Terrain Deformation/Erode
Posted: Sun Jul 22, 2018 5:38 pm
Can anyone tell me how to put erode on, I've tried multiple times in the properties but I can't seem to get it to work. Any help is appreciated!
It's not necessary. I usually put the decimal in examples just to show it's accepted. (That and C coding habits.)TeamHavocRacing wrote:Don't forget the decimal. --erode 20.0
Second thatDJ99X wrote:Considering erode is now a refined and major feature of the game, perhaps this should be able to be toggled within a menu?
Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?jlv wrote:Probably will add it to the menu. Although it's automatically set from the server with multiplayer and not all that useful with only one player unless you use a really high value.
High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.Finalmushroom wrote:Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?
What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in.jlv wrote:High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.
I'd love to see AI actually competing with me. That'd be so fun.aeffertz wrote:What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in.jlv wrote:High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.
Yeah I see your point. That's part of it!jlv wrote:High erode values are never going to be realistic because they don't account for how the changed terrain affects subsequent passes. I.e. 40 independent passes will always be different than 1 pass 40 times deeper. It would be really nice if I could get the AI riders working better without cheating but that's very hard to do.Finalmushroom wrote:Do you have any future plans to combat this? Maybe be able to run high erode values without the edges getting too sharp?
Just as an opponent it'd probably be a good idea. For making erode lines it wouldn't work right unless it was actually riding the track like a normal player.aeffertz wrote:What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in. :lol:
Ahh I suppose that makes sense. I wasn't even thinking about erode for the AI. I'd assume they'd be more or less be "floating" over the track rather than digging into the terrain?jlv wrote:Just as an opponent it'd probably be a good idea. For making erode lines it wouldn't work right unless it was actually riding the track like a normal player.aeffertz wrote:What's the downfall of having the AI cheat a bit? I swear every other game the AI has some sort of cheat algorithm coded in.