I haven't got as far with this as I had hoped, but the time has come when I have some things in it that offer added value to what you can produce with Rainbow's editor. It still has a long way to go and for a lot of different reasons hasn't been tested as much as I would have liked but i think there is something here for you to use.
To install it just unzip the file anywhere you like, either create a folder for it under program files or use the MVA root folder, it's up to you. There's no installer with this one so you will have to make you're own icon on the desktop if you want one. Download it from the link below, unzip it, read the help file and have some fun with it. I will be around for the next few days but i am going away for a couple of weeks, hopefully by the time i come back you will have run it and i can answer any questions and start fixing the bugs. :)
Unleashed Editor Too v0.90 (http://www.twisteddirt.com/download.php?file=files/mva/UnleashedEditorToo090.zip)
Have fun..
Laurie
PS To anyone who has used Dillo Too before, this is obviously based on Dillo Too, but there are a lot of functions from D2 that are missing from this, and a few new ones that aren't in D2, so don't expect to be able to do so much with this editor as you could with D2.
nice , im gona try it , thanks :)
Awesome. I'm gonna jump on it when I'll get home ::)
Thanks Laurie, already tried it, looks well done, some bugs appeared but I must be sure if my lib and RaceX objects conversions are compatible.
TBH I'm a little lost yet.
the editor load well a highdef trn of mcm2 ,
in mxa the game crash , i will try diferent ways , anyone of you did it and work in mxa ?
edit:
the track load and is possible ride (test ride buton is what i used) but dont have texture and dont have detail texture .
sweet. Im gunna mess with this tonight. But at first glance I see there is a spline editor, yet you must import a spline. My hope is you can edit a spline to go onto the perimeter tiles.
Thanks for all your hard work Laurie. I will definately be giving this a try.
with save buton of unleashedTOO the HIDEF paks i save crash in mxa (maybe i need do in a diferent way) , but with help the of multiex , HiDef tracks work (just tried in freeride) , other thing is now is possible have acess to every mxa track dispmap and texture , i gess is the price we have to pay to have HIDef tracks. The objects , trees didnot match the track now but thats other thing to see other day.
I think this is a big stepup in mxa custom tracks ...
I've been working on this track off and on and since it's not quite ready to test I thought I'd post a screen shot instead. ;D
This is a remake of an old MCM2- Hi-Def- track of mine.
(http://www.twisteddirt.com/fixer/Project.jpg)
What do you mean ? Is that a MVA hi-def project with MCM2 objects (+animated copter) and veget or a MCM2 project with MVA waters ?
lol, back to the bed, I'm too sick for now.
Sky, MX45
I was just going to drop you guys a line to let you know it was out, but you beat me to the punch.
JPR
I'd be interested to know what you did with to make the track work? MVA tracks have a lot of inter-connected files which means UE2 would need to do a lot of checking to make sure every track worked every time, and i don't have the time or interest to add all those checks in at the moment. If the track works with the test button then the track works, if it doesn't ride in-game then there is a good chance the track is missing some files it needs for the activity you tried to ride. If it works in Test mode it should work in Free ride, is what i found.
You can do quite a few things with UE2 but it's up to yu to make sure everything it needs is there - so from that point of view it really is a bit of an experts tool right now.
BUT there are probably a few bugs in there and it is possible that the crash is due to one of those, so if you can let me know what you needed to change then i will try to take a look.
Bob that's looking good.. :)
Laurie
Phil - since fixer is probably in bed himself right now, that is a MCM2 hi-def track converted to MVA, the rest he will have to answer.
Hey mcm2boys,
I tried UE2 and the first thing I tried was importing an High Def map. The first time it made the track to load but there wasn't anything to ride on. After some trials I figured that UE2 changed the sart, sun, ... positions. It also add a camera.lck (if I'm right) in the .pak. I removed this file and replaced the .scn with a valid one and got the track to work perfectly.
Thanks RaceX
are you importing the TRN into UE2 without loading up a good MVA track first? Because that could leave a lot of the track files invalid. You need to load a valid MVA project first which will initialise the basic file set, and then change the TRN file. I have created a blank SX and Nat track using the Rainbow Editor and i always start from that when i'm testing.
