tileinfo info

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checkerz
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Re: tileinfo info

Postby checkerz » Fri May 18, 2018 11:17 pm

jlv wrote:
checkerz wrote:
jlv wrote:Maybe try erode_upper 100 and erode_displacement 1. The radius is really small though. It's gonna be choppy.

Will do. To make sure I'm understanding correctly, the radius is the width of the terrain affected by the tire correct (both up and down)? So 3.5 feet being effected by an 8 inch tire seems on the big side already or am I missing something? Or just is on the small side for what the game can handle?

Sounds like I have more testing to do :?

That was what I originally thought - that the only effect was the tires directly moving dirt around through roost. That's why the original roost based erode algorithm worked so poorly. I think it was actually you that straightened me out on that. There was a video that someone posted (I thought it was you) that was a fixed camera filming a berm. Every time a rider hit it you could see the entire berm move well beyond where the tires touched it. It was visibly moving several feet away from the direct contact and I'm sure it was imperceptibly affected even further than that.

So the new system tries to model it more like clay being squished around. Imagine you draw a grid on some clay and then push the center of the grid in some random direction. The radius is the max distance where the grid would be distorted by the force.


Perfect. That makes way more sense. So is the “inner erode” more the tire digging down?

So many more things to test, but my August I bet we will have some badass settings

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Re: tileinfo info

Postby jlv » Sat May 19, 2018 9:56 pm

checkerz wrote:Perfect. That makes way more sense. So is the “inner erode” more the tire digging down?

Yes. The inner radius distributes to the outer radius so it's similar to removing material assuming the outer radius is large enough.
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Re: tileinfo info

Postby yzmxer608 » Sun Jul 01, 2018 4:22 am

Dumb question, what are the tileinfo equivalent settings for "stock traction"? I'd like to use it for a tile, but when I add the tileinfo file with a tile to a blank track it defaults to that and doesn't keep the original tilemap.
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Re: tileinfo info

Postby jlv » Mon Jul 02, 2018 1:43 am

yzmxer608 wrote:Dumb question, what are the tileinfo equivalent settings for "stock traction"? I'd like to use it for a tile, but when I add the tileinfo file with a tile to a blank track it defaults to that and doesn't keep the original tilemap.

Default is "friction 1 1", "roll_resist 5 15 1".
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Re: tileinfo info

Postby yzmxer608 » Mon Jul 02, 2018 2:08 am

Thank you!
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Re: tileinfo info

Postby Jeremy150 » Sun Mar 03, 2019 4:14 am

jlv wrote:erode_front_scale <scale>
This scales the force from the front wheel. Use lower values to prevent braking bumps and less berm on corner entry. Default is 1.0.

Would putting this setting around or above 1.0 encourage breaking bumps?
Image

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Re: tileinfo info

Postby jlv » Sun Mar 03, 2019 4:32 am

I added that because Chris thought the berms were too high on entry. The intention is to set it below 1 to reduce the berm lead in. If you want the "natural" setting, leave it at 1. Going higher probably wouldn't be a good idea.
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Re: tileinfo info

Postby Jeremy150 » Sun Mar 03, 2019 4:40 am

Painting the tile maps with different steps like this has had pretty good results.
Image
Do you have any ideas or a direction to go in to make that exit rut (the pink tile) form a couple more lines? You can see where the lines want to form, they just aren't there yet.

Here's the settings for that tile

Code: Select all

friction 1.0 0
friction 1.2 1.5
friction 1.1 15
friction 1.2 30
roll_resist 40.0 60.0 35.0
roll_resist 50.0 70.0 45.0
erode_depth 5.5
erode_lower 50.0
erode_upper 120.0
erode_displacement 0.35
erode_radius 2.25
erode_inner_depth 7.55
erode_inner_radius 1.5
erode_min_slope -0.75
erode_max_slope 0.75
erode_off_speed 10.0
erode_on_speed 16.0
erode_slip_base_scale 1.0
erode_slip_scale 1.0
erode_slip_lower 0.0
erode_slip_upper 5.0
erode_downhill_scale 0.8
erode_limit 0.00 3.00 7.00
erode_limit 0.45 1.0 6.00
erode_limit 0.95 0.35 4.00
erode_limit 1.5 0.05 1.35
erode_limit 2.25 0.05 0.75
erode_limit 3.25 0.05 0.05
erode_lateral_scale 1.5
Image

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checkerz
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Re: tileinfo info

Postby checkerz » Sun Mar 03, 2019 5:06 am

jlv wrote:I added that because Chris thought the berms were too high on entry. The intention is to set it below 1 to reduce the berm lead in. If you want the "natural" setting, leave it at 1. Going higher probably wouldn't be a good idea.

Yes, this setting is probably the best setting in erode. Turn it down and turn up displacement/depth and get sick bumps without giant ruts that trap you in. I think it'll completely transform national erode.

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checkerz
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Re: tileinfo info

Postby checkerz » Sun Mar 03, 2019 6:28 am

checkerz wrote:
jlv wrote:I added that because Chris thought the berms were too high on entry. The intention is to set it below 1 to reduce the berm lead in. If you want the "natural" setting, leave it at 1. Going higher probably wouldn't be a good idea.

Yes, this setting is probably the best setting in erode. Turn it down and turn up displacement/depth and get sick bumps without giant ruts that trap you in. I think it'll completely transform national erode.

My bad, that was lateral scale, now front scale.

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checkerz
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Re: tileinfo info

Postby checkerz » Sun Mar 03, 2019 6:28 am

checkerz wrote:
checkerz wrote:
jlv wrote:I added that because Chris thought the berms were too high on entry. The intention is to set it below 1 to reduce the berm lead in. If you want the "natural" setting, leave it at 1. Going higher probably wouldn't be a good idea.

Yes, this setting is probably the best setting in erode. Turn it down and turn up displacement/depth and get sick bumps without giant ruts that trap you in. I think it'll completely transform national erode.

My bad, that was lateral scale, now front scale.

*not

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Re: tileinfo info

Postby jlv » Mon Mar 04, 2019 2:35 am

Jeremy150 wrote:Painting the tile maps with different steps like this has had pretty good results.
Image
Do you have any ideas or a direction to go in to make that exit rut (the pink tile) form a couple more lines? You can see where the lines want to form, they just aren't there yet.

Here's the settings for that tile

Code: Select all

friction 1.0 0
friction 1.2 1.5
friction 1.1 15
friction 1.2 30
roll_resist 40.0 60.0 35.0
roll_resist 50.0 70.0 45.0
erode_depth 5.5
erode_lower 50.0
erode_upper 120.0
erode_displacement 0.35
erode_radius 2.25
erode_inner_depth 7.55
erode_inner_radius 1.5
erode_min_slope -0.75
erode_max_slope 0.75
erode_off_speed 10.0
erode_on_speed 16.0
erode_slip_base_scale 1.0
erode_slip_scale 1.0
erode_slip_lower 0.0
erode_slip_upper 5.0
erode_downhill_scale 0.8
erode_limit 0.00 3.00 7.00
erode_limit 0.45 1.0 6.00
erode_limit 0.95 0.35 4.00
erode_limit 1.5 0.05 1.35
erode_limit 2.25 0.05 0.75
erode_limit 3.25 0.05 0.05
erode_lateral_scale 1.5

I think the high lateral scale setting is going to make the main rut get faster and faster until you have no choice but to take it. My preference would be more bumpiness and less rutty. Force the riders to change up their lines as the main line degrades. (Be aware that if you follow my preferences the riders will probably want to lynch you.)
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