Hey guys... I'm a newbie around here.
I'm looking for ANY info on how Chyld got the water plain going in his Island track?
My best guess is just changed a settting with a hex editor to turn on the water to a certain height.
with the addition of the traction map really have the creative juices flowing...i dont wanna ruin the feel by "painting in a few puddles" if their is a way to exploit the in-game water. Even though with well created textures and a traction map i really dont need the water on the actually track but it would be nice.
I'm wanting to use the water to "fill" in the low spots off track and in perimeter with the water...instead of painting.
Thanks guys.
Scott
I have sent a PM to Chyld some days ago about the water, no answer :-*
Some banners exist too but how to enable them ?
I have noticed Bruce and Kamshaft say nothing for the moment... weird. ;)
i have see water in Chris track (othg_Chris) too.
maybe one of the objects that is possible put in the lib file like the sx over under.
Indeed, I saw an animated waterfall in the sky (on Chris track, natural land or something like that, over a mountain), maybe a bug or an error from Chris but the waterfall is really there.
On Wayne's track, banners unlocked.
Phil, the waterfall in the sky on natural land, was an error on my part, i forgot to lower the object.
have fun chris
Have fun... yes I got it, also when we don't say how to ...
;)
Mine came with the water.
Goto C:\Program Files\THQ\MX vs ATV Unleashed\media, rename the model.lib to model.old, copy the following. You now have all stock track objects and water available in the editior.
http://home.cfl.rr.com/ybs/Model.lib
All right, thanks but what about the splash water and the banners with the same brands as the nationals waypoint banners ?
the splash water is with the traction maps , mxacentral.
Ripped from central:
Splashes are done with Friction Maps. Just put the Medium Blue (rgb- 3,145,218) or Dark Blue (0,51,155) colors beneath your water. Both of those settings will also cause light to medium drag on the bike to simulate actually riding in water or mud.
__________________
Sincerely,
ElDiablo (Paul)
Has anyone noticed that "water 3" has collision physics? I haven't gotten to try any others, but I cant use any of the others to do rut specific water...
Yes I have noticed this...none of the water planes are ride-through. Instead you ride ON them. Somebody needs to figure out IF we can make objects ride-through to make the experience complete. Perhaps there is something in the object properties itself. To my knowledge nobody has yet figured out the format of these MVA objects. :(
Don't add the object in the collision part of the model.lib for the tag. I don't remember which one it is but it's probably the 2nd or 3rd parameter.
Thanks Faktor.
Quote from: |RBW|faKt0r on March 27, 2006, 12:30:56 PM
Don't add the object in the collision part of the model.lib for the tag. I don't remember which one it is but it's probably the 2nd or 3rd parameter.
So you've gotten the objects to where they are "ride through" instead of "ride on" by editing the model.lib file?
Quote from: RST_ElDiablo on March 27, 2006, 08:47:25 AM
Yes I have noticed this...none of the water planes are ride-through. Instead you ride ON them. Somebody needs to figure out IF we can make objects ride-through to make the experience complete. Perhaps there is something in the object properties itself. To my knowledge nobody has yet figured out the format of these MVA objects. :(
Kinda odd.... I dont have that problem.... all of my water planes are ride-thru.
I just have alot that dont have collision...but i have not messed with the collision stuff much
That file only supports one collision object per model. A lot of our models have multiple collision objects, something I'm looking at to see how hard it would be update and add support for.
Quote from: RST_ElDiablo on March 27, 2006, 08:47:25 AM
Yes I have noticed this...none of the water planes are ride-through. Instead you ride ON them. Somebody needs to figure out IF we can make objects ride-through to make the experience complete. Perhaps there is something in the object properties itself. To my knowledge nobody has yet figured out the format of these MVA objects. :(
all you have to do is sink the collision a little.