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Re: tileinfo info

Posted: Mon Jan 04, 2010 12:28 am
by jlv
The drag will slow it down on the way up too, so you want to elevate it more to compensate. Try increasing fast_angle to 1.57 and increasing vscale to 5. If it's not enough keep increasing vscale.

Re: tileinfo info

Posted: Mon Jan 04, 2010 8:46 pm
by Shadow
Great it worked! Well, sort of.. Thanks :D

Now, is there a way to make the particle partly transparent so it's more dust like? Right now nothing can be seen through it.

Re: tileinfo info

Posted: Mon Jan 04, 2010 9:34 pm
by DJ99X
1) Change the alpha value in the roost line to something elss than 255
2) Make it more transparent in photoshop or whatever

Re: tileinfo info

Posted: Mon Jan 04, 2010 10:12 pm
by Shadow
Yupp, looks much better now. Thanks! :)

Re: tileinfo info

Posted: Wed Feb 24, 2010 4:22 pm
by attacker5
Ok,
so maybe its just me but in all the tracks i can fine including the blank track there is only a texturelist file and no tileinfo file. Do i just make this file, if so, can you give me an example of a finished file or even give me a link to a finished file. Iv also downloaded the "newtiletest" track, and even in there there is no tileinfo file???

thx guys. :D

Re: tileinfo info

Posted: Wed Feb 24, 2010 10:46 pm
by yzmxer608
You will have to make it or take one from a already made track.

Re: tileinfo info

Posted: Fri Mar 26, 2010 4:46 pm
by Garasaki
Questions:

Is it possible to have a splash level between 0 and 1?

Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?

I would love to see the roost values and pictures used on some tracks, Cypress has awesome roost, and so does all of JLVs SX tracks. And sort of an explainatino for how it was created (ie Cypress seems to have a dust component and a chunks component).

Re: tileinfo info

Posted: Fri Mar 26, 2010 5:41 pm
by Shadow
Don't know about the first two of your questions, but you can add multiple roosts for a tilemap. Just copy the existing "roost texture=roost.png yadda yadda yadda" and paste it below the original, modify to your liking and voila!

Re: tileinfo info

Posted: Fri Mar 26, 2010 6:43 pm
by Garasaki
Yeah I know that. I would like to see some of the values other people have used for their stuff.

Re: tileinfo info

Posted: Fri Mar 26, 2010 10:34 pm
by jlv
Garasaki wrote:Is it possible to have a splash level between 0 and 1?
No. They use completely different trajectories so it wouldn't make sense to interpolate between them. If you want both splash particles and regular particles, use two roost lines and adjust the count values to change the balance between the two roost types.
Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
No, it can't do that.
I would love to see the roost values and pictures used on some tracks, Cypress has awesome roost, and so does all of JLVs SX tracks. And sort of an explainatino for how it was created (ie Cypress seems to have a dust component and a chunks component).
My supercross tracks use this:

roost texture=@splash.png grow=1.5 slow_angle=0.5 drag=0 size=1.0 r=79 g=64 b=34 fade_a=0

I change the rgb values depending on the dirt color for that week.
If you wanted to add a dust component you could add this in. You'll need to tweak the color though.

roost texture=@loam_dryscatter16x16.png count=1 size=1.0 grow=8.0 drag=5 r=165 g=163 b=99 a=192

Re: tileinfo info

Posted: Fri Mar 26, 2010 11:32 pm
by DJ99X
Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
Just make like 2 other roost images with the image rotated.

Here is what I used for Cypress Hollows:

Code: Select all

friction 0.8 0.0
friction 0.9 1.0
friction 1.0 5
friction 1.2 20
roll_resist 10 20 0
roll_resist 20 50 20
texture @dirt.ppm
roost texture=@cypresshollows/roostontrack2.png count=5 dig=1.0 slip_threshold=3.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1.0 grow=6.0 drag=5 vscale=1.0 randomize=15.0 r=53 g=36 b=26 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack2.png count=5 dig=1.0 slip_threshold=3.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1.0 grow=6.0 drag=5 vscale=1.0 randomize=15.0 r=69 g=47 b=34 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack.png count=5 dig=1.0 slip_threshold=6.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1 grow=4  drag=0.5 vscale=1.0 randomize=15.0 r=22 g=15 b=11 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack.png count=3 dig=1.0 slip_threshold=6.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1 grow=2  drag=0.5 vscale=1.0 randomize=15.0 r=22 g=15 b=11 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile
With these images

roostontrack.png
Image

roostontrack2
Image

Re: tileinfo info

Posted: Fri Mar 26, 2010 11:46 pm
by Garasaki
jlv wrote:
Garasaki wrote:Is it possible to have a splash level between 0 and 1?
No. They use completely different trajectories so it wouldn't make sense to interpolate between them. If you want both splash particles and regular particles, use two roost lines and adjust the count values to change the balance between the two roost types.
I was thinking more for splashing out at different angles.

Re: tileinfo info

Posted: Sat Mar 27, 2010 12:34 am
by jlv
It's fixed at a 45 degree angle. vscale and randomize will still work though.

Re: tileinfo info

Posted: Sat Mar 27, 2010 1:34 pm
by Garasaki
Hmmm, I sort of like what splash does, but the problem is that it activates roost even while you are not moving (think Pigpen from Charlie Brown).

Any way to prevent that...?

Re: tileinfo info

Posted: Sat Mar 27, 2010 11:46 pm
by jlv
Not right now anyway. I should probably make it honor slow_speed and fast_speed.