Any news guys ? ;)
I'm still working on a new editor, i have the terrain, sky, objects (just) and trees loading. I now want to clean it up a bit and add some shadowing then the TD guys need to put it through some beta and then who knows..
That's all i got for now..
Laurie
It's already great.
What do you mean with "objects (just)" ?
QuoteWhat do you mean with "objects (just)" ?
I've been working on displaying the objects and they have brought in some new formats since MXU and we are trying to work these out. I have some displaying but not all, i thought i had worked out the last format (=just) but something is still wrong ..
Laurie
Quote from: BPh Designs on March 23, 2006, 08:01:05 AM
It's already great.
The stock editor is pretty good but... a lot of people want to use custom objects,skies, multiple tile splining, shadows that don't suck, support for all the in-game objects and settings that don't work in the editor, such as the lighting settings that are too dumb, removing or replacing the gates in Nationals that creators hate -etc. also if you could export-import *.scn and *.eco files that would be huge. I think Laurie wants to make an editor that supports all the basic stuff then build UP from there.
(http://forums.speedgeezers.com/style_emoticons/default/thumbup.gif)
like it, like it :D
would like know if dillotoo for mxa will let us work (import) 513 maps , pov-ray maps and maybe 1920 textures or more, when released or in the future? (257 and no povray not good enauf for me :( )
"not good enauf for me" ,i mean 257 works , i have some tracks here with 257 but would be better 513 for nats lol ;D
Bump, bump, bump, ... :D
I have most of the objects displaying now, just a few inverted alpha texs giving me problems. The trees are displaying and you can delete objects (no adding yet). Shadows are working but still like D2. It is in test with the TD guys while i catch up on some of my day job work.. :)
I want to add (stock) object placement and then I will release something..
Laurie
Do you mean tools to help with object placement? Cause placing those things one by one, by hand, SUCKS!
I would love you if you release something to help with that, soon!
I mean just actually placing objects in the track and making sure all the texs get loaded in the PAK etc, but it will have the same D2 'orient to last object' for bales and banners like D2 had so you just have to click the bales around the track and they all line up with each other.
Laurie
'orient to last object' , thats very good thing, help alot ,
and the costum objects is very good also , thx :)
Good to hear there is progress ;D
Quote from: VRT_JPRLisbon_ on April 13, 2006, 05:57:12 PM
'orient to last object' , thats very good thing, help alot ,
and the costum objects is very good also , thx :)
Custom objects eh?
So you TD guys figured out the object files? That's awesome and makes me come to a request... could you supply us with some wireframes for the bikes?
wireframes for the bikes would be awesomeee.
the new d2 sounds even awesommmerrr <3
ZZZZZZZZZZZZZZZZZZZ 8)
Any screenshots for us ?
Sorry this has slowed up a bit, but i don't have so much time anymore, i'm still working on it but i have been distracted by other TD projects for a couple of weeks.
While it could support custom objects, there aren't any at the moment and there is also a problem with collision since the collision files haven't been worked out yet so all custom objects would be ride through unless you can find a stock object that is very similar in size and shape.
As soon as I have a screen shot i will post something..
Laurie
Looking forward to it.
Thks Laurie, I'll stay tuned ... ;)
You guys are amazing to say the least. The way I look at it is, ride through objects are better than no custom objects. A stock object can be placed inside to make it atleast somewhat solid.
Yes they are amazing. I can't wait to see what gets released for this game. :-)
Still beeing tuned :)
Why do you guys keep saying that you don't know about the DXG and DXT file format? Even starting discussions to crack the formats...
You've converted them from MXU to MCM2 a long time ago now... so you can convert DXG to SLT and DXT to TGA, shouldn't be to hard for you then to make an application or something to do that backwards.
Oh and for the guys just reading this you might be thinking 'That was with MXU files not MvA', MXU files are the same as MvA.
I answered this over at central but for TD viewers here goes again:
Converting DXG->SLT is different than SLT->DXG, because DXG is more complicated and a binary format. It's easier to pull just the stuff out of a file format (DXG) that you need but much harder to build a file in a format unless you understand every byte of information in the file. We were working on SLT->DXG but because of personal and time reasons that work has stopped.
DXT - i believe there is already a tool to do that so this wasn't a high priority for us, although it is now being worked on, and also isn't just a simple case of doing DXT->TGA backwards.
I haven't started any discussions about cracking DXG/DXT formats, mainly because it's one of the places that i get my kicks so i like to do that myself without any help.
Finally, i think some people forget that this is what we at TD do for fun.
Laurie
On a lighter note here are some screenies of Unleashed Editor Too [UE2]. Please remember that because it appears in the screenie doesn't mean it will or does work on the released version. :) As you can see it looks pretty much the same as the latest versions of D2, there's still quite a bit of work to do on it..
