Real ground deformation that good ruts can be made during the race
Ground deformation will be added, but not in first release. Thats what I heared
When deformation is added to the game will it be full time or something you can toggle on or off?
Quote from: Motoboss on March 02, 2014, 04:52:03 AM
When deformation is added to the game will it be full time or something you can toggle on or off?
Im not sure, I didnt hear anything about that. But PiBoSo said EVERYTHING will be mod-able. So im guessing you can alter the effects of it. But once they get grounf deformation online, i doubt there will be a way to turn it off. Major advantage with people having it off. Server owners/admins should be able to choose whether or not the server has ground deformation or not though, that way its for all players or none.
Quote from: Motoboss on March 02, 2014, 04:52:03 AM
When deformation is added to the game will it be full time or something you can toggle on or off?
It will not be possible to turn deformation off.
Thanks for the reply PiBoSo.. You guys must have something great in the works as far as deformation goes if your that confident with it to not be able to turn it off ..By this i mean the way it makes the bike react and the visual aspect .. I'm just thinking of mx sims deformation ,it doesn't look good and it doesn't develop well..
Quote from: Motoboss on March 02, 2014, 07:25:54 PM
Thanks for the reply PiBoSo.. You guys must have something great in the works as far as deformation goes if your that confident with it to not be able to turn it off ..By this i mean the way it makes the bike react and the visual aspect .. I'm just thinking of mx sims deformation ,it doesn't look good and it doesn't develop well..
or reflex. It was like riding in pudding
Quote from: TheFatController on March 02, 2014, 07:42:15 PM
Quote from: Motoboss on March 02, 2014, 07:25:54 PM
Thanks for the reply PiBoSo.. You guys must have something great in the works as far as deformation goes if your that confident with it to not be able to turn it off ..By this i mean the way it makes the bike react and the visual aspect .. I'm just thinking of mx sims deformation ,it doesn't look good and it doesn't develop well..
or reflex. It was like riding in pudding
lol ikr? it was crazy. Mx vs ATV alive had decent rut deformation.
Quote from: PiBoSo on March 02, 2014, 07:12:18 PM
Quote from: Motoboss on March 02, 2014, 04:52:03 AM
When deformation is added to the game will it be full time or something you can toggle on or off?
It will not be possible to turn deformation off.
Will deformation be different on each traction. For example, sand tracion = big and deep ruts/bumps, hard pack is small ruts/bumps. Or will track makers will be able to change the deformation settings themselfs?
Quote from: Sandbiter on March 02, 2014, 09:27:33 PM
Quote from: PiBoSo on March 02, 2014, 07:12:18 PM
Quote from: Motoboss on March 02, 2014, 04:52:03 AM
When deformation is added to the game will it be full time or something you can toggle on or off?
It will not be possible to turn deformation off.
Will deformation be different on each traction. For example, sand tracion = big and deep ruts/bumps, hard pack is small ruts/bumps. Or will track makers will be able to change the deformation settings themselfs?
At the moment there is a "softness" parameter for each material layer, but this may change.
Quote from: PiBoSo on March 02, 2014, 09:44:06 PM
"softness" parameter for each material layer
I dont understand?
piboso, did you look at how reflex done it? if your curious the info is here. http://www.twisteddirt.com/wiki/SoftnessMapTexture (http://www.twisteddirt.com/wiki/SoftnessMapTexture)
the reflex system works quite well and the additional softness map makes it real easy to control excactly where you want the bumps/ ruts to form.
cheers al
Piboso im not sure if you guys have thought it out yet but im curious as to how a Sand Deformation would work as to a dirt one.
Quote from: moto28 on March 04, 2014, 05:45:33 PM
Piboso im not sure if you guys have thought it out yet but im curious as to how a Sand Deformation would work as to a dirt one.
This is what he meant by the "softness paremeter."
But with sand most of it collapses in on itself and falls back in and fills the hole it created leaving just a small bit left behind. Im interested to see how it will work
But you ride over the same line enough times and you still get a deep rut. It's just a different displacement than dirt. What I'm more interested in, is how the traction will be different from what we know in MXS. I never feel like my tires are really hooking up, more so that I'm just gaining inertia.
Hopefully there will be tacky feeling dirt that you actually need throttle control to keep the front end down. One thing I love to do is pick up the front wheel and wheelie over a single and let the back end force the front down as opposed to just jumping the single. It's so much easier in real life than MXS to do that lol.
If anyone watched indy sx last weekend, its what Cianciarulo was doing in order to hit the quad in that one rhythm section.
Yes i agree. I see your point with the deep sand ruts thing now. But yes thats why i was so interested with ground deformation too because i was assuming even if it was as slick as Mxs atleast you could have ruts in EVERY corner and not those crappy flat ones that you literally drift the whole thing on.
