On everyones mind...

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Alturism
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On everyones mind...

Post by Alturism »

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.
GregDearman
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Re: On everyones mind...

Post by GregDearman »

there's an erode setting already but I'd like to see it online, I think that would make racing way more interesting
Alturism
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Re: On everyones mind...

Post by Alturism »

GregDearman wrote:there's an erode setting already but I'd like to see it online, I think that would make racing way more interesting
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
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Re: On everyones mind...

Post by Boblob801 »

On this note, how do you pick what parts erode more than others?
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Re: On everyones mind...

Post by barrington314 »

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.
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Re: On everyones mind...

Post by Boblob801 »

barrington314 wrote:
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?
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Re: On everyones mind...

Post by AWood »

Boblob801 wrote:
barrington314 wrote:
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.
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Re: On everyones mind...

Post by Boblob801 »

And the tiles are literally tiles? I wouldn't be able to add different shapes?
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Scotty226
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Re: On everyones mind...

Post by Scotty226 »

Stevo you're such a smart ass :lol:
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Re: On everyones mind...

Post by Boblob801 »

Scotty226 wrote:Stevo you're such a smart ass :lol:
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.
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Re: On everyones mind...

Post by Boblob801 »

dead*
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wheels1758
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Re: On everyones mind...

Post by wheels1758 »

Boblob801 wrote:
Scotty226 wrote:Stevo you're such a smart ass :lol:
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 :lol:

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.
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Re: On everyones mind...

Post by Boblob801 »

So if these little squares here under the textures are not of traction and deformation then what are they for??
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Re: On everyones mind...

Post by Scotty226 »

they're the tilemap tiles.
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Re: On everyones mind...

Post by Boblob801 »

Scotty226 wrote:they're the tilemap tiles.
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.
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