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How can I decide whether a map has old or new wood physics?
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How can I decide whether a map has old or new wood physics?  
Hello,

I want to make a map with old or new wood physics (I am not sure yet which to use, probably new wood physics in this case). When I open a 255³ void base map by eyebo, it has old wood physics. If I open an 128³ grass base map it has new wood physics. Some saved maps have old physics, some have new. It seems random and not controlable. How can I control it?

I also made a wood test map on January 9th 2024 after the wood update to show the problem. The map has old wood physics: https://trackmania.exchange/maps/150013/january-9-2024-wood-proving-grounds I used an eyebo base map for this.
 
I believe that maps created before the update have old wood but maps made after have new wood

Location: GB
 
I did update the base maps here:
https://openplanet.dev/file/48

The new base maps use the new wood gameplay.

But if you use old base maps to build your map, they will use old wood gameplay, even on the new wood blocks.

I'd personally advise against it, as I think that'd be confusing to players.

But, yes, it is possible.
Site Leader
Location: US
 
eyebo says:
I did update the base maps here:
https://openplanet.dev/file/48

The new base maps use the new wood gameplay.

But if you use old base maps to build your map, they will use old wood gameplay, even on the new wood blocks.

I'd personally advise against it, as I think that'd be confusing to players.

But, yes, it is possible.


I think I know what confused my now. I often use your old 128³ day grass base map, but once i made the mistake to save a map without giving it a different name. Then I deleted the track and saved it again with the same name, to have the base map again. When I use this base map now, it has new wood physics. But recently I made wooden track on it and it had new wood physics, but when I open it agian later it had old wood physics again. But I can not recreate this. So I give up in trying to understand this fully.

In ragards to whether old base map should be used, some prefer the old base maps because of problems with new wood like that you can get unintended wood grip at the side of black tech roads, or cuts because of wood wallclimbs. I think SBVille asked Xertrov because of things like this to reupload the old base maps, to have old wood physics available.

For me it depends on what I want for a map.

There are to different physic ids for Ice and RoadIce, so I don't know why Nadeo didn't just introduce a new "RoadWood" physics id just for the new wood blocks, to prevent confusion? Now they decided for the most confusing option of all, but it is also a flexible one so its not bad. That you can just use the new wood blocks for a tech map is a nice option honestly, and there is always only one wood physic on one map, so once you notice what it is, there shouldn't be much confusion.
 
You can open any map in GbxExplorer.net and see what the date in the header is. If it's before November 21, 2023, then it will have old wood gameplay. If it's after November 21, 2023, then it will have new wood gameplay. You can even use this tool to convert a map to use different wood gameplay.

I agree the wood implementation isn't the best one. I wish Nadeo had made two different gameplays for old and new wood, since they visually look different.

But you are sort of mistaken about ice. There are indeed two different textures for RoadIce and PlatformIce. But both of these use the "RoadIce" gameplay/physics. You can check this yourself in Mesh Modeler by editing a vanilla block, removing the visibility of the block, going to material mode, and ctrl+right clicking the face. It will highlight the gameplay/physics used for that surface.

However, you are correct that there is a gameplay/physics id called "Ice". It's what the "CustomIce" material uses. We sometimes see it used in Blender maps. As far as I know it drives the same as "RoadIce", but just has a different sound.
Site Leader
Location: US
 
Thanks for the link.

eyebo says:
But you are sort of mistaken about ice. There are indeed two different textures for RoadIce and PlatformIce. But both of these use the "RoadIce" gameplay/physics. You can check this yourself in Mesh Modeler by editing a vanilla block, removing the visibility of the block, going to material mode, and ctrl+right clicking the face. It will highlight the gameplay/physics used for that surface.

However, you are correct that there is a gameplay/physics id called "Ice". It's what the "CustomIce" material uses. We sometimes see it used in Blender maps. As far as I know it drives the same as "RoadIce", but just has a different sound.

I mean the physics id. And today I learned that Ice and Road Ice have different physics for the Rally car. Ice has the old United physics, while RoadIce has the new physics. I already made a rally track using the united physics without knowing that, (but the track is calculated for that).

In the material editor ice has the surface physics id No. 3 and, Roadice the No. 74. There are large gaps between the selectable numbers. Most numbers are not selectable. I wonder if there are much more physics hidden. Also ShinyPlastic is not a selectable physics Id but drives differently than normal Plastic with different handling and 800 speed limit. Do you know what surface Id number shiny plastic has (which seems to be primarily used for vanilla water items)?
Last edited by Aries__90,
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