Author Topic: Map properties (map mod info)  (Read 3706 times)

STRmods

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Okay so I've not seen this anywhere yet, most I found by digging around in the game files and I think it should help people, especially with map tools on the way...  ;D



Material properties


-----------------------------NOTES-----------------------------
Add these to the material name that your mesh uses
>example "roadmat#asphalt"
------------------------------------------------------------------

Surface/Physics types

#asphalt
#asphaltdusty
#clutter     *used for props you can destroy/move?*
#concrete
#curb
#default     *dirt track? slippy & dusty*
#foliage
#gravel
#gravelpacked
#gravelpit #gravelpit2
#metal
#mowerground1
#mowerground1_winter     *SNOW!!!  (used in Santa Derby)*
#mud
#offroadasphalt
#offroadfoliage
#offroadrocks
#offroadsand
#sandpit01   #sandpit6
#sandquarry01/02
#slowdown            *maybe used to force AI to decrease speed?*
#trafficcar           *possibly for prop cars?*
#water
#wettarmac        *used as "#mowerground1_winter#wettarmac" for Santa Derby. On it's own acts like slippy asphalt*
#wood


Other physics

#killplayer     *rip?*
#resetplayer    *same function as manual reset?*


Shaders

-----------------------------NOTES-----------------------------
Add these onto material, even if it has one of the above
properties
>example "materialname#default#decal"
------------------------------------------------------------------

#blend     *smooths difference between material properties (I think?)*
#car_rim    *shiney alloy shader, able to use on map objects?*
#car_window
#decal
#foliage
#foliage_no_animation
#illuminated
#illuminated_mask
#lightcone
#lightmapped
#nofriction
#pbr      *used on prop like rocks, tires etc*
#priority1,2,3
#texture_animation
#twosided     *enables two side rendering (for flat mesh)*
#viewbillboard   #billboard


Object properties


-----------------------------NOTES-----------------------------
Add these to your objects properties, for 3DS max users
right click the object and go to user defined properties.
>example
------------------------------------------------------------------

col = true     *Enables collision on the object so you can hit it or drive on it*
vis = false     *Makes the object invisible, useful for making invisible barriers or extra object collision*

Extra's

ambientprobe
InCollision
InStageC
InStageB
InStageA
InVisual
IsCollisionModel
IsOccluder
IsSprite
IsTestModel
IsWriteModel
LightMapped
Object
RaycastTransparent
RaycastOpaque
TrackObjectsVersion
TriggerGroup
VertexColors
Split
VisibleToRaycast






Found any more? Feel free to comment and I'll update the list :)

« Last Edit: May 16, 2016, 12:40:10 AM by STRmods »

Purple44

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Thanks for posting this STRmods.  :)   Bookmarked

#killplayer     *rip?*

What !!!  I can make killer tires again like I did in Flatout 1??

You guys better watch out if I can make a true King of the Roof derby map! You get pushed off, U dead!




Hey, no snow or ice surface settings yet? Guess we have to wait for the Wreckfest expansion pack before we see the snow tracks.  :P

Want snow tracks? Let Bugbear know here.

Edit: My brother was walking by and I mention I may be able to make killer tires again. He came up an idea to use killer tires. You got a bunch of tire stacks, sneak in a couple of killer tires. Someone hit the tire stacks and spread the tires around the track. Now you got a killer tire on the loose laying on the track somewhere, wait for someone to run over it.  :o
« Last Edit: May 13, 2016, 09:10:55 PM by Purple44 »
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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That's nice! Thanks for the info, really helps us n00bs :D Oh btw, I know exactly where such an thing is needed :

Anyone remember this... fuc* division 4 ;p

STRmods

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Hey, no snow or ice surface settings yet? Guess we have to wait for the Wreckfest expansion pack before we see the snow tracks.  :P

Well there is #mowerground1_winter  + #wettarmac which you can use together to make the ground pretty slippy as it was in Santa Derby  :D

But yeah no problem guys :)

Yeah material name defines surface and shader. There are also some other parameters depending which shader is used and hopefully we can give you more thorough explanation about them in next week.
Check .suse-files under data/scene/surface-folder. If there is something written in the Shader-parameter, it's a shader and if there is something in the Physics-parameter, it's a surface.

STRmods

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Yeah material name defines surface and shader. There are also some other parameters depending which shader is used and hopefully we can give you more thorough explanation about them in next week.
Check .suse-files under data/scene/surface-folder. If there is something written in the Shader-parameter, it's a shader and if there is something in the Physics-parameter, it's a surface.

Yeah that's how I figured it worked, thanks for the explaination :)

Mazay

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More object properties:
TriggerGroup
Object
TrackObjectsVersion
RaycastTransparent
RaycastOpaque
VertexColors
LightMapped
Split
IsCollisionModel
IsSprite
InCollision
InStageC
InStageB
InStageA
InVisual
IsOccluder
IsWriteModel
IsTestModel
VisibleToRaycast
ambientprobe

Purple44

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Hey guys, how would I go about making a Wreckfest object that is ghosting, a solid object using Bagedit?

Or would I need 3d Max or Blender to do this?
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Mazay

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It would be way easier to position objects in Blender than in BagEdit. But Blender is bit tricky at beginning.

Trick I used in Blender was to use Data/art/textures/texture_ghost_c1.tga as material for diffuse and opacity. This could be done in BagEdit also.
Once BGO exporter updates maybe better way will be to use "vis = false | col = true"
« Last Edit: May 15, 2016, 09:13:23 PM by Mazay »


STRmods

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Yeah of course, no problem with that :)

The Very End

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Just letting people know that "#mowerground1_winter" kills the game. No more winter particles for us =C

Axarator

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default is an offset to the other grounds.
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RickyB

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Since december 2016 update, surface tag '#speedway01' makes game crash.
I used that to have grass on a surface. Doesn't work anymore :-\  --> Is there a new or a different surface tag that makes grass?
Speedway 2 (the track) now has different grass. It used to have the #speedway01 grass. Not anymore. Looks much better now. Would like to use that. But how?
If a BugBear dev or someone who knows that is reading this, please enlighten us :)


Finsku

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Sorry that I woke up old topic.
This topic is old but (IMO) important for track modders, because there isn't any list about map properties on BB's track_modding.doc document.