We have been working for some time on a tool to convert MCM2 SLT model files to MVA DXG, and finally we have something that we think is ready for release. We are still putting it through some final testing but here is a screen shot and some information on how to use it.
Click here to download it:
NEW Download SLTtoDXG converter (http://www.twisteddirt.com/downloads/files/mva/SLTtoDXG_v122.zip) NEW - 3 May '08
(http://www.twisteddirt.com/mcm2boys/screenies/ss_SltToDxg_sm.gif) (http://www.twisteddirt.com/mcm2boys/screenies/ss_SltToDxg.gif)
Click on the image to see a fullsize screen shot.
More info..
This program converts SLTs to DXGs and will
also generate a COL, LIB, PAK and PCO files.
You can batch convert more than one SLT at
a time by selecting multiple files in the Open file
window.
To use:
Make the option selections that you want. The
PCO files are based on the single bale values.
The LIB file will put all of the models under a
'My models' entry.
The scaling will reduce the size of the COL file
similar to the MVA bales which are 80% of
the size of the bale model.
The color box lets you pick a color to replace the
pink for the transparent parts of an MCM2
texture.
Press the green button to select the
files to be converted. The Log window should
give progress messages during the conversion.
If you want to add a prefix (eg 'td_') to either your
model names or texture names then enter the
text into the Prefix edit box. If you want a
different prefix for the DXG and the DXT then
separate them with a comma otherwise the same
prefix will be used for both.
If there is a problem with the converted model try
again without the Optimize faces check box
checked. This performs some extra poly culling
after the conversion which might cause some
problems in a few cases.
There were some problems converting models
with multiple LODs so the 'Only use 1st LOD'
check box is checked by default, but this may
work on some models, so give it a try and let us
know how it works.
Once you have converted the models you can
rename and place the mymodels.pak in the
'Media\CustomModels' folder so that UE2 can
find it. You will also need to cut & paste the LIB
extract into your models.lib file so that the
editors can find the new models. If you have
created PCO files they will need to be copied to
the 'media\pco' folder.
A TwistedD.I.R.T. production includes code from
Laurie, Jeff and Bruce. Have fun.
Laurie
good job youall , looks interesting ;D
Very cool. I can't wait to check this out.
Thanks for everything TD.
yep sounds cool
Thanks a lot guys. This is definitely what MVA was lacking. You guys ROCK!
it's too bad MVA wont work on my laptop or i could make use of these great tools you guys continue to make
ah.. not sure if you guys know of this or if its just me but when you get the objects and test them ingame they have some very wierd phy. like when you bump or ride on them them they like blow up.lol like i said idk if its just mine or what?
If you don't want objects to move then don't check the 'Generate PCO' box when you build that object, or don't copy the PCO file into the media\pco folder.
If you check the 'Generate PCO'button and generate a LIB extract then teh LIB extract will reference the PCO file and if there is no PCO file present I'm not sure what the RBW editor will do..
Looks like i might need to adjust the default PCO values, they are taken from the stock single bale PCO file so if you need different physics you are going to have to hand edit the PCO file..
Laurie
I hope to release a new version of UE2 soon that will deal with custom objects adding model files to the PAK when necessary..
You will need Max3.1 and the Unbastard plugin to create SLTs or Milkshape3D which now ships with the MCM2 SLT exporter i wrote for it..
Laurie
Quote from: mcm2boys on July 11, 2007, 05:31:33 AM
... or Milkshape3D which now ships with the MCM2 SLT exporter i wrote for it..
wow, thats awesome! Its cool that you are recognized for some of the stuff you are doing and it is being integrated into programs!!!
thanks crash, it's a shame that not many people like to use Milkshape.. :)
I forgot to mention another option for creating SLTs is to use any version of Max export as a 3DS file, import into Milkshape3D and then export with the plugin..
Laurie
could you give us more info on UE2.like what you have done to it.
Just wanted to say thanks to the TD crew for all the hard work. You guys don't get as much credit as you deserve.
It's been a while since the last version of UE2 was released (the first i think) so i can't remember exactly what's out there now, but the improvements i can think of are:
Quite a bit of bug fixing, so it is a lot more stable now.
I added a file editor, so you can edit the SCN and TOY file directly.
I added a VUE file importer, to create spline MOTs for vehicles.
You can generate terrains from 2x2 to 7x7 tiles in the editor.
You can export/import any tile in a terrain.
I have added some extra options to the bale placing tool, including a fence placing tool.
The custom models folder has been moved from %mva%\data\usertracks\usermodels to %mva%\media\custommodels.
