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Adding surfaces with 'Bumpyness'

ApexTrackDesign

New Member
Hi,

I have been creating tracks for a while but am now looking to add more base surfaces.

I have edited the surface.ini file to add the new surface and this has worked. However, I am trying to add a bumpy feel to the surface as I am attempting to replicate a cobbled surface.

I have been looking through the tutorial (really useful thankyou) although details about what the different setting (WAV ... FF effect ... SIN ... Vibration etc.)

Any pointers would be awesome as I am currently blindly changing values and not seeing much success!
 

Johnr777

Moderator
Hi,

I have been creating tracks for a while but am now looking to add more base surfaces.

I have edited the surface.ini file to add the new surface and this has worked. However, I am trying to add a bumpy feel to the surface as I am attempting to replicate a cobbled surface.

I have been looking through the tutorial (really useful thankyou) although details about what the different setting (WAV ... FF effect ... SIN ... Vibration etc.)

Any pointers would be awesome as I am currently blindly changing values and not seeing much success!
The canned effects from surface,ini arent great or even reliable.

Best to create your physical mesh dense enough to have the cobble effect modeled into the mesh itself
 

fughettaboutit

aka leBluem
edit: please ignore this post, see next one below :)

If you still want to try it via surface.ini, it can add generic vibration, which is very repetitive, without randomness ; though some say its only for controllers, but i doubt that...and reliable they are IMO

VIBRATION_GAIN = 0.01 ; bumps are 1cm high
VIBRATION_LENGTH = 0.01 ; bumps are 1cm apart
 
Last edited:

Fuzo

Member
to create "bumpy feel" you need to modify these values in surfaces.ini

  • SIN_HEIGHT: simulates a bumpy road. This defines the height of the bumps in meters.

  • SIN_LENGTH: simulates a bumpy road. This defines the length of the bumps. 1 = 1 meter, 2 = 0.5 meter, 0.5 = 2 meter
VIBRATION... is for gamepads what I recall. These values are what makes GRASS surface bumpy for example, but the feedback will be linear, no variation to the sine height or lenght, so you will feel the same bumps on the surface all the way. To make it more realistic I suggest to use what @Johnr777 mentioned.
 
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