Tyre skid marks on the groud - how to set its width?

LesiU

Thereoretically, tyre parameter "Width" should be responsible for that... but it's not :)
How then I can set proper width of those tyre marks, that it's leaving on the ground during slip?
 
I often wondered this. Have you tried putting a skid texture in with the car? It probably won't work cause it needs to be with the track, but it can't hurt to try.
 
I tired with a few different textures (also of a different size) with track and on the track I noticed that rF loads the proper one, but width was the same all the time. Putting a different texture in car folder changed nothing.
 
Interesting question! Does the tyre pressure and caster affect the width? I'm wondering if it's the calculated contact patch width that determines the width of the skid mark? Or maybe it's simpler than that?
 
The skidmark is drawn on a temporary mesh that gets laid out as you skid, the dimensions of the skidmark texture wont make a difference, but, if you changed the width of the 'footprint' (for a better word) it should show up as a different size. Remember it's the alpha channel in the dds that makes the skid bit visible.
 
By adjusting the width of the image in the alpha channel of the skidmark. But you cant go much wider, 4 pixels maybe.


I really don't think it is possible in the end, what I think needs to be done is the skid needs to become part of the car, so that the correct width can be set by the modeller.
 
Oh, yes, but as you noticed, we already use almost full width of the texture in alpha channel... there must be some additional limiting factor we don't know about right now (well... I hope there is such ;-) ).
Yeah, is should definatelly be connected with a mod, not track.
 

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