Community Patch #3
Re: Community Patch #3
Kmaster, last time I looked, it was good, but I will check again today after work and get back to you.
Re: Community Patch #3
Fila, I haven't been able to do much testing over the past few days, but my feeling for the auto normal mask is that the strength should be related / determined by the average value of the textures in the _ref.png. 128 grey looks too strong on lighter textures, e.g. sidewinder, tumbleweed, deadman's gultch, while it looks fine on darker textures, e.g. crazy 98, voodoo island, etc... If something like that is possible it would be cool.
Re: Community Patch #3
I cannot believe that:
1) I actually remembered my account log in
2) There are still significant updates being made to this game.
Tip of the hat to you diehards!
1) I actually remembered my account log in
2) There are still significant updates being made to this game.
Tip of the hat to you diehards!
Re: Community Patch #3
We ain't done yet mate, not even from two decades ago!JerOutlaw wrote: Mon Sep 07, 2026 8:32 pm I cannot believe that:
1) I actually remembered my account log in
2) There are still significant updates being made to this game.
Tip of the hat to you diehards!
Heck, some of those Drag tracks you've made back then, I even made MTM1 Drag functionality out of them, with my own track editing work. It's relatively easy to do, especially now.
Re: Community Patch #3
Now that Kmaster has released his tool and allowed for tracks with 1000's of trees, I was curious, does the game use any type of object instancing, so that one particular .bin is loaded only once and then "instanced" all over the map wherever that particular bin shows up?
I think Traxx does not have this type of behavior yet, as I notice definite lag when viewing these newly converted tracks. It would be a good resource saving feature to add there, if possible.
Also, I'm getting a massive fps hit on these new tracks, so optimizations of the engine (e.g. LOD models, instancing, etc...) will be good to add as time allows.
Since I know how much you enjoyed working on the normal mask, I'm dreaming of a clutter mask that can control little ground foliage like blades of grass, rocks, weeds, etc... as time and interest allows. The track creator makes the clutter objects, a text file telling what rgb each are, and an rgb mask telling the game where all of the different clutter goes. I guess the alpha channel of the clutter mask can be used to control size, if we want to get fancy. A man can dream!
I think Traxx does not have this type of behavior yet, as I notice definite lag when viewing these newly converted tracks. It would be a good resource saving feature to add there, if possible.
Also, I'm getting a massive fps hit on these new tracks, so optimizations of the engine (e.g. LOD models, instancing, etc...) will be good to add as time allows.
Since I know how much you enjoyed working on the normal mask, I'm dreaming of a clutter mask that can control little ground foliage like blades of grass, rocks, weeds, etc... as time and interest allows. The track creator makes the clutter objects, a text file telling what rgb each are, and an rgb mask telling the game where all of the different clutter goes. I guess the alpha channel of the clutter mask can be used to control size, if we want to get fancy. A man can dream!
Re: Community Patch #3
They already are instanced but I have to check them, if the converter doesn't do it properly, they are not going to be recognized as something that can be instanced and will be thrown out. One thing I noticed is that headlights/breaks/reverse lights can be seen through the trees which might be connected.