Well here it is.
(http://www.twisteddirt.com/mcm2boys/images/atv_kod.gif)
To install just unzip the file into any folder, and it will find MVA by itself.
**New version released - 26-Jan 2010**
Sik Trix Unleashed v1.07 [1.19mb] (http://www.strawberrysoftware.net/download.php?file=mva/SikTrixUnleashed_v107.zip)
Have fun
Laurie
Laurie, your the man! ;)
Thanks Bob. ;D
How do you actually use this Laurie/Bob? I mean which buttons activiate the tricks?
RKip 8)
I'm not sure what you mean by activate the tricks Randall. You can view the tricks in the editor by pressing the green button on the toolbar, that will make it loop through the current trick something like it would show in the game. Or to put a new trick you've edited into the game you press the blue button on the 'Edit tricks' roll out. If the trick doesn't show in the game you might need to check the 'Save to Common.pak' option in the 'setup' roll out to force the editor to write to your games common.pak.
Is that what you needed to know?
Laurie
The Editor is not working for me it just gives me a serious error warning which says There was a problem loading the Models. I would be very happy with some quick responses because I have really been waiting for something like this. :)
Thanks. daek.
Wooooohooooo!
Thanks, yet again, Laurie. You're awesome!
EDIT: Actually, I'm getting the same error as Daeko. :-\ Any thoughts?
Laurie will probably need to know some basic system specs including video card.
Do you have any custom or modified *.paks in the "data" folder?
i dont get that error message that you get daek..... but mine doesnt have the drop down part selection box..... :(
(http://img441.imageshack.us/img441/5160/sixtrixfupmi8.jpg) (http://imageshack.us)
Quote from: Fixer on January 26, 2007, 04:32:37 PM
Laurie will probably need to know some basic system specs including video card.
Do you have any custom or modified *.paks in the "data" folder?
Actually, I have
many custom and modded .paks in the Data folder. I'll try removing those and see if that fixes the problem.
Laurie might remember I already went through hell with the original Sik Trix. Hopefully that won't be the case this time. :P
good job Laurie :D
The red line helper to make a smooth gif dont work for the bike , or im missing some setting ?
Tricks are working fine in game here.
(http://img443.imageshack.us/img443/1083/nothingtrick1jprll1.th.gif) (http://img443.imageshack.us/my.php?image=nothingtrick1jprll1.gif)
hay all having a problem i cant get the tricks in the game can sum ppl shed sum light on this
Wow, thanks a lot for your work man. I'm gonna try it as soon as possible.
The bike movements won't tween. I've been working on some whips but everytime i go to tween the rider lays over and the bike stays up and down. Any ideas why??
One other thing though, didn't one of the mcm2 versions have a lock hands to bars option so that the riders hands were always attached to the bars?? Do you think you could do that for this one? mayb one for the riders feet too?
Other than that bike tween glitch great work Laurie, thanks!
Sorry Showtime, daek, i can only think it doesn't like some custom textures you might have in the common.pak unless you are using custom models ???
I would think if you go back to stock it would be ok. It only uses the common.pak and tex.pak..
Do you need to mod the common.pak to get textures into the game or do add-in PAKs work for you?
The trick editor uses an add-in pak by default - $siktrix.pak - but it can also write to the common.pak if you check the box in setup.
I got a chance to make a few changes and the bike tweening now works and the List of parts shouldn't disappear when you change the bike. The new version is available from the first post.
Laurie
TIP: you can change and view the new skins by clicking on the skin name in the list then click on the gray button and select a skin to replace it.
At the moment there isn't an easy way to share tricks or build your own trick list from other peoples trik paks, there are different ways of doing it so i thought i'd wait to hear from you guys what you would like to see happen.
I could add a system to save out individual triks, either 1 at a time or as paks, i could make a special format trik pak that only STU can read encrypted if you want, although once installed they can still be ripped so i'm not sure it's worth going the extra mile.
any ideas??
Laurie
i want to edit the backflip , but its not in the editor and you cant import it... what can i do to get it into the editor , theres nothing in the help file eather
This works great for me Laurie. I havnt exported and tried a trick yet, but the tool itself is amazing.