That's about all i can think of now.
Laurie
wow, just saw this and I would say THANKS guys.
I'm actually off with MVA but it's still a great tool released.
Congrats.
Thanks Phil.. :)
any chance of dillo too having the terrain functions that UE2 has?
I doubt that i will be able to add them to D2 easily since i still can't get it to compile since i moved on to UE2, but i might be able to add an MCM2 TRN file export to UE2 that you could then import into D2 - now i think about it you might be able to import MVA TRNs into D2 already since i added that for the MXU conversions that we did.. you could try it and see..
Laurie
SLTtoDXG works great for me, no errors or anything but it's lacking one thing... it can't convert 32bit TGA's. Is it going to support them in the future? It would be usefull for skinners aswell.
Hey cR
It should support them already. You might need to set this line in the SLT under each [Material - X] entry that uses 32bit TGA:
TextureFormat=4444
i think that's what it is, i might have the wrong parameter name.
i'm lookng forward to seeing some tracks with custom objects in or maybe i need to take a trrip to Factory already..
Laurie
If this doesn't fix it, can you explain what happens when you try to convert a 32bit TGA?
Ahhhh I forgot about that line! (It's been a long time since I textured any SLT's :P). I'll try that out in a bit.
Edit: 'TextureFormat=4444' did not work :(
And I just ran into a problem. I've modeled 2 bales wich are both use the same texture (512x512) and 2 ramps sharing 1 texture (1024x1024) aswell. They all show up in the editor and look perfect but as soon as I try out a testride or export the editor (Unleashed Editor) crashes. Any idea why it crashes? I tried it with the model that comes with UniBastad and I had no problems with it.
I need to take another look at the code and think some more about it. Can i maybe take a look at the DXG and DXTs that it creates, or maybe the SLT and TGAs so i can try the conversions here?
Do you have problems if you use just 1 of the ramps and the shared tex?
Quote from: mcm2boys on August 24, 2007, 01:46:49 AM
Do you have problems if you use just 1 of the ramps and the shared tex?
placing just 1 of the ramps or bales didn't work either.
Here's a rar with all files for the ramps, bales and the test object for 32bit textures.
www.cr-creations.net/uploads/models.rar
thx, i tested it here and they all seem to work ok for me in game. I used UE2 to place and pack the track but they all work together in the same track fine - i didn't try with collision. The transparent boxes as well..
Nice models..
Looks like it's something to do with the RBW editor and i don't have the experience with it to help you out with that..
I tryed all the 5 objects on the mxa editor and tested on the "test track" button and work , and i see transparency on the box object , tested with UE2 and work also .
Before use the test ride button of UE2 make sure you save the pak file (i think thats the way it must be done) and make sure your pak dont have spaces , If the track pak have spaces i see a error box after clik the test ride button , i save my paks without spaces or with _ insted of spaces.
I got them to work now, I forgot to place the PCO files in the pco folder.
Yeah this object is transparent but not how it should be (the alpha has a gradient).
And why are there 2 collision files (f and m) for every object?
thx JPR
you do need to save the PAK first before the test ride..
cR
why are there 2 files you'll probably need to ask RBW to be sure but my best guess is that one is for 'f'ixed models ie - no PCO and one is extra info for 'm'oving - with PCO..
When i look at the alpha TGA i don't see a gradient..
Laurie
Quote from: mcm2boys on August 25, 2007, 02:25:00 AM
When i look at the alpha TGA i don't see a gradient..
That's weird... oh well, I'll give it another try. Thanks for looking at it anyway :).
First of all, thanks for making this all possible. Really appreciated.
I do have a question about the exporting of these objects however. As i'm getting closer and closer to complete all objects I need for my new track. I started wondering about texture dimensions the old SLT exporter supports, and the texture dimensions the SLTtoDXG exporter supports.
In short; Is it possible to export and use a 512x1024px texture map?
No need to worry about the old SLT exporter since the SLTtoDXG converter will pick up whatever texs that you put in the folder with the SLTs to be converted, and the converter supports non-square texs - so in short 1024x512 should be ok. Just drop the TGA you want to convert with the SLT in the same folder and the DXT/DXM will also be created..
..and thanks for the thx..
Sweet, thank you for the quick reply. *thumbs up*
:-\ Who's can makeing a TUTO for the "SLTtoDXG_Converter" ??? Please...