Click on image for a larger version:
(http://www.twisteddirt.com/mcm2boys/screenies/SS_Terrain_sm.jpg) (http://www.twisteddirt.com/mcm2boys/screenies/SS_Terrain.jpg)
(http://www.twisteddirt.com/mcm2boys/screenies/SS_Spline_sm.jpg) (http://www.twisteddirt.com/mcm2boys/screenies/SS_Spline.jpg)
(http://www.twisteddirt.com/mcm2boys/screenies/SS_Objects_sm.jpg) (http://www.twisteddirt.com/mcm2boys/screenies/SS_Objects.jpg)
Laurie
:o looks good, thks ;D
8)
Haaaaaaa some pics for us, thanks ;)
looks really cool, tighten up that track spline tho:)
Any more progress?
hey Laurie... any further ground gained on Dillo Too for MVA.... been really anxious to chk this out ;) ;D
Its been a while, perhaps theyve hit a brick wall with the project?
What's the hold up for an I/O DXG script/plugin for 3D Max? Or at least one for that crappy milkshape or something...
Quote from: cR on September 18, 2006, 01:19:14 PM
What's the hold up for an I/O DXG script/plugin for 3D Max? Or at least one for that crappy milkshape or something...
There is no hold up... all you have to do is make one.
Quote from: Fixer on September 18, 2006, 04:39:34 PM
Quote from: cR on September 18, 2006, 01:19:14 PM
What's the hold up for an I/O DXG script/plugin for 3D Max? Or at least one for that crappy milkshape or something...
There is no hold up... all you have to do is make one.
Good reply Fixer, I wish I could make one but I'm just an artist not a coder, so I can't make one. I know that you TD guys (or at least one of you) knows the f*cking format... you converted them to SLT so why not release some info or something... and don't give any bullsh*t that you don't know or anything..., like starting a thread at MvA Central about how to figure out the format on files while you allready f*cking know. you converted them to SLT so you at least know about the format so give up something, if it's not a tool or a plugin then AT LEAST shed some light to us about the file format so whe can try to get someone from outside the community to help us... or are you afraid someone else will take credit for something you COULD have done...
My advise to you is to stop making demands or you might find yourself BANNED AGAIN.... like you were before.
Do you reallly want that?
Using expletives and making demands is a very good reason as far as I'm concerned.
::)
Like the last time... I knew how to convert SLT's and get them back into 3D Max or any program and some of you TD guys basicly made me out as a rippe. Afraid they got ripped and used in Mr3? But ripping from Mr3 and putting in MCM2 was ok, anyways that was a long time ago so I'll leave it alone now. I don't really care about beeing banned here or not. All I want is to be able to create some new bike models, or make some new custom objects for tracks (with or without col files for now).
Maybe I'm not remembering correctly but I thought Laurie explained that going from the DXG is not the same as going to the DXG and he had not worked it all out yet. Like I say, maybe I'm wrong but I believe that is what he said and is still the case. That being said, if you want help from outside the community then go ahead and have someone else work on it. Laurie sharing what he has found is completely up to him. And if you don't like the time frame it takes for him to feel comfortable sharing his info then that's just too bad. Deal with it or go find your outside person to work on it.
Demanding things from Laurie, Bruce and the other programmers here is not going to help your cause. Being a jerk about it will more than likely just delay the release of information even longer.
You obviously don't know much about the TD crew. It has nothing to do with credit. It has everything to do with figuring out things on our own. If we share our info early then it takes the fun out of it for the crew.
Pete
CR I still don't understand why you feel that you are entitled to anyinformation that we have. The way you are acting in this thread pretty much guarantees that people won't want to help you.
Stripping information from a file is different then creating the file. A good example is the TDF file. It's easy to retrieve and display the spline, but to create from scratch a spline that you know is valid isn't so easy. You can test it out and see that you may be doing it good enough, but you don't know if you are causing some other problem because of the way you created it. DXG is the same thing only even more so.
Bruce
Sorry i've been missing in action that's why no reply for a while, first a MS update on my programming PC got me a BSOD on reboot and it took me 2 weeks of my precious spare time to get it back up, then a lot of pressure at work and a week visiting relies means i am only just getting back to MVA sfter nearly 4 weeks.
Progress is slow because i get 1/2 hour to work on this on the train in the morning and 1/2 hour in the evening, so i get to work on this abot 1/2 a day a week if i'm lucky.
Progress:
I am still trying to get the basics to work, right now i'm working on splines. I'm also trying to get direct conversions of MCM2 tracks to MVA - so far I can convert the TRN, there is some weirdness but it seems to work ok. I can import the trees but the MCM2 tree model conversions we have tried aren't working in game, although if you change the Eco System to an MVA set then they all show up. I can import splines and display them (both MCM2/MVA) but at the moment the exported files cause the game to crash unless it's an unaltered MVA editor created spline. I am also generally re-wiring the editor so the controls work with the new file formats and just trying to get things that worked in D2 to work with MVA.
I haven't released anything yet since Rainbows editor really does a pretty good job and i don't feel there is any point releasing this until it does something that the Rainbow's editor can't do.
Once i get the splines worked out and i have a chance to clean up some of the other issues i will probably release something. I'm hoping that i will get a little extra time to work on this in the next couple of weeks so i am really hoping to have something out soon.
Laurie
It's magic Laurie, thanks for your efforts in the train lol.