"help file - whats new? - Its all new" lol
A few things though. Can the bike be made to animate in those stock tricks with no bike animation? I notice the button is greyed out unless the stock trick already has bike animation. Also, like the mcm2 version, I hope for 3dmax-like view navigation with the combination of ctrl, alt, and the mouse. How about some simple hot keys? ctrl+z doenst seem to work. On that note, if the undo went back unlimited or a set number of steps, that would be great to. As is it is undo/redo. All just suggestions :D
Now I can get to work on a mva music video!
http://www.mxshortbus.com/images/YMCAmcm.WMV
now with v1.3 i still cant tween the bike and copy paste doesnt work anymore...
Just letting ya know
when i edit the bike trick and save it does not save the trick in game. the rider does what the new trick is but the bike does the stock trick. is it not possible to edit the bike trick.
Looks like i need to take another look..
Mike can you explain what those keys do, i haven't used max in a long time.
Laurie
i have deleted the editor downloaded again and still can't save the bike animation. I even checked the box to save it to common pak. and the bike still does the stock animation. any help would be appreciated. thanks
I have to make some changes to which files it saves/mods, i hope to have another version up soon..
Laurie
thanks for all your hard work will be looking for the new version
middle mouse botton pans or moves or your veiw port
alt+middle mouse button rotates your veiwport
ctrl+middle mouse button moves your view port twice as fast (not really needed for this)
ctrl+alt+middle mouse botton zooms in/out]
The stock Unleashed editor uses similar controls, but they are slightly different from max. Ctrl instead of alt, left button instead of the middle one (I believe). It may be better to use those controls since more people will likey be familiar with that navigation.
Just thought I'd mention that I got it working after a fresh install of MVA.
Thanks again, Laurie. :)
Thanks Tanner, can you tell me what you tried before going for the complete re-install, and maybe what you had modded - probably a long list but it could help me work out what the problem is..
Eg did you have anything installed in the common.pak like custom textures?
Thanks Mike, I can probably add something like that without too much trouble..
I have the backflip added in, and fixed the bike motion re-load problem but need to make a few final tweaks, you're bike motions have been saved it just misses them when it tries to load the modded tricks ..
Laurie
Laurie, you are really THE MAN :)
Edit: Concerning the trick save system, I would go for an individual save system, so we could share them individually or make ourself a .pak (if that's possible; I haven't tried to export a trick yet). Concerning the ripping, u know, once this game and all these tools came out, almost everything can be ripped: skins, dispmaps, textures, objects, etc..., so I don't think it really cares. Just my toughts
Thanks RaceX, :)
I'm leaning towards a track pak, that you can load tricks from the $siktrix.pak into. I'd prefer to build all the functionality into STU, i don't want to leave people depending on multiex, not everyone has it or can use it, it also bugs me a bit that he's charging $6 a hit for this small facility, but that's another story.
It'll probably be another window with 2 lists 1) $siktrix.pak & 2) trik.pak that you can swap files in and out of..
Laurie
Quote from: mcm2boys on January 30, 2007, 09:00:46 AM
i don't want to leave people depending on multiex, not everyone has it or can use it, it also bugs me a bit that he's charging $6 a hit for this small facility, but that's another story.
Laurie
It bugged me when the first time I saw a small update and install it I find out my old key won't work! :P
I have fixed the issues with the bike motion not reloading in the editor after it's been edited, and also the bike motion cut and paste problem that some people were having. I also too kthe time to add the 360 and backflip animations to the list, these are only available for the MX bikes, they aren't there for the ATV or Fast Fifty. .. and finally i added the Alt and Ctrl key functions that Mike asked for, these work with any mouse button pressed to rotate or shift the whole view.
Note: if you release the Alt or Ctrl key while dragging the mouse, then the currently selected parts will be rotated as normal.
I have changed the link in the first Post so you can download the new version from there.
I haven't added the trick export functions yet, i might try to do that this weekend but it probably won't be finshed by this weekend, until then you can always distribute your $siktrix.pak
Laurie
Quote from: mcm2boys on January 30, 2007, 04:36:49 AM
Thanks Tanner, can you tell me what you tried before going for the complete re-install, and maybe what you had modded - probably a long list but it could help me work out what the problem is..
