Deformable Terrain

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Sabo
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Deformable Terrain

Postby Sabo » Tue Aug 23, 2016 7:12 pm

What I mean by deformable terrain is similar to how Reflex tracks used to degrade mid race.

I think this feature would be especially useful in rF and EMF races where they are quite long. Track creators wouldn't have to artificially insert roughness into the corners and ruts wouldn't have to be as premade. This would also add uniqueness to races where the track is raced a lot, the track would never wear the same way twice.

Track creators could also set where the track would wear the most. It'd be nice to be able to specify where the dirt is softer, so it'd be harder to wear out jump faces and straightaways, but easy to tear up a corner.

I think it would be awesome to have a fresh track just slowly wear out over a race.

What do you guys think? It's probably impossible that this hasn't been brought up before...
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Wahlamt
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Re: Deformable Terrain

Postby Wahlamt » Tue Aug 23, 2016 7:30 pm

You can do this offline by adding "--erode #" # = a number in between 1-100, where 100 is max. So for example --erode 20 . You and bots can race this, but this is not an online feature. You can also save tracks after doing this.

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Rush
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Re: Deformable Terrain

Postby Rush » Tue Aug 23, 2016 9:53 pm

It would be good until ur 20 laps into a 450 main and go into the whoops with 100 deferent ruts and die and lose the race because of it
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Mr. Wiggles
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Re: Deformable Terrain

Postby Mr. Wiggles » Tue Aug 23, 2016 10:18 pm

Rush wrote:It would be good until ur 20 laps into a 450 main and go into the whoops with 100 deferent ruts and die and lose the race because of it

You just need skill
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Wahlamt
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Re: Deformable Terrain

Postby Wahlamt » Tue Aug 23, 2016 11:27 pm

Rush wrote:It would be good until ur 20 laps into a 450 main and go into the whoops with 100 deferent ruts and die and lose the race because of it

You can:
1. Set the erode depth per/whatever to make it harder for the ground to deform.
2. Not use --erode 100.

Think it could be good. You could just set a different erode traction at the whoops making them stay the same.

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Sabo
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Re: Deformable Terrain

Postby Sabo » Wed Aug 24, 2016 1:11 am

JLV, make online erosion happen god dammit! XD
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bristow73
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Re: Deformable Terrain

Postby bristow73 » Wed Aug 24, 2016 9:46 pm

Wahlamt wrote:You can do this offline by adding "--erode #" # = a number in between 1-100, where 100 is max. So for example --erode 20 . You and bots can race this, but this is not an online feature. You can also save tracks after doing this.

Everytime I type that in when offline it say "Not connected to server"

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nickuzick
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Re: Deformable Terrain

Postby nickuzick » Wed Aug 24, 2016 9:54 pm

bristow73 wrote:
Wahlamt wrote:You can do this offline by adding "--erode #" # = a number in between 1-100, where 100 is max. So for example --erode 20 . You and bots can race this, but this is not an online feature. You can also save tracks after doing this.

Everytime I type that in when offline it say "Not connected to server"

You need to type that in the .exe target line in properties, not the game chat
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bristow73
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Re: Deformable Terrain

Postby bristow73 » Wed Aug 24, 2016 10:19 pm

nickuzick wrote:
bristow73 wrote:
Wahlamt wrote:You can do this offline by adding "--erode #" # = a number in between 1-100, where 100 is max. So for example --erode 20 . You and bots can race this, but this is not an online feature. You can also save tracks after doing this.

Everytime I type that in when offline it say "Not connected to server"

You need to type that in the .exe target line in properties, not the game chat

Thank you so much I figured it out!

bristow73
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Re: Deformable Terrain

Postby bristow73 » Wed Aug 24, 2016 10:42 pm

I know its a double post, but is there anyway to save the eroded tracks? and how?

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nickuzick
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Re: Deformable Terrain

Postby nickuzick » Wed Aug 24, 2016 10:46 pm

As long as you have a backup of the original I think the save function in the editor works
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