Tilemap Based Texture fading
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ddmx
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Tilemap Based Texture fading
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.
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Goardy
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Re: Tilemap Based Texture fading
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.

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Servatis
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Re: Tilemap Based Texture fading
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.
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.
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DJ99X
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Re: Tilemap Based Texture fading
It would look shit if the change was instant
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Goardy
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Re: Tilemap Based Texture fading
ah right, my bad, didnt read thoroughly enough

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wheels1758
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Re: Tilemap Based Texture fading
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...
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Ashes
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Re: Tilemap Based Texture fading
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
I know I wrote 1 sentence there that sounds simple, but is VERY tricky to do, but still - it'd be cool
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jlv
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Re: Tilemap Based Texture fading
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.
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ddmx
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Re: Tilemap Based Texture fading
However it's done is up to you, I just posed the idea.
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Phathry25
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Re: Tilemap Based Texture fading
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.
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yzmxer608
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Re: Tilemap Based Texture fading
There was a script to do it but that was just for making tracks and produced decal lines. Would be pretty cool though.
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Garasaki
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Re: Tilemap Based Texture fading
Did anyone really do much with that script??
It's an awesome idea but it seems like no one really worked out the kinks.
It's an awesome idea but it seems like no one really worked out the kinks.

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DJ99X
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Re: Tilemap Based Texture fading
I didnt use it because it placed too many decals
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mace-x
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Re: Tilemap Based Texture fading
where that script is?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.
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

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jlv
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Re: Tilemap Based Texture fading
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.
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.
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