You should be able to change the Start and Sun positions yourself using the properties sheet on the Scene tab, or using the Sun controls.
Laurie
I used the same method as you do. here is what i exactly did:
- I made a blank National track using Rainbow Editor with a spline, and exported it.
I extracted it in a folder using MultiEx to have a basic version of the files.
I opened the track with UE2, imported an HD.trn, then exported it (using the same name)
I tried the track: it loaded but i was out of the scene
I extracted the track in another folder using MultiEx, then compared the files: the values in the .scn were set to 0. and there were a file (camera.lck) in the .pak
I erased the camera.lck (but i think it doesn't matter) and I replaced the new .scn with the original one. The track worked perfectly
I need to make more trials but this new editor looks good. And I like how you reorganized the activities and the .mst files
Thanks again RaceX
the camera.lck is an internal UE2 file it shouldn't have any effect on the track. Great feedback i will look into it.
I haven't had a chance to look at the code yet but i've been thinking about this and i've saved 100's of tracks and never had the sun or start position Reset to 0 before, so there must be a way to make the track differently so that it doesn't reset these values until i get a chance to make same changes.
Laurie
here is what i did to race a HiDef track (freeride because i was working with a track without spline , i will try with spline later) .
• I open a mxa stock track (13mbs) in UnleashedToo (i have a backup of this file) and import a HiDef mcm2 Trn file (grid of mcm2 trn file half of the grid of the stock mxa track i opened in UnleashedToo , this nº´s are UnleashedToo and mcm2 trackEditor , not mxa editor) .
• I save a pak file (34mbs) and with multiEX exported the trn file (34mbs) .
(insted of do this i tryed just use the export trn buton of UnleashedToo but after i save the file i go to the folder and the trn its not there where i save it , so this is not working here , but i will try diferent way this weekend) .
• I put the stock mxa pak file (13mbs) of my backup file on userTracks folder and with MultiEX import the trn file (34mbs) of UnleashedToo pak into the stock mxa pak.
conclusion is im racing with a stock mxa track pak but with a UnleashedToo trn file inside , in mxa game the objects and trees are not in the right places , the objects of this track are some mxu bales (mxu not mxa) because i tryed this things with a beta track , i will try all again with spline and stock objects and trees .
I also tryed diferent ways but 1 (just saving the pak with UnleashedToo) didnot let me ride the track (crash) and other (starting a new track in UnleashedToo) i was riding the track but didnot have textures and no detail textures , but i will try again with spline , some trees , and with a blank Nat track using the Rainbow Editor ...... diferent ways and like racerX said to see if i can have all in right place.
(If there is something u dont understand let me know , my english is not very good lol)
nice mix of mxa and mcm2 fixer , that means we can use all the mcm2 objects in mxa ? ;D
HiDef R o c k s...
tryed now with a blank Nat track using the Rainbow Editor with spline and just with the UnleashedTOO and works .
The spline is not on the track , i moved it to where i want and save but in game still out of the place , but free ride works fine.
Sorry i haven't got much time but here goes..
Not sure what's going wrong, but a MVA Nat is 5x5 and an MCM2 HiDef is usually 6x6 so you need to do some calcs to make the grid line up. (can you make a 3x3 in MVA editor??) Also if you make changes to the spline you need to save the spline before you PAK the track..
To make an mcm2 remake i would use a MVA nat blank to start, then import the TRN, then import the mcm2 tree file (ESB) and the MCM2 spline TDF file - PAK.. If the spline worked in mcm2 it should work in MVA..
For the models, open the MCM2 scn in notepad change all the mcm2 model names to MVA models, and then use MultiEx to import it into the PAK file, or place each model using manual placement in UE2 and the position values from your mcm2 scn file..
Looks like i need to look at some stuff but i'm gone for 2 weeks now so it won't be til i get back.. sorry, it seemed to work ok when i tested it.. :-[
Laurie
:o hey Fixer... is that track pic by chance of King of the Hill?
::)
Quote from: _MUD_Drifter0 on November 12, 2006, 06:10:10 AM
:o hey Fixer... is that track pic by chance of King of the Hill?
I second that, there were version 1 and 2 if I remember well.
http://www.mcmfactory.com/display.php?cat=tracks&id=547 ? ? ?
