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
Seq decals?
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jlv
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Re: Seq decals?
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?
Wait what? Darr made a track with Sequence files as decals.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.
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)
barrington314 wrote:awood is right
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2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th OverallLeclair wrote:i fuck you
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yzmxer608
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Re: Seq decals?
It works, never tried it with shaders though.
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wheels1758
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Re: Seq decals?
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...
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pulse
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Re: Seq decals?
na I meant a timing file on the decal to change in sec's like a regular seq.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...

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AWood
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Re: Seq decals?
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 seqpulse wrote:na I meant a timing file on the decal to change in sec's like a regular seq.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...
barrington314 wrote:awood is right
Leclair wrote:My name is barking
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th OverallLeclair wrote:i fuck you
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th
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jlv
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Re: Seq decals?
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.AWood wrote:Wait what? Darr made a track with Sequence files as decals.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.
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)
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.