Eg did you have anything installed in the common.pak like custom textures?
Well, I probably should've taken the time to figure out exactly what was causing the model-loading error
before reinstalling, but that should tell you how excited I was to start using SikTrix Unleashed. ;)
As far as my common.pak goes, it really wasn't drastically modified. I'd substituted some bike/rider skins, and altered a few camera angles. That was about it. And, actually, I did try swapping it out with the stock common.pak (straight from the MVA CD) - to no avail.
I had the Rainbow Studios' patch installed, as well. Maybe if I would have reinstalled JUST the original MVA.exe file, perhaps it would've worked?
Ok thanks,
as i said before somewhere, STU only reads the common.pak out of all the game files so nothing else would make a difference. The error message tells me it failed trying to load up the models, which since it was the first run were the default models - NoFear06 for the rider and MX KX2501 for the bike, so my guess is that you substituted one of the textures in these sets.
If you have the time and somewhere to put it, I would like to take a look at your old common.pak, i have a theory that the custom textures might be a little different to the RBW textures, and STU is more sensitive to the difference than the game, which i'd like to check out.
Laurie
I had backed up my modded common.pak before reinstalling MVA, so I went ahead and uploaded it (if you're still interested in looking at it).
Check your PM's for the link. :)
Great fixes and additions Laurie. The bike animations saves and exports fine for me.
The viewport navigation is nice, but I've got a few bugs with it.
Quotei added the Alt and Ctrl key functions that Mike asked for, these work with any mouse button pressed to rotate or shift the whole view
It seems like alt or ctrl is supposed to work WITH a mouse button? For me, I just have to press ctrl or alt, and move the mouse. No mouse button is pressed and the view moves. Not sure if this is how you meant it, or if its just a bug with me. But I'd rather have to press a mouse button along with a key.
Also when rotating or panning, the view jumps to my mouse position as soon as I hit ctrl or alt. For instance, Ill be in the left view and go to rotate and jump to a twisted underside view if the mouse is in the bottom of the screen. I meant for the view to rotate (or pan) relative to your current view. As it is, it seems to be based on your mouse position, not movement.
So how about a ctrl+z, and more than 1 undo step? :D
Thanks again
quick question here
Is it neccessary to have the actual MVA game on my computer for sik trix to work??
QuoteIs it neccessary to have the actual MVA game on my computer for sik trix to work??
Yes, it uses the game files..
Mike i have a new version to fix most of that, sorry no extra undo's..
Laurie
this is awesome!
i have one question though: how do you switch back to stock, or export you tricks to give to other people?
Hey Crash, good to see ya. To go back to stock rename, move, or delete your $sicktrix.pak from the data folder. Next time you open STU it'll read from the stock files. Just save in STU and you'll have a new $sicktrix.pak file created. This worked for me. To share tricks give them your $sicktrix.pak file. I do not think there is a way to release single tricks.?
Just rename the "$sicktrix" to other name it´s "dangerous" or in other words, we still may have the custom tricks in game but if you rename "pak" to other thing will work.
i think single tricks to release work , save your trick and rename the "$sicktrix.pak" to something like "$sicktrix1.pak" , build your 2º trick , save it and rename to "$sicktrix2.pak" (we can use the names of the tricks also) .... . . .. . . . . ..
for the people that dwl , is better they remove the $sicktrix.pak they use because the alphabetic order must be followed.
I didnot tryed this but i think works.
1 friend of me still can´t make the skins pak work on his game (looks like his game dont read extra paks) , with the info saved in the $cummon pak i think will work but that make some problems when we search for online races , any1 know why his game dont read paks ?
he have game patched and nocd andthe skin pak files in data folder (he sent me pic´s) .
i have the same problem on my desktop pc, it won't read addin PAKs, it also has the no-cd and update patch.. however, my laptop can use addin PAKs and it has nocd but i can't remember if it has the update patch.
Desktop - win200, AMD, Radeon x800
Laptop - winxp, Intel, nVidia 2 go (mx400-based i think)
and sorry but i don't know why there is a problem..
