I don't see any difference betwen Ice and the SlidingWoodFix wrote:Sliding wood is different than ice.
you could have sliding wood blocks in a snowwy environments, and a different gameplay on each.
ice collision comes from the snow TMO environment.
NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: Custom Objects Specifications
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Re: Custom Objects Specifications
if a day we decide to add real ice, it will probably have a different gameplay, and then you'll see the difference on your objects after the update ^_^, for now, they share the same physics.
They are always "available" in the engine, even if we didn't made a gameplay for it yet. No block in storm uses ice. but in stadium, the glass use ice collision.
They are always "available" in the engine, even if we didn't made a gameplay for it yet. No block in storm uses ice. but in stadium, the glass use ice collision.
Re: Custom Objects Specifications
Ok nice... I'll add Ice ID on my Ice lake blocks and SlidingWood on wood... xD
We'll probably see some Ice on Cryo
PowerPath and StaminaJump don't work for me... -___-
We'll probably see some Ice on Cryo
PowerPath and StaminaJump don't work for me... -___-
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Re: Custom Objects Specifications
http://forum.maniaplanet.com/viewtopic.php?f=8&t=18993
the bug with too many blocks in a title pack seems to be fixed!
i just tested it and there haven't been any problems so far!
the bug with too many blocks in a title pack seems to be fixed!

i just tested it and there haven't been any problems so far!
Re: Custom Objects Specifications
Yeah !! Let's go !!steeffeen wrote:i just tested it and there haven't been any problems so far!

Re: Custom Objects Specifications
You forgot Turbo (Common) and Turbo2 (Common)iyumichan wrote: List of Texture Property Types (PhysIDs)
Turbo (Canyon)
Ice (Storm)
PowerPath (Storm)
StaminaJump (Storm)
SlidingWood (Storm)
Glass (Stadium)
FreeWheeling (Stadium)
Snow
NotCollidable
Water
Concrete
Grass
Metal
Dirt
Rock
Stone
Wood
This is all for now. Enjoy.

Re: Custom Objects Specifications
I don't think Staminajump, powerpath or glass will work.
I did some archeology researchs, here is the list of the material physical ids available. Some have only effects in specific environments (if there is no ice in the desert, we will not tweak the gameplay of the desert car for the ice), and will react as concrete most of the time on other environments. Some are realy old and may do odd things. I'll add this list to the first post.
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material))
WallJump (not sure it's working, the wall jump property has been added directly into the stone material)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (rally mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
SlidingRubber (I don't remember where it's been used)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
SlidingWood (storm)
Trunk (trees)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
OffZone (never added it in a block, I don't know how this will react)
Metal another very common material in maniaplanet
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette
I did some archeology researchs, here is the list of the material physical ids available. Some have only effects in specific environments (if there is no ice in the desert, we will not tweak the gameplay of the desert car for the ice), and will react as concrete most of the time on other environments. Some are realy old and may do odd things. I'll add this list to the first post.
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material))
WallJump (not sure it's working, the wall jump property has been added directly into the stone material)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (rally mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
SlidingRubber (I don't remember where it's been used)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
SlidingWood (storm)
Trunk (trees)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
OffZone (never added it in a block, I don't know how this will react)
Metal another very common material in maniaplanet
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette
Re: Custom Objects Specifications
Updated the first post
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