Search found 14709 matches

by jlv
Wed Dec 19, 2007 10:27 pm
Forum: Track Editing
Topic: Friction maps
Replies: 28
Views: 4710

The defaults are:
friction 1.0
low roll 5
high roll 15

The rolling resistance is in pounds. Low is for when the tire is not compressed at all, high is for when the tire is down to the rim.
by jlv
Wed Dec 19, 2007 10:15 pm
Forum: Track Editing
Topic: Textures?
Replies: 10
Views: 4258

If you've saved it as "tilemap.raw" you'll have to rename it to just "tilemap" (with no extension). Make sure it doesn't have values higher than the number of texture types in texturelist. I'd have a look at it with a hex editor first just to make sure it's ok.
by jlv
Tue Dec 18, 2007 5:52 am
Forum: Track Editing
Topic: Textures?
Replies: 10
Views: 4258

Here's the command line tool I use to make the tilemap: texindexer.exe And the color to texture table image (just a 2x1 ppm file, brown and green): colortotextable.ppm It is a bitch to invoke. I run it from make, but a bat file would work too. Here's the line from my Makefile: texindexer >tilemap te...
by jlv
Tue Dec 18, 2007 3:02 am
Forum: Track Editing
Topic: tutorial
Replies: 2
Views: 2021

Hope you don't mind me moving this to the editing forum.

Btw, if you want the berms to have a smooth entry and exit, use Radial Add mode, and paint it in with Focus set to zero while zoomed out pretty far (so the brush size is almost as big as the turn).
by jlv
Mon Dec 17, 2007 9:51 pm
Forum: General Discussion
Topic: Seat bounce?
Replies: 6
Views: 1896

You can already sit down going up a jump and get a slight boost from it, but to get the full seat bounce effect I'll need to do a nicer job on the rider positioning. Don't expect that for a few months at least. At the moment, I'm just trying to get some tracks made so I can release the full game. So...
by jlv
Mon Dec 17, 2007 9:32 pm
Forum: Track Editing
Topic: Textures?
Replies: 10
Views: 4258

The values in the tilemap are defined by the file "texturelist". Here is what the texturelist from the blank track looks like - dirt.ppm 1 20 50 grass.ppm dirt-grass-0001.ppm dirt-grass-0010.ppm dirt-grass-0011.ppm dirt-grass-0100.ppm dirt-grass-0101.ppm dirt-grass-0110.ppm dirt-grass-0111.ppm dirt-...
by jlv
Mon Dec 17, 2007 12:53 am
Forum: Track Editing
Topic: Try to keep the track editing stuff in here.
Replies: 1
Views: 1854

Try to keep the track editing stuff in here.

I've given out about as many track editior logins as I want to (not that I won't give out any more, but I don't want to draw any more attention to it). So if you guys could keep the editor related stuff in here I'd appreciate it.
by jlv
Mon Dec 17, 2007 12:16 am
Forum: General Discussion
Topic: the game
Replies: 13
Views: 4117

This is my first experience moderating a message board, so I'm not quite sure what to do here. Do I delete this thread? Ban people? Arrange for a neutral venue and let them duke it out?

Maybe some of you guys can help me out. What's the established precedent in this situation?
by jlv
Mon Dec 17, 2007 12:06 am
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8977

From what Carmack has written, MegaTexture is more about using extreme image compression than streaming off the hard drive. My guess is that he's using some form of fractal compression . I did check out Quake Wars when it came out just to see how well it worked. It does look nice, but it is slow. It...
by jlv
Sun Dec 16, 2007 11:50 pm
Forum: General Discussion
Topic: Welcome!
Replies: 308
Views: 51634

I agree with you about not making an arcade mode that is faster. I mostly want it so newbies can jump right in and play reasonably. It should be easy to tweak the traction enough to limit the speed. As for the 250f vs 125's, the power numbers are accurate as far as I know. Actually I think the faste...
by jlv
Sun Dec 16, 2007 2:40 am
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8977

The texture tiles are hard coded to 1 tile per 2x2 height cells. It's not a great system but I'm sticking with it in the near term. If I just used one texture to cover the whole track, it would take a lot of memory. For a 2050x2050 foot track with 1.5 inch texels you would need a 16384x16384 texture...
by jlv
Sun Dec 16, 2007 12:09 am
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8977

Ok, I'm having a bit of a hard time figuring out how to edit texs/track path. Is it the tilemap file that defines it or what and what program can edit it? If I import it as a RAW file into PS it's just totally black. Anyone care to elaborate on this so I can start making the disp/track. :roll: It p...
by jlv
Sat Dec 15, 2007 11:49 pm
Forum: General Discussion
Topic: Prerelease 2 is out
Replies: 19
Views: 4746

by jlv
Sat Dec 15, 2007 10:54 pm
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8977

I just sent logins to everyone who asked. If I missed anyone let me know.
by jlv
Sat Dec 15, 2007 5:52 am
Forum: General Discussion
Topic: Landing Sensitivity (all aspects)
Replies: 4
Views: 2464

I'm not too worried about being too forgiving on the long jumps. There is real life evidence of people surviving huge impacts and riding on. You've probably seen this one: http://youtube.com/watch?v=Ri_0lHnx7tw . I've also seen photos of Guy Cooper jumping so high that he pulls the spokes out of the...