Laurie
Any news on solving that fork separation? Also I ran into another problem the other day, I was trying to do a scrub out of the ragdoll and while the rider seemed to be touching the bike in editor, he was floating about a feet over the bike in game.
I have some ideas for the fork searation but need time to try them out.. a release of UE2 comes before that so.. not sure when
The floating i'm not sure what the problem is but i can take a look at the same time.
Laurie
Hey, has there been any progress regarding the fork separation and/or the floating?
I got sidetracked by some stuff in UE2 so I haven't spent much time on SikTrix.
I tried a couple of things but it didn't make any difference and that's as far as I got, i don't expect to get time to get back to it any time soon. Sorry to disappoint..
Sad to hear that but no worries, you've done more for the game than I probably ever will..
my computer gives an error and it's got this text:access violation at address 0046a014 in module 'SikTrixUnleashed.exe'. Read of address 000002F8. and it won't shut down in a red switch! what have i done wrong?
Hey Laurie, have you had any time to check the fork separation issue in siktrix?
Not sure if you've known this already but I recently figured out why the forks separate. Here's the thread (http://www.mxg-hq.com/forums/viewtopic.php?f=9&t=1963#p20927) I made in mxhq considering it. Perhaps this will give you some info on how to solve the problem eg limiting how much the handlebars can turn/rotate so it will never go 'out of bounds' and cause the fork separation.
Thanks for the nudge Shadow, i've been busy adding a test rider to UE2 so i had forgotten about siktrix. Your comments in that thread have given me a few ideas for things to look at so i will probably take another look into these problems after i have fixed and released the next version of UE2.
I would like more info about the tweaks you made going back and forward between the game and siktrix to solve the problem and keeping the rotation in limits that you talk about..
Sorry for the late reply :-[ Forgot about this almost completely until today when I saw a reply in the mxhq thread.
Not really sure what more info I could tell you. What I wrote in the thread is pretty much all I did.
I just moved the forks to a random direction in siktrix (moved in one frame and tweened only the forks a few frames to both directions from the changed frame), saved the trick, went in game and checked how it affected the fork animation. The first direction made the separation noticeably worse so I thought what happens if I move the forks to the opposite direction and lo and behold they separated less. Then it was just repeating the whole process lots and lots of times.
That helps explain it a little more, I suddenly got real busy at work so i haven't had a chance to do anything on anything else for a while, but i will try to take look when things calm down a bit..
I've been playing in siktrix with Air movement for REV. Seems to work fast and accurate.
The only problem I encountered is the fork separation. But this was already mentioned by Shadow on how to fix this. I'm using his method and it seems to do the trick. :)
Now, towards my question. Changing the animations for general bike/rider control means a lot of repetitive work. To reduce some of this work, would it be possible to "flip" animations? As in when the rider is leaning to the left, would it be possible to flip the movement around making him lean towards the right side instead? i have not found such function in Siktrix and I'm not asking for such function either. As it simply is not worth the effort seeing it will only be used on rare occasions.
What I am asking for though is this: Is it possible to read the MOT files in some sort of editor in which I can read the co-ords of axis in plane numbers/text?
I don't know any editors for these files, RBW probably has one but i believe that they are proprietary formats so there is no std editor.
I could add a reflect function about each of the 3 axis I'll try and take a look at it some time soon. I think i'll try taking a look at some ideas about the fork separation as well. I'll let you know when i have something..
Thank you very much for your endless support Laurie. It's greatly appreciated <3
After a very long delay i think i finally have something to fix the fork separation issue. I have added a modifier that only affects the handlebars when they are moved. Hold the SHIFT key down while you rotate them and they will rotate about a line between the headstock and the front wheel axle. If you get the wheel out of the static alignment, then dab the ALT key while you do this to set it back to it's static position. This isn't needed for the ATVs only the bikes.
Sorry it took so long, but hopefully with the interest that REV has generated a few people will be building tricks again and might find this useful.
Thanks to Shadow for feeding back the information on what he worked out about the problem and giving me a nudge to produce the update.
I have used a newer compiler for this version so it's possible that some new bugs have crept in because of that, I have done some testing and everything seems ok to me, but I haven't had time to really thoroughly test it.
The download is available from the updated link on the first post.. :)