Sounds great the mcm2 conversions...
Are you really sure 300% you can't make a TD zone for us ? It's finally the only thing really annoying... no great online play.
Hey Phil
I might be able to do something but right now it looks unlikely, i would need info about the GameSpy SDK which is v. hard to find and i would need to take some time to find out how RBW have implemented the LAN play, whether it is fully GS or if they are using DirectX even then it wouldn't be easy.
I haven't even had a chance to play online using GS yet, only Hamachi so i don;t really have any idea of the steps that MVA goes through to connect 2 racers to each other.
Then you still have the problem with the MVA user interface being too clunky in online play (well generally), no user screen shots etc
I think there is only so much we can or will have time to do, hopefully the next game will be better in these areas.
Laurie
Im not on here postin much but just lookin and i want to sincerely thank you for all your time td. If it wasnt for all you guys we wouldnt have to much anticipation on the next thing to come out and mcm2 wouldnt even have made it as far as it did. Hopefully all this will happen for mva and we can get another 6 year. If not theres always the next game. Thanks
::) Hey Laurie... do you have to run with the GS SDK? Couldnt you set it up to run from a LAN environment like kiinda like a Hamachi sort of system?
;) oh well just a thought
peace
I haven't really had a chance to look at how the networking stuff is done, they obviously use GS to hook up at the beginning but after that they could do a number of things. I don't know for sure, but i think the GS SDK might help me figure that stuff out when the time comes. They might use a straight DX hook-up for the IP-IP games which could be a way in, but i don't think they pass the race info in MVA like they did in MCM2 so recording the race info would be different. I guess that is also possible since the MVA recorder must do it somehow, but i haven't had a chance to try that out either or look into how they collect the race info.
It's a whole bunch of work and time isn't on my side at the moment, if they don't bring out another PC game for 6 years i might have time to get something done by then, that is if it's even possible. :)
Laurie
I don't think we will wait 5,5 years for the next mx game, but who knows...
Thks for the news Laurie.
::) ppfffft wait 5yrs pay another 40 bucks for Wyle E Coyote to come out with yet ANOTHER fine ACME product full of bugs and offered 1 patch if any..... ;D Helllll NO.... Homie dont play that game no mo lmaoalot... Personally my mind has been cookin up a storm...I say we round up a group of like 20-25 of us, consisting of some of the better or best trk maker , equally qualified programmers with at least some kinda of business sense and suave....and develop a game on our own and show them ACME mofos what a REAL game is >:(
lol.... peace 8)
MD...I've got tons of connections now...but it's a LOT more difficult than you might think. First of all...everyone that I know already has jobs as do the guys here at TD. Secondly...it takes capitol (cash) to finance something like this. Lastly...you can't very well rip someone's game engine...so someone is going to have to code up a new one. With that comes a HUGE headache. Even if we got together a huge team...I think it'd take us at least 3 years to come out with something worth releasing.
Having said that...you're not the only guy to ever think about that. The thing to do though is...come up with a Game Design Document and sell it to someone capable of making it happen. Only problem is...we're hardcore fans who want realistic game play and physics and that stuff doesn't sell to the mass game-buying public (which is strongest in the younger ranks). That's why we keep complaining about the 'arcade feel' of most games. Because to sell a game on a massive scale it has to be easy enough for anyone to be able to pick up and play and at least have SOME fun with. Also...there needs to be enough air time to pull off multiple stunts cause that's what the KIDDIES like.
All in all it's a fairly dismal outlook for those of us that want a real MX experience from a game. I definately feel your pain though brother! If you happen to come up with a team to try something like this look me up (if you want to that is). If you want an idea of what you'll need to get it done take a gander inside any game instruction booklet for the credits. Most of what you see in there is needed to make a game worth mentioning.
:P
Theres actually some pretty good engines out there that are free to use aslong as the devs go by the free license deal. Having realistic and Arcade physics is really such a easy option MVA has this but it's poorly done for multiplayer like the whole setup is. I've said this before but something like a NASCAR Racing 2003 package is what we need, it has a simple to use menu that gives you all the options you need and has Arcade or Sim physics so anyone can enjoy playing it.
Mentioning NASCAR Racing 2003 also makes me think of rFactor and how it's been designed for mods, theres allready a stadium truck mod in the works thats looking pretty good, so I wonder how it would go with 2 wheeled physics.
about rfactor i think is a good option , is possible custom tracks , veicules , phisics , almost every thing .
The idiea of nascar2006 is good also , that game run very well and have high fps (i got around 100 and some tracks 120) ,this in GTP mod that i run.
The Team MR on rfactory did a offroad 4x4 jeeps mod , and they were working in a Quad mod also, i saw some pic of it and the side wheels of the quad go up doing curves .
link is old
http://forum.rscnet.org/showthread.php?t=255027
Other game is Xpand Rally , grafics looks very good and is height maps tracks and have track editor, about the phisics i dont know if some people have tryed change it.
Off topic but I have some great times yet with Flatout 2, I think I'll be very fast bored of it but it's something different for now.