Same here. Simulating dirt has got to be hard!
you gotta have some nice loamy stuff on top of the base. I wanna be able to bury my bike in sand with sand tracks
Quote from: moto28 on March 04, 2014, 08:42:48 PM
But with sand most of it collapses in on itself and falls back in and fills the hole it created leaving just a small bit left behind. Im interested to see how it will work
what type of sand are we talking about though. http://www.sandatlas.org/sand-types/ :P
my hometrack is said to be sand by many people, although i would not call it sand. i would say sand has a high amount of drag and as sand falls through your fingers and my hometrack dirt would somewhat bind together rather than fall through fingers (this is my opinion). Therefore leaving us with the question what exactly defines sand?
my track (just if anyone is curious) - http://www.youtube.com/watch?v=kH9l0asCCn4
Quote from: MX181 on March 05, 2014, 05:37:07 AM
Quote from: moto28 on March 04, 2014, 08:42:48 PM
But with sand most of it collapses in on itself and falls back in and fills the hole it created leaving just a small bit left behind. Im interested to see how it will work
what type of sand are we talking about though. http://www.sandatlas.org/sand-types/ :P
my hometrack is said to be sand by many people, although i would not call it sand. i would say sand has a high amount of drag and as sand falls through your fingers and my hometrack dirt would somewhat bind together rather than fall through fingers (this is my opinion). Therefore leaving us with the question what exactly defines sand?
my track (just if anyone is curious) - http://www.youtube.com/watch?v=kH9l0asCCn4
Your track is not a sand track at all if you ask me. The place I used to ride is what i would call a mixed track but mostly sand.
https://www.youtube.com/watch?v=O_1OvyIHTb4
I live in The Netherlands. I don't think I need to tell anyone what kind of tracks I ride.
Quote from: gdubmx on March 05, 2014, 08:25:00 PM
Lol yeh wait till you guys get to ride with herlings... Southwick will never be the same lol
Southwick will never be again
Quote from: Midbeck on March 05, 2014, 11:23:23 AM
Quote from: MX181 on March 05, 2014, 05:37:07 AM
Quote from: moto28 on March 04, 2014, 08:42:48 PM
But with sand most of it collapses in on itself and falls back in and fills the hole it created leaving just a small bit left behind. Im interested to see how it will work
what type of sand are we talking about though. http://www.sandatlas.org/sand-types/ :P
my hometrack is said to be sand by many people, although i would not call it sand. i would say sand has a high amount of drag and as sand falls through your fingers and my hometrack dirt would somewhat bind together rather than fall through fingers (this is my opinion). Therefore leaving us with the question what exactly defines sand?
my track (just if anyone is curious) - http://www.youtube.com/watch?v=kH9l0asCCn4
Your track is not a sand track at all if you ask me. The place I used to ride is what i would call a mixed track but mostly sand.
https://www.youtube.com/watch?v=O_1OvyIHTb4
And I know, I wouldn't call my track sand either.
Its mixed. Its more sand than not but its weird. Whyd you have to confuse us?
If you do some reading you will find it sounds like by what people are saying is that it will only ever be a great local track in the future. But you only know what you know and therefore you don't know what will happen in the future. Would like to see it back but who knows.
And can people preview their posts before their post so we stop getting these confusing posts?
Were they planning on taking southwick off?
Quote from: moto28 on March 06, 2014, 05:59:47 AM
Were they planning on taking southwick off?
(http://www.myfacewhen.net/uploads/3059-this-guy.jpg)
+1
https://www.youtube.com/v/rIg3Z2q7zOw
Like this type of sand, will it be able to deform like this? where one bike can make a very well deformed line, but the track around that line is nearly unaffected? I only skimmed through the reply's so i'm sorry if this was already answered.
I just hope we don't get something like reflex, that does absolutely nothing and is munted haha
Quote from: MX181 on May 13, 2014, 05:36:50 AM
I just hope we don't get something like reflex, that does absolutely nothing and is munted haha
I actually love reflex's terrain deformation. Have you ever ridden one of the outdoor sand tracks, these were one of the best tracks I've ever ridden in a game, I loved all the ruts and bumps which deformed.
Piboso do you have any idea how deformation will work? Will it work with a softmap like reflex or with 2 heightmaps, a flat one, and a rutted/bumpy one (so when you ride over it, the first heightmap will deform to the 2nd).
Will it be possible to save the Terrain Deformation as a new file?
something like this:
HeightMap.raw -> RuttedHeightMap.raw
Quote from: MUD on October 07, 2014, 01:07:50 PM
Will it be possible to save the Terrain Deformation as a new file?
something like this:
HeightMap.raw -> RuttedHeightMap.raw
As soon as terrain deformation support will be completed, it will be possible for sure.