No, sorry that's my own track "TD-Risk" MCM2 HI Def track with working train- ;)
(http://www.twisteddirt.com/fixer/Risk1024.jpg)
Looks like it's not listed as availablein the downloads here anymore :-[
Link to MCM2 track:
http://www.twisteddirt.com/fixer/TD_Risk.zip
It was a great creation , I remember some places, it was like an enduro special stage, something like 3 min a lap, jumps over the train track, sometimes it was dangerous cuz the train was coming haha
I am sure I'll enjoy this remake more than most people but it finally runs great in MVA with the original 1920x1920 disp map-(made in leveler) it has a disp height of 250 ft .
Thanks to Laurie we are now really close to getting all the track building options we had in MCM2 but the downside is it takes a lot of different programs to make it all happen and even more time then before.
That track will be a good ride in mxa . i remenber jump the metall lines of the train .
Got the spline problems fixed . (i was working with mxa spline , not mcm2 spline)
About the mcm2 esb:
im not doing a mcm2 remake right now but when i import a mcm2 esb file i dont see the trees in the editor and when i go save the pak i have a error , i tryed with the mcm2 florest and one of the mcm2_mxu veg .
The mxa veg works fine.
About mxa objects i think this will be more hard , mxa bales dont have colision (and movement) , maybe i need edit the pak files to put the colision and the axis of them are in the midle of the bale (to use the "orient objects to the terrain" buton) but on mxaeditor work well (not very important , just telling you Laurie) .
To UEtoo is important have the stock mxa model.lib file or we can have other (now im with other model.lib , for MXU objects) ?
now i can build a hidef track , is good use some bales and some other objects but i think i gona just use small nº of objects right now because im with some objects problems .
Quote from: Fixer on November 12, 2006, 01:38:53 PM
No, sorry that's my own track "TD-Risk" MCM2 HI Def track with working train- ;)
(http://www.twisteddirt.com/fixer/Risk1024.jpg)
Looks like it's not listed as availablein the downloads here anymore :-[
Link to MCM2 track:
http://www.twisteddirt.com/fixer/TD_Risk.zip
Wow, that looks great. I can't wait to have a look into this .pak ;D.
VRT_JPRLibson_, if you're using the MXU bales, you need to have on your .pak, a Col\ folder with the needed collisions files. Example:
using a stock MXU bale:
For Geo\bale_triple_01.dxg you need to have Col\bale_triple_01f.col and Col\bale_triple_01m.col.
using a reskin bale:
For geo\My_bale.dxg you need to have Col\My_balef.col and Col\My_balem.col.
You also need to have the right .pco file in the .pak and the .toy edited so it can load the .pco file.
Quote from: GHeTTo_RaceX on November 13, 2006, 08:48:40 AM
Wow, that looks great. I can't wait to have a look into this .pak ;D.
I think that was the most troubling part of spending all that time figuring out the MXU tracks- People being more interesed in unpacking the tracks than riding them.....
The way this game works actually discourages development and new ideas, knowing that any inovation that you put into a track will be disected out the moment you "share" it.
I'd much rather discuss how it was done and help someone use an idea or feature than have tracks "reverse engineered" and parts "borrowed" in whole or in part.
I can feel and agree your vision of the thing but if we couldn't unpacked the tracks and have a look to the code, the developpment of this game will be near by zero.
Quote from: Fixer on November 13, 2006, 10:25:30 PM
The way this game works actually discourages development and new ideas, knowing that any inovation that you put into a track will be disected out the moment you "share" it.
Each time I figured something, and if you check the forums a little you know that I found many things, I was more than happy to "share" it to the public. My english is pretty bad but what I can read in your lines is that you want to show people what you can do with the game but you don't want people to see the "code" of it.
Most of the people can't recreate any of these stuffs whenever they have the code for it. I know you can help people using features (you proved me it with the funnel bloker thing), and I appreciated it but don't be discouraged because we'll se the code of them features, most of us can't use it...
...and no worry, i'll ride the track before opening it ;)
Good point!
:)
You can use custom model.libs but the objects Col or pak files must be in the folder:
%mvaroot%\data\usertracks\usermodels\ else it won't find the models or col files.
for mcm2 esbs you will need the new pak file
Laurie
Thanks for the explanation Laurie , i go try that.
