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Messages - gokitty199

#1
Quote from: lhjelm5 on September 10, 2014, 08:10:04 PM
Well would you want to Finnish the  height map and everything and then I'll do the objects?

sounds good, pm me or add me on steam, search meemeep199 and my account name may come up as gokitty199
#2
Quote from: lhjelm5 on September 10, 2014, 03:13:47 PM
It has the height map, the track outline and that's pretty much it. So it needs some work, jumps, objects, top down, terrain. I can attach a link of the map if you want

i can do the heightmap/top down and textures. objects is a big no no, i dont have the patience and get fustrated trying to get them straight.
#3
Track Creators / Re: splines help. instant off track
September 09, 2014, 08:53:58 AM
Quote from: mcm2boys on September 08, 2014, 09:09:02 AM
Here's a couple of ideas, 1) try moving the start line back behind the startgate, 2) move the center green square on the first node of the funnel back so that it sits behind an imaginery line that joins the other 4 points in th 1st node.

There is also one of the Zone file areas (zone1 i think) that affects the bike but i think thats more the reset than off track message but might be worth checking..

its not the zone files and i tried both of those and nothing has worked so far i still reset at the exact same point. its acting like its not starting in the splines, i made sure and resized my terrain file to 1024x1024(it was at 1025) and that didnt change anything. no matter what i move its always in the same spot that resets me
#4
Quote from: lhjelm5 on September 07, 2014, 02:39:04 PM
I have the hight map, it needs jumps still. Comment if interested. Just don't have the time or skill to finish it.
i guess i could give it a go. how far along is it?
#5
Track Creators / Re: splines help. instant off track
September 07, 2014, 06:27:30 PM
Quote from: al167 on September 07, 2014, 08:50:51 AM
it looks all ok???, the only thing maybe is all the nodes on the start line aren't in a straight line, try tidying those up and give it another go!
i have done that multiple times and redone it. they were straight before i took the pic but im still having that same issue for some reason, its weird.
#7
General Discussion MX vs ATV Reflex / Re: onlice racers
September 01, 2014, 12:37:39 AM
meemeep199
#8
https://www.youtube.com/watch?v=L2iVgILYZ3g

little track i started working on. trying to make the track feel naturally built into the hilly enviorment. im not sure if i should try to give the track some ruts and breaking/acceleration bumps or leave it silky smooth and make it erode fairly quick. and not sure if to leave it sandy like it is and adjust drag/slip or make it a tacky clay like track.
#9
i tried multiple times to make my alpha channel black when creating the mask map for a new track, no matter what it shows up white for some reason in the editor and shiny ingame.



#10
Quote from: mcm2boys on May 07, 2014, 04:14:12 PM
This is something that hasn't been used very much as far as i know, most testing attention was given to just getting the splines to work, but here are my thoughts on improving the AI performance.

I'll start by giving an overview.
I think what you need to do is add extra sections just for the AI that are overlaid on top of the main track loop that you lay out just to create a track path to keep all riders on the track and going in the right direction. These extra sections should typically be 1/2 the width of the main loop and concerntrate in areas where you want the AI to follow different paths on the same part of the main loop. This would mostly be around corners (for an inside and outside line) or over straight sections that have 2 lanes with different rhythm sections. The nodes in these sections will have target speeds set to control the speed of the AI  through this path.

Now a few details:

Creating an AI section:
Select a node on the main loop where you want the AI section to start. Set the spline width to about 1/2 of the main loops width. Now click out the nodes of the new section and then join it back into the main loop, by holding down the CTRL key and clicking on the node on the main loop that you want to join back into. This will automatically add extra sections to the main loop where the new AI section joins to the main loop.

NOTE: Make sure that there are at least 2 nodes between any joins in the main loop otherwise you will receive the dreaded compiler error, 'A section of the spline contains less than 2 nodes - compilation aborted' - also make sure that each new AI section has more than 2 nodes in it.

The parameters for the current selected node and the section that it lies in should now appear in the Spline rollout under the Activities tab. You need to tell the game that this new section is for AI, to do this set the parameter named 'Is override section' to true - ! this must be done for each Section that isn't part of the main loop - ie every new AI section !

Now create a new AI section for each path that you want the AI to follow.


Finally adjust each node so that it is where you want it and at the same time set the target speed in the nodes parameter list, so that they slow down properly for corners. If you set the speed to -1 after the corner so that the AI will start to accelerate to top speed again. The AI speed is also controlled by the physics so they won't just hit the speeds you set, they will try to apply brakes or accelerate to meet the speeds that you set, if you set too aggressive values then the AI may wheelie or stoppie trying to adjust.

Here are some Target speeds for corners from the stock tracks to use as a guide:

90 degree corners:  inside 30 - 40, outside 40 - 50
tight 180 degree corners:  inside 20 - 30, outside 30 - 40

There are other parameters that you can set, most have a nme that seems to say what it controls, you'll have to take it from here..


This is still very experimental - welcome to the bleeding edge.. and don't forget to share what you find out..
thank you, jamieT gave me a quick rundown but you gave me a much more in depth explination. thanks for all your hard work :) cant wait to start giving to the community
#11
what the title says. the ai case the finishline double and they case my tripple. they go to fast into the first corner and go way out of bounds into the other side of the track and have to get reset. any way i can fix these, it will help me in the future
#12
Quote from: JamieT on May 05, 2014, 12:47:04 PM
Motoboss has been around since the MCM2 days making tracks.  I think he moved over from Unleashed to MX Sim quite early on.

Gokitty - I wouldn't go much futher with that track unless you're just keeping it to ride yourself, or just using it as a learning experience for building Reflex tracks.  I don't think Motoboss would appreciate you releasing a Reflex version of his track to the public.  It's not something that would go down well.

nahh i wouldnt do that. its teaching me how to do the mask map properly and fiddle with it so it looks nice. its for myself and a few friends when we go to play cause the track is a absolute blast to ride i love it the scaling is perfect for this game and i wouldnt rip someone elses work. also i have one more question, when i ride around and make ruts with my bike, the area i was riding turns a whitish color?
#13
Quote from: mcm2boys on May 05, 2014, 12:09:42 PM
Where did you get the disp map?
well im feeling dumb but i figured it out. i saved one of them with no mask map and saved another one with the mask map that i have around the track for grass. and this one is the js7 compound from motoboss
#14
Quote from: al167 on May 05, 2014, 07:01:39 AM


there are up to four textures you can use in reflex. one is on the black channel, one red, one green one for blue. there are sample textures and bump maps in the wiki. for more beginner help try watching my reflex tutorials on youtube.
and the alpha should be black where you want it to be dry, and white where you want it to be shiny.

your youtube videos are the ones that got me started lol i was on number four untill i read a comment bout using mx sim terrain for the track in reflex so i decided to give that a go with a random track from my personal folder. ill rewatch your tutorial as im probably missing something. and i seperated the track image(heightmap) from the mask map the first time and the same thing happened
#15
alright i grabbed the track(terrain.png) out of my mx simulator folder and opened it in photoshop, made it 2048x2048 and 16 bit, i made a mask map for it red all around the outside of the track, i changed the texture to grass and saved it and went ingame and where i put the red in photoshop it is a grass texture, but its also really tall above the rest of the actual track. im not sure how i can make it match the level of the track