Washougal?
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TeamHavocRacing
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Re: Washougal?
It's fucking gorgeous!!!! Great track. So accurate.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
R.I.P. Sofa
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jlv
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Re: Washougal?
It might help to expand the terrain texture by a half pixel on each side. Use the offset and size settings in the texture panel.DJ99X wrote:This is whats giving me problems. Most of the places it works fine, then I get this in some areas. The only way I know of fixing this (unless I find out what is causing the differences between MXS and blender) is to move the vertices manually. And that takes ages, as you have to guess how much you need to move it
Josh Vanderhoof
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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.
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DJ99X
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Re: Washougal?
If you had a terrain with a resolution of 10, and a scale of 1, is the length of the terrain 2048 or 2049 ft? I've been basing it off 2048 ft, thus centering at 1024,1024. I then tried centering it at 1024.5, 1024.5 and it fit properly.
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jlv
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Re: Washougal?
It's 2048, but the sampling in the game has the center of texel 0 at coordinate 0 and the center of texel 2048 at coordinate 2048. In blender with the texture scaled to cover 0-2048, the center of texel 0 will be at .5*2048/2049 and the center of texel 2048 will be at 2048.5*2048/2049. You need to scale it to cover -.5 to 2048.5. That way the texel centers will align with the coordinates.
Josh Vanderhoof
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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.
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DJ99X
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Re: Washougal?
Ah, that makes sense! Duly noted
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Yamahaman95
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Re: Washougal?
jlv wrote:It's 2048, but the sampling in the game has the center of texel 0 at coordinate 0 and the center of texel 2048 at coordinate 2048. In blender with the texture scaled to cover 0-2048, the center of texel 0 will be at .5*2048/2049 and the center of texel 2048 will be at 2048.5*2048/2049. You need to scale it to cover -.5 to 2048.5. That way the texel centers will align with the coordinates.
honestly after reading that..i felt like a complete and utter dumbass...because i seriously lost u at textel...
Tiller Crocker wrote:Look at those handlebar guards
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DJ99X
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Re: Washougal?
No need to tell everyone about it
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dylan11
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Re: Washougal?
^ same hereYamahaman95 wrote:jlv wrote:It's 2048, but the sampling in the game has the center of texel 0 at coordinate 0 and the center of texel 2048 at coordinate 2048. In blender with the texture scaled to cover 0-2048, the center of texel 0 will be at .5*2048/2049 and the center of texel 2048 will be at 2048.5*2048/2049. You need to scale it to cover -.5 to 2048.5. That way the texel centers will align with the coordinates.
honestly after reading that..i felt like a complete and utter dumbass...because i seriously lost u at textel...
barrington314 wrote:dont listen to noobs
DJD wrote:Eat shit and die. Moron.
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checkerz
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Re: Washougal?
I was lost too, but didn't feel like a dumbass because I'm smart enough to know DJ, and know that I don't have to understand that shit as long as I don't dis-obey rule #4.
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Yamahaman95
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Re: Washougal?
lolcheckerz wrote:I was lost too, but didn't feel like a dumbass because I'm smart enough to know DJ, and know that I don't have to understand that shit as long as I don't dis-obey rule #4.
Tiller Crocker wrote:Look at those handlebar guards
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TeamHavocRacing
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Re: Washougal?
pixel=picture element (pix+el); texel=texture element (tex+el); voxel=volumetric pixel (vo+xel) lol.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
R.I.P. Sofa
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Sweendoggy
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Re: Washougal?
"and then I said, that's no Riemann Sum, That's my grandmother!"
