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Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:22 am
by chuey352
after riding shadow's new track, i thought it was one of the most realistic tracks in terms of "roughness"
but i found that it was missing something, it was overhanging ruts like real ruts. would these be possible to make?
or would the track have to be too HD? heres my example on what it would look like.
Image
and in real life
Image
Image

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:26 am
by tyskorn
Did you draw that rut thing in photoshop or something, or did you actually get that ingame?

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:29 am
by chuey352
photoshop. its not possible to do that ingame.

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:32 am
by Jones221
i would love overhanging ruts. then you could stick a corner and go

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:42 am
by WhMx179
x2

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:42 am
by Shadow
Not possible with the current way to define a dispmap. Since the heightfield can only have one value on any pixel, it can't tell to to the game that there's something else under a particular pixel.

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:49 am
by DJ99X
Don't think any game does that

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:57 am
by chuey352
i was just thinking. it would be great for the physics of the game. IMO

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 12:58 am
by Shadow
Don't know how the terrain was made in Red Faction, but in theory it probably could've been used to make those. The game was hyped up for its destructible environment and in it you could use explosives/weapons to dig tunnels into the terrain. Now, how that kind of an engine would be suited to making mx tracks is a whole another issue though. :wink:

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 1:46 am
by DJ99X
Haha, that game was sick

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 2:27 am
by Phathry25
DJ wrote:Don't think any game does that
Supercross Circuit. But it was fudged sooooo.......

Guess I just wanted to prove you wrong. Sucker!!!! lolz

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 2:46 am
by VMX_SKYmx99
Ahhh Supercross Circuit. That game had the best career mode of any MX game ever. 8)

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 3:53 am
by motox161
haha for sure ... good times. DDMX, didn't you say a long time ago that you were going to try and model an over hanging rut?

Re: Overhanging ruts; is it possible?

Posted: Tue Oct 27, 2009 5:01 am
by Goardy
that would suck ass to ride because of the sphere collision system

Re: Overhanging ruts; is it possible?

Posted: Thu Oct 29, 2009 3:54 am
by yzmxer608
Phathry25 wrote:
DJ wrote:Don't think any game does that
Supercross Circuit. But it was fudged sooooo.......

Guess I just wanted to prove you wrong. Sucker!!!! lolz
Was a good game, still probably my favorite ps1 game. They were buggy, but I think they were made hard so you couldn't hit them constantly (AI always did though...). Maybe it could be done when wireframe based collision is used.