Error reduction parameter
SOFT_CFM = 0.0001 ; Constrain force mixing, the higher it is, the softer is the collision
BOUNCE = 0.5 ; Bounce parameter
FRICTION = 0.25 ; Contact friction
INTENSITY = 1 ; Collision intensity (affects damage, audio and visual effects)
MAX_DEPTH = 0.2 ; If set and collision depth is above that parameter, collision becomes
; hard: might help with performance and avoid objects passing through
; walls
RIGID_WITH_BODIES = 0 ; If set to 1, collisions with 3D colliders would be fully rigid
RIGID_WITH_BOXES = 0 ; If set to 1, collisions with boxes (usually used for car bottoms)
; would be fully rigid
Same logic applies to [CUSTOM_COLLISIONS]
of extra server options, or to geometric colliders and dynamic objects configuration. More information about geometric colliders is available here.
Note: if you’re making a soft tyre wall or something like that, you can also get deformation to apply visually.
- 🔼 ..
- 📝 Animated objects
- 📝 Audio
- 📝 Bounced light
- 📝 Collision parameters
- 📝 Conditions
- 📝 Custom raycasting
- 📝 Deforming walls
- 📝 Dirt on tyres
- 📝 Displays
- 📝 Distant emissives
- 📝 Dynamic physics objects
- 📝 Enabling extended physics
- 📝 Examples
- 📝 General extended physics options
- 📝 General options
- 📝 Geometric colliders
- 📝 Grass FX
- 📝 Lights
- 📝 Local cubemaps
- 📝 Meshes manipulation
- 📝 Miscellaneous options
- 📝 RainFX
- 📝 Surface tweaks
- 📝 Trees
- 📝 Vertex AO
- 📝 Water shader