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Re: Track Files Explained

Posted: Tue Jul 07, 2009 1:32 am
by PINNEDTOWIN
How do i save a decal created in photoshop inside my personal folder? How do i save the file and what name do i give it?

Re: Track Files Explained

Posted: Tue Jul 07, 2009 4:31 am
by gordy
save it as a png and call it whatever the hell you want
then you just add another line to the decals text file like this:
[x y] orientation scale aspectratio @trackfolder/filename.png

Re: Track Files Explained

Posted: Tue Jul 28, 2009 4:52 am
by yamirider517
can u make track with photoshop?

Re: Track Files Explained

Posted: Tue Jul 28, 2009 8:03 pm
by ddmx
yamirider517 wrote:can u make track with photoshop?
Yes, and you save the greyscale image as terrain.png to the track folder.

Re: Track Files Explained

Posted: Wed Jul 29, 2009 4:45 pm
by DJD
Couple questions..... :oops:

What values do i need to move the starting Gate? From point A to point B.

How do i render shadows?

Re: Track Files Explained

Posted: Thu Jul 30, 2009 5:56 am
by gordy
1. go into the editor, get the coords of either side of where you want your lines of gate to be (write them down on a piece of paper or something)
go to www.mxsimulator.com/gate.html, enter those badboys in, then copy paste it over the starting gates lines in the timing_gates text file

Re: Track Files Explained

Posted: Thu Jul 30, 2009 10:16 pm
by DJD
Haha, a little late on this one gordy, figured it out, but i apreciate it.

You wouldnt know how to render shadows would you? Still cant figure it out..... :x

Re: Track Files Explained

Posted: Thu Jul 30, 2009 11:08 pm
by Pumaxcs
The game renders shadows it self. You can edit the way it renders them by changing the sun color, position, and power. Other than that though it isn't needed.

Re: Track Files Explained

Posted: Fri Jul 31, 2009 12:12 am
by DJ99X
He meant object shadows. Its easy, but if you are missing object skins or inc files for billboards, its a shit load of work. And considering most tracks use JLV's or DDMX's objects, which are safed, you will be missing all those skins, which means you have to edit the track.pov file to use other skins. Its really inconvenient.

JLV should incorporate the shadow rendering into the editor. If he uses Shadow Mapping for rider shadows, rendering the terrain shadows shouldn't be much different (I think).

Re: Track Files Explained

Posted: Thu Aug 06, 2009 6:29 pm
by yzmxer608
I keep getting the bad shading dimension error. terrain.png is 4096x4096, shading.ppm is 4096x4096. terrain.hf looks like:

Code: Select all

12 0.500000 17.748777 85.798691
The first post says 2^(n+1)+1 to get the resolution. 2^(11+1)+1=4097, 2^(10+1)+1=2049, 2^12=4096. Using that formula I can't get 4096x4096. I don't see why it says the shading.ppm file is the wrong dimension when it's res is exactly the same as the terrain.png.

Re: Track Files Explained

Posted: Thu Aug 06, 2009 7:37 pm
by cpt_Slow
You should make it 11 and use 4097x4097 but I wouldn't recommend it. If I remember rightly, it lags like hell.

Re: Track Files Explained

Posted: Thu Aug 06, 2009 7:42 pm
by yzmxer608
Using that specific res instead of 4096x4096 or just that high of a res in general makes it lag?

Re: Track Files Explained

Posted: Thu Aug 06, 2009 7:52 pm
by cpt_Slow
Just using a resolution that high. Please correct me if I'm wrong, but I don't think you can use 4096x4096. It has to be a power of 2 (+1). Like 1025 or 2049.

Re: Track Files Explained

Posted: Thu Aug 06, 2009 9:16 pm
by yzmxer608
Ah ok, so 4097x4097 would work. I just wanted a high res so I could play around with erode and have it make smaller ruts instead of 2 foot wide ruts ;). I'll try it and see how it is.

Re: Track Files Explained

Posted: Thu Aug 06, 2009 11:51 pm
by DJ99X
Just make a 1025 or 2049 disp, and make it a small scale