tileinfo info

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ColtonD719
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Re: tileinfo info

Postby ColtonD719 » Wed Mar 21, 2018 4:38 pm

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 game/server and erode depth in the tilemap multiply each other, but otherwise have the same effect. Is that correct?
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barrington314
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Re: tileinfo info

Postby barrington314 » Wed Mar 21, 2018 6:34 pm

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

Yes, Please do. That would be really nice.

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Re: tileinfo info

Postby jlv » Thu Mar 22, 2018 12:49 am

ColtonD719 wrote: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 game/server and erode depth in the tilemap multiply each other, but otherwise have the same effect. Is that correct?

Correct. It's multiplied with erode_inner_depth and erode_depth. Ideally the depth settings should be set so an erode setting of 1 is realistic.
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Re: tileinfo info

Postby ColtonD719 » Thu Mar 22, 2018 6:42 am

Makes sense. Thanks!
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checkerz
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Re: tileinfo info

Postby checkerz » Sat Apr 14, 2018 2:21 am

jlv wrote:The first number tells it when to use that setting. If the track is worn 1 foot below the original height, it will use the line where <depth> is 1. The second and third numbers scale erode_depth and erode_inner_depth.

You have the default correct. That will gradually reduce erode_depth and erode_inner_depth to 0 as the track reaches 1 foot underground. Should be something like dirt that gets progressively harder until becomes concrete at 1 foot deep.

If you want it to be unaffected for the first foot and then suddenly hit a hard concrete layer, try this:

erode_limit 0.0 1.0 1.0
erode_limit 0.9 1.0 1.0
erode_limit 1.0 0.0 0.0

Going the other way, if you want a hard layer that gets softer as it breaks through, maybe something like mud that's dried out on the surface, try this:

erode_limit 0.0 0.25 0.25
erode_limit 0.25 1.0 1.0


On Seattle, Stephen ran these settings:
erode_limit 0.0 1.0 1.0
erode_limit 1.0 0.0 0.0

And erode got ridiculously deep throughout the race.

That doesn't make sense to me as it should've gotten to 1 foot and basically stopped?

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Re: tileinfo info

Postby barrington314 » Sat Apr 14, 2018 3:36 am

checkerz wrote:
jlv wrote:The first number tells it when to use that setting. If the track is worn 1 foot below the original height, it will use the line where <depth> is 1. The second and third numbers scale erode_depth and erode_inner_depth.

You have the default correct. That will gradually reduce erode_depth and erode_inner_depth to 0 as the track reaches 1 foot underground. Should be something like dirt that gets progressively harder until becomes concrete at 1 foot deep.

If you want it to be unaffected for the first foot and then suddenly hit a hard concrete layer, try this:

erode_limit 0.0 1.0 1.0
erode_limit 0.9 1.0 1.0
erode_limit 1.0 0.0 0.0

Going the other way, if you want a hard layer that gets softer as it breaks through, maybe something like mud that's dried out on the surface, try this:

erode_limit 0.0 0.25 0.25
erode_limit 0.25 1.0 1.0


On Seattle, Stephen ran these settings:
erode_limit 0.0 1.0 1.0
erode_limit 1.0 0.0 0.0

And erode got ridiculously deep throughout the race.

That doesn't make sense to me as it should've gotten to 1 foot and basically stopped?

Most of the track was actually this:
erode_limit 0.0 1.0 1.0
erode_limit 0.4 1.0 1.0
erode_limit 0.5 0.0 0.0

Which makes your case even better yet, if it did go deeper than 1 foot. I didn't get in the server to save the terrain to see how deep any of the flat spots got. :(

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Re: tileinfo info

Postby jlv » Sun Apr 15, 2018 2:31 am

checkerz wrote:On Seattle, Stephen ran these settings:
erode_limit 0.0 1.0 1.0
erode_limit 1.0 0.0 0.0

And erode got ridiculously deep throughout the race.

That doesn't make sense to me as it should've gotten to 1 foot and basically stopped?

It'll go over the limit but not by a huge amount. It might get down to 1.25 or so with the limit at 1.

If you want the first little bit fast and then slow the rest of the way, try something like this:

erode_limit 0.00 1.00 1.00
erode_limit 0.25 0.25 0.25
erode_limit 1.00 0.00 0.00
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Re: tileinfo info

Postby checkerz » Sun Apr 15, 2018 4:59 am

jlv wrote:
checkerz wrote:On Seattle, Stephen ran these settings:
erode_limit 0.0 1.0 1.0
erode_limit 1.0 0.0 0.0

And erode got ridiculously deep throughout the race.

That doesn't make sense to me as it should've gotten to 1 foot and basically stopped?

It'll go over the limit but not by a huge amount. It might get down to 1.25 or so with the limit at 1.

If you want the first little bit fast and then slow the rest of the way, try something like this:

erode_limit 0.00 1.00 1.00
erode_limit 0.25 0.25 0.25
erode_limit 1.00 0.00 0.00


By ridiculously deep, bike swallowing deep. Well beyond 1.25. With those numbers above that should've been "concrete" under.

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Re: tileinfo info

Postby jlv » Mon Apr 16, 2018 1:44 am

checkerz wrote:By ridiculously deep, bike swallowing deep. Well beyond 1.25. With those numbers above that should've been "concrete" under.

-1.25 can look pretty deep especially if it's +1.25 right next to it. It's important to measure so you know for sure what's going on. If you have a demo I could check it for you. Although for practical purposes if 1 is too deep, try .5 or .25.
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