In Game Rut Generator
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AirsoftNGaming
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In Game Rut Generator
This is not the same as ruts being created as you ride(though that would be better) but every time you load a track up there are new lines you can take, the game generates the ruts for u. I dont know if this has been suggested so no hatefull comments, just tell me what u think! I kno this wont be on jlv's list of things to do.

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Wahlamt
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Re: In Game Rut Generator
So basically the game gets a "flat" track, and makes ruts in the corners, that's different each time? Could be cool, but I guess that the time it takes coding it wouldn't be greater than the result. I believe that we would have to make more things in the editor as well such as setting "limits" and lines that the rut can't go outside and so it won't be at the wrong place. Cool idea anyway.
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al167
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Re: In Game Rut Generator
if a bike making the ruts would be better, then just turn on erode! (this was implemented a few years back) If you don't know this already, just right click on your mx.exe desktop shortcut and type --erode 40 after "......mx.exe" in the target line.
the 40 part can be changed. use a number between 1 and 40. if its 1 it will erode the amount 1 bike would. if 40 it means that everytime you ride over a section its like 40 bikes going over it.
Note: it doesn't work for multiplayer yet so that's why its not talked about much anymore.
cheers al
the 40 part can be changed. use a number between 1 and 40. if its 1 it will erode the amount 1 bike would. if 40 it means that everytime you ride over a section its like 40 bikes going over it.
Note: it doesn't work for multiplayer yet so that's why its not talked about much anymore.
cheers al
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AirsoftNGaming
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Re: In Game Rut Generator
Yeah this is a cool idea but it wont be in jlv's list of things to do, or it could be but not anytime soon!Wahlamt wrote:So basically the game gets a "flat" track, and makes ruts in the corners, that's different each time? Could be cool, but I guess that the time it takes coding it wouldn't be greater than the result. I believe that we would have to make more things in the editor as well such as setting "limits" and lines that the rut can't go outside and so it won't be at the wrong place. Cool idea anyway.

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AirsoftNGaming
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Re: In Game Rut Generator
I kno what it is, lol i make tracks and i use it at erode 15-20 to stand out my ruts and also make the track more bumpy, i dont use it much when i play in other tracks because it changes the look of the texture and makes it look bad. But having new lines and ruts every time you load a game up would be cool because in real life ruts are temporary, they groom the track and flat the corners out but everytime new people ride it happens as u go, but this is just new lines every time you open the track up.al167 wrote:if a bike making the ruts would be better, then just turn on erode! (this was implemented a few years back) If you don't know this already, just right click on your mx.exe desktop shortcut and type --erode 40 after "......mx.exe" in the target line.
the 40 part can be changed. use a number between 1 and 40. if its 1 it will erode the amount 1 bike would. if 40 it means that everytime you ride over a section its like 40 bikes going over it.
Note: it doesn't work for multiplayer yet so that's why its not talked about much anymore.
cheers al

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m121c
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Re: In Game Rut Generator
Would kinda be cool to be able to link terrain textures like have a main terrain.png, but then like a terrain_opt1.png, terrain_opt2.png, and so on. Might be more work for the creators and they wouldn't have to do it but it would be kinda cool to have the server have like a mode to either sequentially select the diffrent terrains, randomly select them, or disable it.
So lets say you go to Millville national. You have the terrain for qualifying (relatively smooth shallower lines) then you have moto 1 and moto 2 get progressively deeper and rougher.
So lets say you go to Millville national. You have the terrain for qualifying (relatively smooth shallower lines) then you have moto 1 and moto 2 get progressively deeper and rougher.
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Andy_Hack
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Re: In Game Rut Generator
That's actually a pretty damn good idea! And a good alternative for erode, since you can actually get used to the terrain in a longer time frame.
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SMR 510RR
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Re: In Game Rut Generator
By using ps you could easily isolate the new stuff as a overlay. I have always though it would be cool if it slowly became more intense through the race by increasing the opacity.m121c wrote:Would kinda be cool to be able to link terrain textures like have a main terrain.png, but then like a terrain_opt1.png, terrain_opt2.png, and so on. Might be more work for the creators and they wouldn't have to do it but it would be kinda cool to have the server have like a mode to either sequentially select the diffrent terrains, randomly select them, or disable it.
So lets say you go to Millville national. You have the terrain for qualifying (relatively smooth shallower lines) then you have moto 1 and moto 2 get progressively deeper and rougher.
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m121c
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Re: In Game Rut Generator
SMR that would be cool also! Don't know how you would code that though, would be interesting.
I know qualifying is a big issue because there are some that can just play this game all day long and others that have work. What if it didn't matter how hard you try hard because the track will be different by moto 2, or the main event?
I know qualifying is a big issue because there are some that can just play this game all day long and others that have work. What if it didn't matter how hard you try hard because the track will be different by moto 2, or the main event?
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AirsoftNGaming
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Re: In Game Rut Generator
Thats the thing thats cool, in real life its not allways the same, in the first event there is no ruts or really small thats almost unridable, then the first moto there is some ruts of choice almost no breaking bumps, then the 2nd moto its really rough. This is motocross simulator and i will find that something to make sence it gets borring when the track is the same all the time, it would be awsome for the ama nationals in mxs next year if it was possible.m121c wrote:SMR that would be cool also! Don't know how you would code that though, would be interesting.
I know qualifying is a big issue because there are some that can just play this game all day long and others that have work. What if it didn't matter how hard you try hard because the track will be different by moto 2, or the main event?

