New erode test

All about making tracks for MX Simulator
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Tom cortvriendt
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Re: New erode test

Post by Tom cortvriendt »

WTF? it worked for me but now im playing with it, it starts up with the 1.7 update , but i installed this update for it?? -.-
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
BuddyTheElf
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Re: New erode test

Post by BuddyTheElf »

Tom cortvriendt wrote:WTF? it worked for me but now im playing with it, it starts up with the 1.7 update , but i installed this update for it?? -.-
This isnt an update, it's effectively just another snapshot.
DJ99X
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Re: New erode test

Post by DJ99X »

jlv wrote:The best no-op would probably be "raise" with submode "lower only" or vice versa.
That seemed to remove any erosion that occurred.

Also, what's with the terrain before you update the shading? It moves around a lot
Tom cortvriendt
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Re: New erode test

Post by Tom cortvriendt »

BuddyTheElf wrote:
Tom cortvriendt wrote:WTF? it worked for me but now im playing with it, it starts up with the 1.7 update , but i installed this update for it?? -.-
This isnt an update, it's effectively just another snapshot.
I know, but when i made the batch file i still open up with 1.7
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
Stickerz
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Re: New erode test

Post by Stickerz »

Did you replace mx.exe with this snapshot? If not, that's why, edit the batch file to open mx-2012-06-22.exe instead.
jlv
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Re: New erode test

Post by jlv »

DJ99X wrote:Is this a smooth brush it applies? Like, does it linearly taper off in strength from the centre, with no strength at the radius?
It's the same as using raise and lower in the editor with focus at 0.
DJ99X wrote:
jlv wrote:The best no-op would probably be "raise" with submode "lower only" or vice versa.
That seemed to remove any erosion that occurred.
The back buffer is out of sync, but since the editor didn't change it it doesn't think it needs to update it. Click somewhere else first and it will resync.
DJ99X wrote:Also, what's with the terrain before you update the shading? It moves around a lot
It delays the updates so it won't move the ground while the wheel is touching it. It shouldn't care about the shading, although updating the shading will also make it get the terrain tessellation right.
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metcalf98
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Re: New erode test

Post by metcalf98 »

thamks! this is sick!
jlv
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Re: New erode test

Post by jlv »

Got rid of the environment variables and added it to the tileinfo file. Here are the new tileinfo variable names and defaults:

erode_depth 1.0
erode_lower 100.0
erode_upper 200.0
erode_displacement 8.0
erode_radius 8.0
erode_max_slope 0.25

Also fixed the shading and made the tessellator update it's cached info 8 times more often to reduce the LOD popping.

The editor updates are really laggy now. It's a side effect of speeding up the shading updates and will be fixed soon.

http://mxsimulator.com/snapshots/mx-2012-07-01.exe
http://mxsimulator.com/snapshots/mxbin-2012-07-01
Josh Vanderhoof
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DJ99X
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Re: New erode test

Post by DJ99X »

Thanks!
DJ99X
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Re: New erode test

Post by DJ99X »

OMG, did not read that as automatic shading updates!!! Yeeehaaawww

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Mikey
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Re: New erode test

Post by Mikey »

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DJ99X
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Re: New erode test

Post by DJ99X »

Sorta regret texturing tracks with the shadingx2 now, lol. Also, not including the shadows.pgm file.

Reckon you could add a separate colouring file? It's probably worth doing now, as it's something I'd want with the terrain shaders when the shading/shadingx2 files become obsolete. If possible, can it not be fixed resolution like the shading file is? Also, if possible, could the bike draw a line to this image where the bike goes, sorta like how it used to draw the red line? Probably asking too much there. Thanks though
barrington314
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Re: New erode test

Post by barrington314 »

would i do it like this?
friction 1.0 1.0
friction 1.0 40.0
friction 1.5 64.0
roll_resist 5.0 15.0 10.0
texture @dirt.ppm
roost texture=@splash.png grow=1.5 slow_angle=0.5 drag=0 size=1.0 r=44 g=33 b=29 fade_a=0
erode_depth 1.0
erode_lower 100.0
erode_upper 200.0
erode_displacement 8.0
erode_radius 8.0
erode_max_slope 0.25
addtile

and how would i go about using it on JLVs sx tracks?
DJ99X
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Re: New erode test

Post by DJ99X »

Yep, thats it.

You can put your own tileinfo file in the track folder.
dylan22
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Re: New erode test

Post by dylan22 »

Would the easiest way to see this working, be save a demo of it. and keep going over the demo? or what.
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