not allow person to leave the level
SaraVieira opened this issue · 14 comments
I would love to try to help with this!
This is nominally fixed by the heightfield's steep inclines.
Maybe just to be safe we can add some invisible walls so people cant drive out by mistake
This should be handled with #5 but we can just add a cannon box around the track as well to be on the safer side
Hmm, can we just teleport back into level if position is outside?
Have you managed to go outside?
Yes there are gaps in the physics near the start (its good to test out camera movements tho)
I was thinking about adding a layer specific to the height map to the blend file, it has some other problems for instance determining height by making a snap from above does not always go well, the cacti for instance.
Hmmm I'm not very experienced with blender, but my assumption is that we need at least 2 different snapshots to fix those issues.
Actually now that I've looked into it more.. seems like the resolution might not be high enough? Are you doing 256
? Maybe the multiply as well? Or the cacti geometry is broken / incorrect. @drcmda Hit me up on discord and I'll take a look later today
1024 currently. I think the resolution works, but when it makes a snapshot from above a cactus for instance will branch out, creating a weird artifact when really it should be a pole. I'm going to model a more accurate layer.
I think I see a issue, you are exporting to .png right? I believe you need to export to something that uses linear space without gamma correction. So something like .exr or .tiff.
I think this should solve the weird artifacts
what i mean is
this is caused because from above a cactus looks like this
it can imo only be solved in blender, it's an easy fix. a layer that replaces these things with poles, boxes and more precise shapes in general. with this it shouldn't be possible to escape the map as well.
This would be great! Imo, we still need some sort of position based solution - if the car falls into the river for example, we'll want to assist the player somehow. Probably belongs to a different issue though.