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It's very easy with keyboard and mouse. Good luck designing an editing control scheme for a pad.how do they get that data to show in game what's going to create and connect the different height data......Spline's you don't have to place them that's the whole point but that means super smooth track. trust me.
Here's a look at a splined track i am working on but obviously i have a vast array of tweaks i can do . that i almost certain pd wont give us .... they don't like giving us options for simple things
View attachment 309004 View attachment 309007
Also, you clearly have an illegal bend there, and heightmaps are so played out.
But keep up the good work, sincerely.
Splines needn't be super-smooth, or at least the end product needn't be. Rather than just using pre-made solutions, think more about engineering your own; this is what PD do. And is probably why they take so damned long.
I can think of a few different ways to get some nice surface detail whilst using splines to drive the larger features. I'm not sure how easy it is to pull stuff out of VRAM for the physics to use on PC yet these days, but the PS3 does most of its parallel work (inc. vertex setup) in main memory, and the PS4 is GPGPU enabled (eventually). So in both cases, physics-accessible fast (graphics rate) vertex deformation is not going to be an issue.