Seq decals?

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pulse
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Seq decals?

Post by pulse »

I think it would be possiable and cool to add sequence decals.
like lets say a berm is nice a packed and time the sequence to add ruts over time to give the erode visual feel
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pulse
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Re: Seq decals?

Post by pulse »

basically a non repeat gif
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jlv
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Re: Seq decals?

Post by jlv »

No, the terrain is kept in a special cache that'd be a nightmare to animate textures on. It'd make more sense to add new decals as the bikes move around.
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AWood
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Re: Seq decals?

Post by AWood »

jlv wrote:No, the terrain is kept in a special cache that'd be a nightmare to animate textures on. It'd make more sense to add new decals as the bikes move around.
Wait what? Darr made a track with Sequence files as decals.

I was just talking to someone about this today (and back when we were making millville update. have the holeshot line there and then 5 min into the race it slighty fade out. Its possible, we just dont know if it would lag bad or not.

I wanted this in sx too, maybe add blue groove decals that were blank pngs but 5min into moto sequence into a blue groove decal, same with rut decals and shading


Did you think he meant making the terrain a .seq? (which me and said person and someone else also had the idea of today)
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yzmxer608
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Re: Seq decals?

Post by yzmxer608 »

It works, never tried it with shaders though.
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Re: Seq decals?

Post by wheels1758 »

I think what JLV is referring to is having the textures animate based on the erode. Not sure if that is what pulse meant though...
pulse
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Re: Seq decals?

Post by pulse »

wheels1758 wrote:I think what JLV is referring to is having the textures animate based on the erode. Not sure if that is what pulse meant though...
na I meant a timing file on the decal to change in sec's like a regular seq.
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Re: Seq decals?

Post by AWood »

pulse wrote:
wheels1758 wrote:I think what JLV is referring to is having the textures animate based on the erode. Not sure if that is what pulse meant though...
na I meant a timing file on the decal to change in sec's like a regular seq.
Then yes it's possible. Just put a .seq in the decals file instead of a .png and set it it ip like a normal seq
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Re: Seq decals?

Post by jlv »

AWood wrote:
jlv wrote:No, the terrain is kept in a special cache that'd be a nightmare to animate textures on. It'd make more sense to add new decals as the bikes move around.
Wait what? Darr made a track with Sequence files as decals.

I was just talking to someone about this today (and back when we were making millville update. have the holeshot line there and then 5 min into the race it slighty fade out. Its possible, we just dont know if it would lag bad or not.

I wanted this in sx too, maybe add blue groove decals that were blank pngs but 5min into moto sequence into a blue groove decal, same with rut decals and shading


Did you think he meant making the terrain a .seq? (which me and said person and someone else also had the idea of today)
It might accept a seq file, but it won't automatically flush the textures when they change. If you just parked there it would never update the textures.
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