Is there a way in photoshop to measure the angle that a gradient will give you?
Say im using a black/white gradient (grey scale) and using the curve function. If i were to have and input of 7 and an out put of 11 can i work out what angle up ramp that would give me?
I want it about 30 degrees (which is a standard up-ramp) and a 15 degree downramp
thanks
Measuring take off/landing ramp angles?
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ShackAttack12
- Posts: 3131
- Joined: Fri May 09, 2008 1:51 am
- Location: San Diego, CA
Re: Measuring take off/landing ramp angles?
i just use ratios.... In general, Pro tracks use a height:distance ratio of about 1:2, and amatuer tracks use a ratio of about 1:3. Pro tracks tend to have steeper jumps, particularly supercross tracks. The "length" of the jump is measured from the ground to the highest point of the jump. in the direction that you will tackle it.
For the math part of it to be easy, make sure your track resolution is set to "1.0" in terrain.hf (this is the 2nd number in the sequence) so that every pixel = 1foot. (IE, 513x513 will equal 513ft x 513ft). If you use the in game editor, you can measure distances using the coordinate display. Ever 1 whole number would equal 1 foot.
Note: If you are using a .5 res setting, that will mean that every pixel = half a foot.... a res setting of 2 will mean that every pixel = 2 feet... and so on.
So lets say you want to make an 8 foot high jump. If this track is meant to be an amatuer style track, the face would be 8 foot high x 24 ft long. A 5 foot high jump would be 5ft high by 15ft long. Etc.....
Now to make this easy.... In photoshop, instead of using the R,G,B number system to denote the color of the jump.... use the B% (Black %). Its right about the RGB settings in the color selection. 0% is pure black, 100% is pure white. When you figure out what you want your maximum height to be on your track, simply use that to figure out the precise height of your jumps.
So lets say you have a maximum height set in terrain.hf of 50.00. If you want to make a 5 foot high jump, simply use B: 10% to make a 5 foot high jump.
For the math part of it to be easy, make sure your track resolution is set to "1.0" in terrain.hf (this is the 2nd number in the sequence) so that every pixel = 1foot. (IE, 513x513 will equal 513ft x 513ft). If you use the in game editor, you can measure distances using the coordinate display. Ever 1 whole number would equal 1 foot.
Note: If you are using a .5 res setting, that will mean that every pixel = half a foot.... a res setting of 2 will mean that every pixel = 2 feet... and so on.
So lets say you want to make an 8 foot high jump. If this track is meant to be an amatuer style track, the face would be 8 foot high x 24 ft long. A 5 foot high jump would be 5ft high by 15ft long. Etc.....
Now to make this easy.... In photoshop, instead of using the R,G,B number system to denote the color of the jump.... use the B% (Black %). Its right about the RGB settings in the color selection. 0% is pure black, 100% is pure white. When you figure out what you want your maximum height to be on your track, simply use that to figure out the precise height of your jumps.
So lets say you have a maximum height set in terrain.hf of 50.00. If you want to make a 5 foot high jump, simply use B: 10% to make a 5 foot high jump.
ShackAttack12
| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
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yomo
- Posts: 1930
- Joined: Tue Apr 22, 2008 10:00 am
Re: Measuring take off/landing ramp angles?
thanks for that...
but i cant find the black%
I go image - mode - ... greyscale??
but i cant find the black%
I go image - mode - ... greyscale??

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Phathry25
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Re: Measuring take off/landing ramp angles?
It's in the color picker. Just click on the foreground color square to bring it up.
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