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On everyones mind...
Posted: Sun Jun 22, 2014 9:40 pm
by Alturism
Right, if this has been said before which im sure it has, im sorry. But will track deformation ever properly come into the game? Id think itll be rad actually getting the feeling of getting stuck in insted of simply skimming across the top of the mud...
Just a thought and i know its been mentioned but yeah

Re: On everyones mind...
Posted: Sun Jun 22, 2014 9:41 pm
by GregDearman
there's an erode setting already but I'd like to see it online, I think that would make racing way more interesting
Re: On everyones mind...
Posted: Sun Jun 22, 2014 10:51 pm
by Alturism
GregDearman wrote:there's an erode setting already but I'd like to see it online, I think that would make racing way more interesting
Re: On everyones mind...
Posted: Sun Jun 22, 2014 11:33 pm
by Boblob801
On this note, how do you pick what parts erode more than others?
Re: On everyones mind...
Posted: Mon Jun 23, 2014 2:17 am
by barrington314
Boblob801 wrote:On this note, how do you pick what parts erode more than others?
In the tileinfo file. You can set each tile to have different erode settings.
Re: On everyones mind...
Posted: Mon Jun 23, 2014 4:54 am
by Boblob801
barrington314 wrote:Boblob801 wrote:On this note, how do you pick what parts erode more than others?
In the tileinfo file. You can set each tile to have different erode settings.
Each tile? What defines a tile, the texture tile?
Re: On everyones mind...
Posted: Mon Jun 23, 2014 6:26 am
by AWood
Boblob801 wrote:barrington314 wrote:Boblob801 wrote:On this note, how do you pick what parts erode more than others?
In the tileinfo file. You can set each tile to have different erode settings.
Each tile? What defines a tile, the texture tile?
tile is basically the traction. normally those little square things on goony puremxs tracks instead of decals. lol. but you can have different tiles in the tileinfo file with different erode settings but the same traction, just needs to be painted in the tilemap file in editor.
Re: On everyones mind...
Posted: Mon Jun 23, 2014 6:54 am
by Boblob801
And the tiles are literally tiles? I wouldn't be able to add different shapes?
Re: On everyones mind...
Posted: Mon Jun 23, 2014 7:01 am
by Scotty226
Stevo you're such a smart ass

Re: On everyones mind...
Posted: Mon Jun 23, 2014 8:05 am
by Boblob801
Scotty226 wrote:Stevo you're such a smart ass

I'm being died serious. It seems really stupid to use tiles for deformation. And traction tbh. I feel like you would be better off with maps.
Re: On everyones mind...
Posted: Mon Jun 23, 2014 8:06 am
by Boblob801
dead*
Re: On everyones mind...
Posted: Tue Jun 24, 2014 12:16 am
by wheels1758
Boblob801 wrote:Scotty226 wrote:Stevo you're such a smart ass

I'm being died serious. It seems really stupid to use tiles for deformation. And traction tbh. I feel like you would be better off with maps.
Stevie understands tileinfo like he does freedom
The tilemap file keeps track of the traction "tile" for each pixel of the terrain (sorta). If the terrain is 1025x1025, tilemap is 1,048,576 bites which represent integers 0-<# of tiles>. When they say a "tile", it is a square that is <terrain scale> in freedom feet square. This coo responds to two triangles in the terrain mesh.
Re: On everyones mind...
Posted: Tue Jun 24, 2014 1:18 am
by Boblob801
So if these little squares here under the textures are not of traction and deformation then what are they for??

Re: On everyones mind...
Posted: Tue Jun 24, 2014 1:23 am
by Scotty226
they're the tilemap tiles.
Re: On everyones mind...
Posted: Tue Jun 24, 2014 1:26 am
by Boblob801
Scotty226 wrote:they're the tilemap tiles.
Oh so what wheels really meant is I'm the most knowledgeable cunt out when it comes to freedom and 90% of game developers are retarded for opting out of tiles and using softness maps etc??
To be honest I'm confused as to what he was trying to get at all together.