RaceX , Once i get the bales placed i will try that if needed or for custom bale skins , Thanks.
Well, I'm fully outdated now, already too old maybe.
I 've forgotten how I did MCM2 tracks lol. And now you are still improving with MVA, I'll just follow the story so, good work everyone.
its almost the same as mxa Phill , import disp, import tex , set sizes , make sx spline , done ;D in armadillo but not so fast as write this <<< lol.
•In UEtoo \ activities tab\activity\race Map : My_New_Track_National_Map (national)
Here´s my question , how i can import my race map to UEtoo ? or with help of some folder ? ... (i think i can do that with multiEX but i think we dont have transparecy)
EDIT:
got the race map working with MultiEX but there is a problem with the red arrow (and no transparecy´s) . EDIT: Red arrow fixed !!!
• i m working with nat15 esb , i place the trees and bushs in UEtoo ok , in game all the trees and bushs are not right , exemple : i place treeA in a mountain and in game in the mountain i have a bush or other tree (not treeA) , this hapen with all trees and bushs of NAT15 esb , others i didn't tryed .
(what i did to have the veg ok in my track was i placed the veg all wrong in UEtoo and in game i have the veg right.)
___________________
Laurie , here somethings that help on track build in UEtoo , just in case if we will have a new version in the future:
1• you think is possible UEtoo lock the trn file in the track pak while save the pak so that UEtoo can´t open it and UEtoo just open mcm2 trn files ?
So trn files saved with UEtoo have some lock and dont open with UEtoo but open well mcm2 trn files , with this just the creators can open their own track maps with mcm2 trn file , i dont know if this is hard to do or not but a lock in UEtoo trn files may be good.
If someone want to look at other people track and texture or know how he did it or use some parts , need ask the creator or email him .
2• orient objects to terrain (objects tab) - not working . (this help alot placing bales)
3• rotations relative to object (options tab\general) - not working
• The keyboard controls to fly around the track work great , helps alot and is fast.
___________________
Thanks. :)
edit:
• Shadowns , UEtoo create shadowns in 2 of the maps (ex: A and D maps) , the other 2 maps (B and C) UEtoo does not create shadowns (UEtoo show us shadowns in B and C but they are not correct , they are A and D shadowns) .
You can use the Files tab to import extra files, like the track maps, into the PAK file. You will need to have a map already in the track before you can add it to the right folder since i haven't yet added the possibility to create new folders in there yet. (That's for the train tomorrow :) ). Once you have added the maps you should be able to find it in the drop down list when you select a map for a specific activity..
If you have your MXU model PAK file in the UserModels folder i described above along with the COL files (which can be in the PAK file or just 'loose' in the folder) then UE2 should find them and add them to your PAK file when it bundles the track.
Laurie
When I try and open a project file, I get an error that says "cannot open data/env.pak"
Any ideas?
Scott
I'm guessing that you're opening a project called env.project?
UE2 really works on the PAK file, it uses the PROJECT file to make sure that you are opening a track that you have the PROJECT file for and so it is one that you created. So in order to open a track you need to pack the track in the RBW editor first so that you have both a PROJECT and a PAK file in the same folder. Then when you open PROJECT it will open the track for you.. Make a back-up of the original PAK before using UE2 on it just in case, since UE2 will overwrite it when you PAK using it.
If that's not the problem then maybe you can give more details on what it is you doing to help me out..
Laurie
Thanks for the reply Laurie.
No matter what Project file I open I get the same env.pak error.
Track pak and Project file are both in same folder. I open the Project file and enter in a password, then I get the error. When I click the error box away it says "detecting stadium" and hangs.
Scott
I just realised that it looks for the PAK file in the UserTracks folder not the same folder that the PROJECT is in, if it can't find the PAK file then it will ask you to find it..
hmm..
I'm not sure why you would get that error, does it come up in a UE2 styled message box or a plain grey Windows style message box? I think it might be something to do with file sharing, UE2 won't like you using other programs with the files it uses because it can't open files that are in use by other programs. eg the stock editor or MultiEx.
It sounds like you might have a corrupted or missing (or in use by another program) ENV.PAK in your MVA installation, that is probably what it is trying to load but can't..
Is the ENV.PAK modified on your installation?
Laurie