Excellent on the update VIP3R, any clues to what's in it..? ;)
@Shifty Geezer: Thank you a ton....it works wonders adjusting the WorldERP.! Now to readjust all my values to match again ;)
@Dark Half: DUDE, definitly worth the $$$'s. As frustrating as it is to learn it's a joy to enjoy ODE in your proggys. And JV-ODE has proven to be my top choice. Oh an excellent support ;) Working with car values is a sure hair puller lol..
BTW guys, small question:
Does it matter the size of the tri's that make up your mesh for the ground area, meaning if you scale a mesh to larger sizes the tri's are bigger, or is it better to model the ground stuff to actual size where the tri's are smaller?
Thanks.
Topknot :)
Oh and on that detecting the mesh it's colliding with, any change of a simple example to tell if your on a plane or a trimesh..? I got a particle system in place and having different particles based on which material your driving on by using a cheap Blitz sphere with internal blitz collisions parented to my mesh to detech which surface it's on, but it's not able to update as fast to the material it's on.
Example: Driving on ground or dirt, you get dirty particles puffing up and such, and when you hit the water it changes to water sprays and such. With my current mode of detection it works but if you'll smoking fast it delays until you slow to a craw then the contact is made.
Wanting to also use the internal ODE collisions for faster detection.
@Shifty Geezer: Thank you a ton....it works wonders adjusting the WorldERP.! Now to readjust all my values to match again ;)
@Dark Half: DUDE, definitly worth the $$$'s. As frustrating as it is to learn it's a joy to enjoy ODE in your proggys. And JV-ODE has proven to be my top choice. Oh an excellent support ;) Working with car values is a sure hair puller lol..
BTW guys, small question:
Does it matter the size of the tri's that make up your mesh for the ground area, meaning if you scale a mesh to larger sizes the tri's are bigger, or is it better to model the ground stuff to actual size where the tri's are smaller?
Thanks.
Topknot :)
Oh and on that detecting the mesh it's colliding with, any change of a simple example to tell if your on a plane or a trimesh..? I got a particle system in place and having different particles based on which material your driving on by using a cheap Blitz sphere with internal blitz collisions parented to my mesh to detech which surface it's on, but it's not able to update as fast to the material it's on.
Example: Driving on ground or dirt, you get dirty particles puffing up and such, and when you hit the water it changes to water sprays and such. With my current mode of detection it works but if you'll smoking fast it delays until you slow to a craw then the contact is made.
Wanting to also use the internal ODE collisions for faster detection.