tileinfo info
Re: tileinfo info
The drag will slow it down on the way up too, so you want to elevate it more to compensate. Try increasing fast_angle to 1.57 and increasing vscale to 5. If it's not enough keep increasing vscale.
Josh Vanderhoof
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jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: tileinfo info
Great it worked! Well, sort of.. Thanks
Now, is there a way to make the particle partly transparent so it's more dust like? Right now nothing can be seen through it.
Now, is there a way to make the particle partly transparent so it's more dust like? Right now nothing can be seen through it.
Those who possess strength have also known adversity.
Re: tileinfo info
1) Change the alpha value in the roost line to something elss than 255
2) Make it more transparent in photoshop or whatever
2) Make it more transparent in photoshop or whatever
Re: tileinfo info
Yupp, looks much better now. Thanks!
Those who possess strength have also known adversity.
Re: tileinfo info
Ok,
so maybe its just me but in all the tracks i can fine including the blank track there is only a texturelist file and no tileinfo file. Do i just make this file, if so, can you give me an example of a finished file or even give me a link to a finished file. Iv also downloaded the "newtiletest" track, and even in there there is no tileinfo file???
thx guys.
so maybe its just me but in all the tracks i can fine including the blank track there is only a texturelist file and no tileinfo file. Do i just make this file, if so, can you give me an example of a finished file or even give me a link to a finished file. Iv also downloaded the "newtiletest" track, and even in there there is no tileinfo file???
thx guys.
Re: tileinfo info
You will have to make it or take one from a already made track.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: tileinfo info
Questions:
Is it possible to have a splash level between 0 and 1?
Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
I would love to see the roost values and pictures used on some tracks, Cypress has awesome roost, and so does all of JLVs SX tracks. And sort of an explainatino for how it was created (ie Cypress seems to have a dust component and a chunks component).
Is it possible to have a splash level between 0 and 1?
Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
I would love to see the roost values and pictures used on some tracks, Cypress has awesome roost, and so does all of JLVs SX tracks. And sort of an explainatino for how it was created (ie Cypress seems to have a dust component and a chunks component).
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: tileinfo info
Don't know about the first two of your questions, but you can add multiple roosts for a tilemap. Just copy the existing "roost texture=roost.png yadda yadda yadda" and paste it below the original, modify to your liking and voila!
Those who possess strength have also known adversity.
Re: tileinfo info
Yeah I know that. I would like to see some of the values other people have used for their stuff.
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: tileinfo info
No. They use completely different trajectories so it wouldn't make sense to interpolate between them. If you want both splash particles and regular particles, use two roost lines and adjust the count values to change the balance between the two roost types.Garasaki wrote:Is it possible to have a splash level between 0 and 1?
No, it can't do that.Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
My supercross tracks use this:I would love to see the roost values and pictures used on some tracks, Cypress has awesome roost, and so does all of JLVs SX tracks. And sort of an explainatino for how it was created (ie Cypress seems to have a dust component and a chunks component).
roost texture=@splash.png grow=1.5 slow_angle=0.5 drag=0 size=1.0 r=79 g=64 b=34 fade_a=0
I change the rgb values depending on the dirt color for that week.
If you wanted to add a dust component you could add this in. You'll need to tweak the color though.
roost texture=@loam_dryscatter16x16.png count=1 size=1.0 grow=8.0 drag=5 r=165 g=163 b=99 a=192
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.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: tileinfo info
Just make like 2 other roost images with the image rotated.Is it possible to have roost particles that rotate, or at least have different (random) rotations at their origin?
Here is what I used for Cypress Hollows:
Code: Select all
friction 0.8 0.0
friction 0.9 1.0
friction 1.0 5
friction 1.2 20
roll_resist 10 20 0
roll_resist 20 50 20
texture @dirt.ppm
roost texture=@cypresshollows/roostontrack2.png count=5 dig=1.0 slip_threshold=3.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1.0 grow=6.0 drag=5 vscale=1.0 randomize=15.0 r=53 g=36 b=26 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack2.png count=5 dig=1.0 slip_threshold=3.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1.0 grow=6.0 drag=5 vscale=1.0 randomize=15.0 r=69 g=47 b=34 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack.png count=5 dig=1.0 slip_threshold=6.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1 grow=4 drag=0.5 vscale=1.0 randomize=15.0 r=22 g=15 b=11 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@cypresshollows/roostontrack.png count=3 dig=1.0 slip_threshold=6.0 slow_speed=5.0 fast_speed=64.0 slow_angle=0.0 fast_angle=0.1 size=1 grow=2 drag=0.5 vscale=1.0 randomize=15.0 r=22 g=15 b=11 a=200 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile
roostontrack.png
roostontrack2
Re: tileinfo info
I was thinking more for splashing out at different angles.jlv wrote:No. They use completely different trajectories so it wouldn't make sense to interpolate between them. If you want both splash particles and regular particles, use two roost lines and adjust the count values to change the balance between the two roost types.Garasaki wrote:Is it possible to have a splash level between 0 and 1?
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: tileinfo info
It's fixed at a 45 degree angle. vscale and randomize will still work though.
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.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: tileinfo info
Hmmm, I sort of like what splash does, but the problem is that it activates roost even while you are not moving (think Pigpen from Charlie Brown).
Any way to prevent that...?
Any way to prevent that...?
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: tileinfo info
Not right now anyway. I should probably make it honor slow_speed and fast_speed.
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.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.