Where goes the .DLL's Files ? ::)
Mitch , extrat all the files of SLTtoDXG_v117.zip to any folder you want , next launch the file SLTtoDXG.exe
Just like JPR said, just extract the whole ZIP into a folder, either in the MVA main folder or it's own under something like C:\Program files\SltToDxg\ and then you just have to run the EXE. The DLLs should be in the same folder as the EXE.
Not sure that a Tutorial is needed for the converter, just tick the boxes and select the model(s), the hardest part is the modelling and there is a lot of info about that already. Some you can find on this site http://www.twisteddirt.com/tutorials.php (http://www.twisteddirt.com/tutorials.php) and there are plenty elsewhere just a google away..
Laurie
I just teamed up with Wake and we started working on a Maxscript that will get all coordinates from objects in a scene and write them to a text file to be copy/pasted into the .SCN but what is UpVector? I take it that LookVector is the rotation? Oh and Max uses XYZ but how does it need to be formatted for MvA? XZY right?
UpVector is the direction of the objects local global y axis (the y axis in DX - i think it's the z axis in Max).
I just made some new objects and exported them to SLT's using 3D Max 3 following the except same steps I allways did but the convertor keeps saying 'there was a problem reading the SLT'.
Here are 2 bales that I can't convert:
www.cr-creations.net/Bales.rar (http://www.cr-creations.net/Bales.rar)
Can someone have a look at them and see if anything is wrong?
Edit: I believe the SLT's I made aren't the problem. Someone else tried to convert them and it worked. I just formatted my pc a week or so ago and it doesn't work on it anymore (used to work). I also tried it on my new laptop and same error there.
I don't have WinRAR on my work machine (winzip) which is locked down so i will take a look tonight and let you know what I find. I haven't heard that you can convert on some but not other machines, if it works on one it should work on all of them so long as you have DX8 or above installed and you have the DLL supplied with the program. You will also need the d3dx8.dll as well..
I have DX 9.0c installed on both and I have the d3dx8.dll
What Operating System are you running cR?
I am running Vista and for a lot of programs that create new content I have to run them as Administrator to get them to work right. Try running the proggy as the admin (right click the icon, properties, compatibility, run as admin.) and see if that doesn't fix it for you.
That's my guess anyway.
On my PC I run XP and the convertor used to work (before I formatted and re-installed XP Pro) and on my laptop I run Vista. Both give the same error and running them as admin (wich it should do anyways?) doesn't have any effect.
That's all that I had...Laurie will have to be your savior now.
First off thanks for the tool.
Ok now the problem I'm having is that when i place a .tga texture in with the slt it makes a dxm but not a dxt.
and since my multiex makes corrupt .pak's I can't put pak it manually...This all probably has to do with me being on Vista. Any help would be appriciated.
Thanks
@wakestyle
I'm guessing that you have the 'Generate tex' options checked.. If so then the only reason i can think of is that the texture is not in a good TGA format, it needs to be either 24 or 32 bit, and the converter may have trouble with some PS (ver. 7 - i think maybe others) generated TGAs since they add some extra info at the beginning of the file which my TGA reading routines have trouble with..
@cR
ok we know the SLTs are ok since Paul and I can convert them, so the problem sounds like the setup of your machines. Do you have the helper (s2dhelp.dll) DLL installed in the same folder as the EXE?
Maybe it's file path to your SLTs (do they contain any weird characters - maybe spaces though that shouldn't make any difference), or the read/write permissions on the files/folders, they aren't in zip files (that appear as folders in Explorer) are they? Do you get any output after the read error in the conversion log screen? Finally, make sure no other progs are using the SLT files at the same time because the converter probably won't like that either..
Maybe a copy/paste of the error log might help..
Im using photoshop 9. Does this version add extra data at the beginning?
Thanks
Sorry i don't have PS9 so i don't know
if you want to send me the SLT and TGA i will give it try..
Laurie
Quote from: mcm2boys on October 08, 2007, 06:39:28 AM
ok we know the SLTs are ok since Paul and I can convert them, so the problem sounds like the setup of your machines. Do you have the helper (s2dhelp.dll) DLL installed in the same folder as the EXE?
Maybe it's file path to your SLTs (do they contain any weird characters - maybe spaces though that shouldn't make any difference), or the read/write permissions on the files/folders, they aren't in zip files (that appear as folders in Explorer) are they? Do you get any output after the read error in the conversion log screen? Finally, make sure no other progs are using the SLT files at the same time because the converter probably won't like that either..
Maybe a copy/paste of the error log might help..
I tried multiple paths, most of them simple and without any special chars, the read/write permissions are ok and the files aren't in a zip. