2019 MotoOption Supercross Round 17 Las Vegas

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MOTOZ293
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Re: 2019 MotoOption Supercross Round 8 Detroit

Postby MOTOZ293 » Thu Feb 21, 2019 11:45 pm

Track comments time:

1) Overall i thought this track was so fun. It surprisingly flowed really well.

2) The ruts were a little hard to see on the entrance and apex of the corners, but i saw some say something about a fix for that in the future

3) The split section was whisk (I know its not really under your control) I think the double in should have been a pushed back a little. I know that wouldnt have worked but just thinking as im typing here

i think that is all
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BrownSyndrome330
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Re: 2019 MotoOption Supercross Round 8 Detroit

Postby BrownSyndrome330 » Fri Feb 22, 2019 1:35 am

Anyone else getting a load of error messages after loading into Detroit?

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Jakob Hubbard
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Re: 2019 MotoOption Supercross Round 8 Detroit

Postby Jakob Hubbard » Fri Feb 22, 2019 1:38 am

BrownSyndrome330 wrote:Anyone else getting a load of error messages after loading into Detroit?

try switching to the latest snapshot:
viewtopic.php?f=1&t=51622
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JumPerr
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Re: 2019 MotoOption Supercross Round 8 Detroit

Postby JumPerr » Sat Feb 23, 2019 6:24 pm

client track modified.

i have the new snapshot oO
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Official rF Gaming
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Official rF Gaming » Tue Feb 26, 2019 3:42 am

First post updated with Atlanta.
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Jeremy150
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Re: 2019 MotoOption Supercross Round 8 Detroit

Postby Jeremy150 » Tue Feb 26, 2019 4:14 am

Hang on 1 sec guys, fixing the links
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Official rF Gaming
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Official rF Gaming » Tue Feb 26, 2019 5:16 am

Links are fixed and signups are now open
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Ddavis
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Ddavis » Tue Feb 26, 2019 5:56 am

tf is sx2019rr.09atlanta.playdough? :lol:
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Racers52
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Racers52 » Tue Feb 26, 2019 5:58 am

Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:


guess youll have to find out :mrgreen:

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Racers52
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Racers52 » Tue Feb 26, 2019 6:13 am

Racers52 wrote:
Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:


guess youll have to find out :mrgreen:


jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough

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Jeremy150
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Jeremy150 » Tue Feb 26, 2019 10:39 pm

Just added an additional file to the track. It's just the billboard lights for the stadium too make it look cooler. I recommend downloading it but you don't have to.
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jlv
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby jlv » Wed Feb 27, 2019 3:01 am

Racers52 wrote:
Racers52 wrote:
Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:


guess youll have to find out :mrgreen:


jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough

Did you get a chance to try that low frequency shading removal trick I told you about? If you didn't understand it post an unfiltered texture and I'll take a shot at it.
Josh Vanderhoof
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Racers52
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby Racers52 » Wed Feb 27, 2019 3:12 am

Subject: 2019 MotoOption Supercross Round 9 Atlanta

jlv wrote:
Racers52 wrote:
Racers52 wrote:
guess youll have to find out :mrgreen:


jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough

Did you get a chance to try that low frequency shading removal trick I told you about? If you didn't understand it post an unfiltered texture and I'll take a shot at it.


I was a little confused on the explanation and couldn't get anything noticeably different but I would love to take another shot. I would be very appreciative of another write up/example.

jlv
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby jlv » Wed Feb 27, 2019 4:49 am

Racers52 wrote:I was a little confused on the explanation and couldn't get anything noticeably different but I would love to take another shot. I would be very appreciative of another write up/example.

Say I have a texture that has some unwanted shading in it that's fighting with the terrain's shading. In this case, there are some vertical dark streaks.
Image

Load it up in your paint program, duplicate the layer, desaturate it, scale it to 1x1 and back to full size to convert it to one color and change the layer mode to add. You should get something with roughly double brightness like this. This is to offset the darkening from the subract layer we add next.
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Now, select the base layer again, duplicate it, desaturate it, move it to the top and change the layer mode to subtract. You should get a nearly solid color like this. That's because with no blurring in the top layer it's filtering out everything.

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To go over the layers again, the bottom layer should be the original image, the middle layer should be solid gray at the average intensity of the image in add mode, and the top layer is the desaturated original in subtract mode.

Now blur the top layer. With an 8x8 blur it will keep the details smaller than 8 pixels and throw away the rest.
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Here's 16x16:
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32x32:
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At 64x64 the radius is large enough that the shading we're trying to remove is smaller than the radius.
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ColtonD719
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Re: 2019 MotoOption Supercross Round 9 Atlanta

Postby ColtonD719 » Wed Feb 27, 2019 9:03 am

That's a great step-by-step, jlv, thanks!

In Photoshop, you can get a similar effect in less steps with the High Pass filter.
1. Duplicate your base texture.
2. On the newly duplicated layer, Filter>Other>High Pass... Set the radius to taste. The higher the radius the more low frequency detail will be visible (similar to the amount of blur used in jlv's method)
3. Set the blending mode of the filtered layer to Overlay.
4. On the original layer, Filter>Blur>Average. And away you go.

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Original

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Final, with High Pass radius at 4.


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