Tilemap Based Texture fading

Post your suggestions here
ddmx
Posts: 5383
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Tilemap Based Texture fading

Post by ddmx »

Take for instance a tire. Norm, Spec, and 3 color maps. Dirty, Clean, and semi dirty. or even 5 different fades to dirty. Depending on how long your on a certain tilemap, the texture fades from clean to dirty, or if you happen to get back on pavement after dirt, from dirty to clean. Could work for gear, bike, ect. Roost could also effect the fading process. Yes, more textures to load, maybe the dirt texture could just be an overlay onto the original texture, and one series of dirt texs could be used for all in game items.
Goardy
Posts: 270
Joined: Mon Oct 19, 2009 1:13 am
Team: Satan

Re: Tilemap Based Texture fading

Post by Goardy »

wouldnt that just make the track's textures look really spotty? maybe youve got something else in mind, but i imagine that that would just result in a strange mosaic-y kind of finish, because youd have huge squares that are different colours to the ones surrounding them.
Image
Get a pack of dogs up ya!
ゲイセックス、笑
Servatis
Posts: 1103
Joined: Tue Aug 18, 2009 5:10 pm
Location: The Netherlands

Re: Tilemap Based Texture fading

Post by Servatis »

I think he is talking about the bike.

change the appearance of the bike according to the different surfaces and amount of time ridden on those surfaces.

I dont think it's a bad idea, the only problem with that right now is that it would take another chunk of processing power for the pc to handle.
an on/off switch would solve that problem though.
MXS Garage 0.9 download here

---

Everytime you post something, a stupid baby gets punched in the face. Please post, for the smart children.

MXS Cares
DJ99X
Posts: 15524
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Tilemap Based Texture fading

Post by DJ99X »

It would look shit if the change was instant
Goardy
Posts: 270
Joined: Mon Oct 19, 2009 1:13 am
Team: Satan

Re: Tilemap Based Texture fading

Post by Goardy »

ah right, my bad, didnt read thoroughly enough
Image
Get a pack of dogs up ya!
ゲイセックス、笑
wheels1758
Posts: 4132
Joined: Tue Oct 21, 2008 5:20 pm
Location: Washington, USA
Contact:

Re: Tilemap Based Texture fading

Post by wheels1758 »

ddmx wrote:Take for instance a tire. Norm, Spec, and 3 color maps. Dirty, Clean, and semi dirty. or even 5 different fades to dirty. Depending on how long your on a certain tilemap, the texture fades from clean to dirty, or if you happen to get back on pavement after dirt, from dirty to clean. Could work for gear, bike, ect. Roost could also effect the fading process. Yes, more textures to load, maybe the dirt texture could just be an overlay onto the original texture, and one series of dirt texs could be used for all in game items.

I think it would be sick, but...

How would you determine what color to make the three color maps? would there be a way to make them with a sort of blocked out section that would get dirty and would become the color of the roost texture in game? Otherwise you'd have to choose the color before hand and end up with dark mud on the tires at sandtown, or sand on the tires at windcott. Either would not look good at all...
Ashes
Posts: 311
Joined: Mon Mar 09, 2009 6:36 am
Team: Privateer #65

Re: Tilemap Based Texture fading

Post by Ashes »

It'd be sweet if the roost could "stick" to whatever it hits, with high transparency.

I know I wrote 1 sentence there that sounds simple, but is VERY tricky to do, but still - it'd be cool :-D
jlv
Site Admin
Posts: 15388
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Tilemap Based Texture fading

Post by jlv »

I don't think fading would do well for making the bike collect roost. If I were going to do that, I'd probably give each bike/rider its own texture and then add dirt to it as the race went on.
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.
ddmx
Posts: 5383
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Re: Tilemap Based Texture fading

Post by ddmx »

However it's done is up to you, I just posed the idea.
Phathry25
Posts: 7481
Joined: Sat Dec 01, 2007 1:09 am
Team: No Frills Racing
Location: WI
Contact:

Re: Tilemap Based Texture fading

Post by Phathry25 »

Can the track textures be changed by riding on them, would be really need to see the lines people are taking just by their tire tracks.
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: Tilemap Based Texture fading

Post by yzmxer608 »

There was a script to do it but that was just for making tracks and produced decal lines. Would be pretty cool though.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: Tilemap Based Texture fading

Post by Garasaki »

Did anyone really do much with that script??

It's an awesome idea but it seems like no one really worked out the kinks.
Image
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
DJ99X
Posts: 15524
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Tilemap Based Texture fading

Post by DJ99X »

I didnt use it because it placed too many decals
mace-x
Posts: 2303
Joined: Wed Jan 02, 2008 5:53 am
Team: your sister´s fan!
Location: candy planet.

Re: Tilemap Based Texture fading

Post by mace-x »

yzmxer608 wrote:There was a script to do it but that was just for making tracks and produced decal lines. Would be pretty cool though.
where that script is?
i've never heard of it, may be very usefull.

in relation with this topic i would implement a decal that comes from the front and rear wheel, and make the transparence in therms of how much friction with the dirt the tire is making, as an example:
the bike brakes locking both wheels: more visible and harder rut decal
the rear wheel of the bike sliding because acceleration: harder rear wheel decal and more faded front wheel decal

the direction should be given by the direction of the bike instead of the direction of the wheel.
also a way to save the ruts done by the wheel to the track and customisable rut decal, or even better, add a rut decal per terrain decal or per tilemap.

hope that someone catches what im trying to explain hehe
Image
Massacre ftw!

the human stupidity and the universe are unlimited, and im not totally sure about the universe...
jlv
Site Admin
Posts: 15388
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Tilemap Based Texture fading

Post by jlv »

http://mxsimulator.com/scripts/linestodecals.py

It's nothing fancy. All it does is convert the AI's lines file into decals. I used it to place the packed dirt decals in some of the supercross tracks.
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.
Post Reply