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by ColtonD719
Mon May 07, 2018 10:25 pm
Forum: General Discussion
Topic: 2018-05-06 snapshot
Replies: 27
Views: 3360

Re: 2018-05-06 snapshot

jlv wrote:Changes:
  • Editor now ignores reshade delay.
  • Added "name" setting to tileinfo.
  • Added "toggledecals" command

Thank you! And yeah, I’m also curious to know more about erode project to ground.
by ColtonD719
Sun May 06, 2018 4:09 am
Forum: Suggestion Box
Topic: Decal grouping and erode
Replies: 4
Views: 236

Re: Decal grouping and erode

Here is an idea to help erode pop more visually. I like the unmasking idea a lot. It would allow variation and creativity in terms of what the ridden areas look like, as well as allow the new lines to fade in gradually. It would be great if you could also define what at what height map depth the &q...
by ColtonD719
Thu Apr 26, 2018 4:17 am
Forum: Tutorials
Topic: How-To: Create Replica Track Height Map (Sketchup Method)
Replies: 72
Views: 19403

Re: How-To: Create Replica Track Height Map (Sketchup Method)

BTW, a lot of The National Map data is actually a lot higher resolution than what was available via sketch up, it's just not as convenient to access.
by ColtonD719
Thu Apr 26, 2018 4:13 am
Forum: Tutorials
Topic: How-To: Create Replica Track Height Map (Sketchup Method)
Replies: 72
Views: 19403

Re: How-To: Create Replica Track Height Map (Sketchup Method)

Does anyone know of a method that currently works? From this thread: http://forum.mxsimulator.com/viewtopic.php?f=2&t=48319#p815812 Unfortunately, Jakob is correct that SketchUp has been "updated" so that you have to have the Pro version to get terrain data, and even worse, the data i...
by ColtonD719
Wed Apr 25, 2018 9:04 am
Forum: General Discussion
Topic: Stars
Replies: 3
Views: 188

Re: Stars

Haha, taking me back to 2005. Learned to play guitar to that song.
by ColtonD719
Sat Apr 14, 2018 2:48 am
Forum: Suggestion Box
Topic: Lighting and erode.
Replies: 42
Views: 1848

Re: Lighting and erode.

jlv wrote:Disable erode_limit and let it get nasty!

If erode_limit is not defined it defaults to
0 1 1
1 0 0

right?

Would this be a good way to disable it?
0 1 1
1 1 1

Good to know scaling up the 0 line may not be the best approach!
by ColtonD719
Sat Apr 14, 2018 2:44 am
Forum: Suggestion Box
Topic: Lighting and erode.
Replies: 42
Views: 1848

Re: Lighting and erode.

Exactly what I've been saying since before Anaheim 1. If it doesn't develop fast enough, no one is going to bother trying to cut in a new line. But that brings on another problem. Bumping up the erode depth or server side erode value makes the track get too choppy. I can't really speak to SX; I'm n...
by ColtonD719
Fri Apr 13, 2018 2:41 am
Forum: Suggestion Box
Topic: Lighting and erode.
Replies: 42
Views: 1848

Re: Lighting and erode.

Back on the subject of erode, I was able to check out a bit of today’s fun race on Unadilla smooth and was interested in how the erode played out. The qualifier races were 8min +1 with the server erode apparently set on 4. The last qualifying race before UID grab was very full, at least 40 bikes. I ...
by ColtonD719
Wed Apr 11, 2018 11:29 pm
Forum: Track Editing
Topic: Upcoming Tracks and Track Objects #2
Replies: 12590
Views: 968515

Re: Upcoming Tracks and Track Objects #2

Racers52 wrote:youtube

Swag.
by ColtonD719
Tue Apr 03, 2018 7:56 am
Forum: Suggestion Box
Topic: Lighting and erode.
Replies: 42
Views: 1848

Re: Lighting and erode.

I feel like we'd be so much better off to be able to tune the hardness of the surface and the bike would react based on that. For example, a majority of our AMA nationals (less so the sand tracks) are tilled extremely deep. The top 6-8 inches at least is just fluff, just riding through it will cut ...
by ColtonD719
Tue Apr 03, 2018 7:50 am
Forum: Suggestion Box
Topic: Lighting and erode.
Replies: 42
Views: 1848

Re: Lighting and erode.

I've been really taking my time on my current track trying to make the best use of erode. Based on a lot of testing myself, some feedback from others, and racing the occasional erode races online, I've come to the conclusion that some built-in starter ruts are essential, at least for outdoors. Havin...
by ColtonD719
Thu Mar 22, 2018 6:42 am
Forum: Tutorials
Topic: tileinfo info
Replies: 151
Views: 33543

Re: tileinfo info

Makes sense. Thanks!
by ColtonD719
Wed Mar 21, 2018 4:38 pm
Forum: Tutorials
Topic: tileinfo info
Replies: 151
Views: 33543

Re: tileinfo info

I’ve been following the erode discussion in the 2018 NA SX thread and it got me wondering. Is there any difference, either in performance or the actual erosion, between say (game/server erode 1, erode depth 2) vs (game/server erode 2, erode depth 1)? I’ve always assumed that the erode setting in the...
by ColtonD719
Fri Mar 16, 2018 3:07 am
Forum: General Discussion
Topic: Newbie here, Free work available for your help?
Replies: 13
Views: 414

Re: Newbie here, Free work available for your help?

Care to show any examples of what you’ve done with other models?
by ColtonD719
Sun Mar 11, 2018 2:55 am
Forum: Tutorials
Topic: tileinfo info
Replies: 151
Views: 33543

Re: tileinfo info

jlv wrote:Instead of comments, would a "name" field that shows in the editor be better?

That would be awesome.

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