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AirsoftNGaming
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Re: In Game Rut Generator
Thats the thing thats cool, in real life its not allways the same, in the first event there is no ruts or really small thats almost unridable, then the first moto there is some ruts of choice almost no breaking bumps, then the 2nd moto its really rough. This is motocross simulator and i will find that something to make sence it gets borring when the track is the same all the time, it would be awsome for the ama nationals in mxs next year if it was possible.m121c wrote:SMR that would be cool also! Don't know how you would code that though, would be interesting.
I know qualifying is a big issue because there are some that can just play this game all day long and others that have work. What if it didn't matter how hard you try hard because the track will be different by moto 2, or the main event?

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SMR 510RR
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Re: In Game Rut Generator
I tried to get everyone on board with saving a "smooth" copy of the terrain and then making it really rough. From there I wanted to make a in between version so there would be the smooth track for qualifying and then a moto 1 and moto 2 track that wouldn't be released until race day. That would be cool because try hards wouldn't have a leg up on everyone that has work and stuff.m121c wrote:SMR that would be cool also! Don't know how you would code that though, would be interesting.
I know qualifying is a big issue because there are some that can just play this game all day long and others that have work. What if it didn't matter how hard you try hard because the track will be different by moto 2, or the main event?
I have always had this great (IMO) idea for a game like COD of BF to have the map be a 3x3 or 4x4 grid where there were multiple versions for each square so that a map would always feel different. It may be possible to do something similar where different sections of the track could have different alternate versions for bumps and ruts and each race would select randomly so that it would feel like the track was always changing.
Would be a lot easier to implement any of these than something "automatic" where the ruts and stuff are generated since they really need to be shaped by hand IMO. Of course my coding experience is limited to some very basic website stuff so I am effectively useless there.
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m121c
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Re: In Game Rut Generator
Ya I don't see why they couldn't do that. You have one map but have 5 different variables for that map and would completely change the game imo. Even if weather changed or something, the mood of the map would change. I think it's an awesome idea.
May seem like a lot of work for the track creators but of course it would be an optional thing.
May seem like a lot of work for the track creators but of course it would be an optional thing.
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rf36
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Re: In Game Rut Generator
I definitely agree with you! Seems like a really good idea and would brings alot of variation in the maps.m121c wrote:Ya I don't see why they couldn't do that. You have one map but have 5 different variables for that map and would completely change the game imo. Even if weather changed or something, the mood of the map would change. I think it's an awesome idea.
May seem like a lot of work for the track creators but of course it would be an optional thing.
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Sandhapper
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Re: In Game Rut Generator
Correct me if I'm wrong, but isn't this posible already? You have one main track, then you can make like 3 different versions of the track itself. Each has their own .trackinfo for the servers. The hosters of races can choose which track to use for qualifying/event.
2013 EMF outdoors 2nd place overall
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2013 MxSCentral outdoors 2nd place overall
2012 EMF outdoors 2nd overall
2012 SMA sx 2nd overall
2011 SMA outdoors champion

