New erode test

All about making tracks for MX Simulator
F4NG3L
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Re: New erode test

Post by F4NG3L »

Just to update my previous post. I can get erode to work if I don't use any of the snapshots. How can that be? Not properly used?

I believe that I use the snapshots correctly though.
F4NG3L
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Re: New erode test

Post by F4NG3L »

F4NG3L wrote:Just to update my previous post. I can get erode to work if I don't use any of the snapshots. How can that be? Not properly used?

I believe that I use the snapshots correctly though.

Now that I have been testing it, it works allright, when I launch MX SIM it says 1.7 in the right corner. The only thing I can't get working is the "updating" track. Before I had "issues" with erode, i "painted" the whole track with a tool set to 0 and the track would turn dark where/as I rode (RedBud). Now nothing happends before I manually "paint" around the track. It feels like I have to manually update the track. Sorry, I am from Denmark - should explain my english. :)
vmaki
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Re: New erode test

Post by vmaki »

I guess my question fits here best.

Jlv would it be possible for the erode to draw coordinates for a predefined decal to mimic the moist soil that gets visible? And maybe limit it so that a coordinate wouldn't be drawn if it would cause the decals to overlap too much from previous laps.
Image
jlv
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Re: New erode test

Post by jlv »

It would definitely be possible. You can even do it now with a script that parses the AI lines. Only problem is it makes a ton of decals. As you said, removing the overlapped decals would help that somewhat.
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goudbeekie
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Re: New erode test

Post by goudbeekie »

Can someone say how you can get this work, please.

I can't get it :S
mxsisboss
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Re: New erode test

Post by mxsisboss »

--erode 40
cr500zd wrote:is there anyway that 500cc bikes will be put into the game?
jlv wrote:I'd say it will definitely happen at some point. Not any time soon though.
goudbeekie
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Re: New erode test

Post by goudbeekie »

Don't change something?
mxsisboss
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Re: New erode test

Post by mxsisboss »

Or run it from the .bat posted on page 1 or 2 i cant remember.
cr500zd wrote:is there anyway that 500cc bikes will be put into the game?
jlv wrote:I'd say it will definitely happen at some point. Not any time soon though.
MxFelix
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Re: New erode test

Post by MxFelix »

I cant get it to work.. :( maybe i'm a noob!
I have the .bat file in my personal folder, have the update i need. But what I have to do to get it to work ?!
Please help me, i love the idea. :(
barrington314 wrote:Oh, so you think because Germany won the MXoN, you can just come on here and spell shit how ever you wish?

:mrgreen:
DPGuitarman
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Re: New erode test

Post by DPGuitarman »

MxFelix wrote:I cant get it to work.. :( maybe i'm a noob!
I have the .bat file in my personal folder, have the update i need. But what I have to do to get it to work ?!
Please help me, i love the idea. :(
Maybe you are a noob.
Maybe you didn't read the entire topic.
Maybe you should read the entire topic.
Maybe I helped you.
yzmxer608
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Re: New erode test

Post by yzmxer608 »

You don't need to use this anymore, it was added to the 2012-08-10 snapshot (just get the newest one http://forum.mxsimulator.com/viewtopic.php?f=1&t=17945 which includes this). The parameters are now part of the tileinfo file for each track also.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
MxFelix
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Re: New erode test

Post by MxFelix »

Does it mean, that i have to download the newest one and if i'm playing, it's in the game without that i done something for it ?
barrington314 wrote:Oh, so you think because Germany won the MXoN, you can just come on here and spell shit how ever you wish?

:mrgreen:
yzmxer608
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Re: New erode test

Post by yzmxer608 »

No, you still have to add the --erode x in the target line, but all of the erode parameters are set by each track so you don't have to do anything with those.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
MxFelix
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Re: New erode test

Post by MxFelix »

Also right click on mx.exe and then properties and the "--erode x" behind the "mx" ?
barrington314 wrote:Oh, so you think because Germany won the MXoN, you can just come on here and spell shit how ever you wish?

:mrgreen:
DPGuitarman
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Re: New erode test

Post by DPGuitarman »

Ok, so a ton of newer people can't get this to work so here's the beginner's guide:

1. Download the newest snapshot.
-to do this serach for "snapshot" in there forum serach and look for the most recent snapshot.
-replace the old mx.exe with the new snapshot.

2. Right click on mx.exe and go to properties; where you add "--erode x"; where x is the erode strength (you generally want between 0.5 - 1.0).

You're basic erode method is now set-up.

With the new erode method, the erode settings are now tilemap dependent.
This means when you make your tileinfo file and add your tilemaps, you will then also add your desired erode settings for each one.
Pretty much the same settings as the .bat method except able to have different settings for different tilemaps.

3. Add erode settings to tileinfo file.
Here's what a standard tileinfo entry looks like:
friction 0.4 0
friction 0.5 2.0
friction 1.0 3.0
friction 1.2 10.0
roll_resist 20 50 0
roll_resist 70 100 30

erode_depth 1.0
erode_lower 100.0
erode_upper 200.0
erode_displacement 5.0
erode_radius 2.0
erode_max_slope 1.0

texture @yourtrackhere/sand2.ppm
roost texture=@yourtrackhere/roost.png count=2 size=0.5 grow=8.0
addtile

The blue being your normal tilemap info.
The red being the erode settings that you need to add.
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