Right, if this has been said before which im sure it has, im sorry. But will track deformation ever properly come into the game? Id think itll be rad actually getting the feeling of getting stuck in insted of simply skimming across the top of the mud...
Just a thought and i know its been mentioned but yeah
jlv wrote:
Rush wrote:Why was UID 12235 not banned as well? he was doing the same thing.
Because he didn't come in here and confess like an idiot.
Boblob801 wrote:On this note, how do you pick what parts erode more than others?
In the tileinfo file. You can set each tile to have different erode settings.
Each tile? What defines a tile, the texture tile?
tile is basically the traction. normally those little square things on goony puremxs tracks instead of decals. lol. but you can have different tiles in the tileinfo file with different erode settings but the same traction, just needs to be painted in the tilemap file in editor.
I'm being died serious. It seems really stupid to use tiles for deformation. And traction tbh. I feel like you would be better off with maps.
Stevie understands tileinfo like he does freedom
The tilemap file keeps track of the traction "tile" for each pixel of the terrain (sorta). If the terrain is 1025x1025, tilemap is 1,048,576 bites which represent integers 0-<# of tiles>. When they say a "tile", it is a square that is <terrain scale> in freedom feet square. This coo responds to two triangles in the terrain mesh.
Oh so what wheels really meant is I'm the most knowledgeable cunt out when it comes to freedom and 90% of game developers are retarded for opting out of tiles and using softness maps etc??
To be honest I'm confused as to what he was trying to get at all together.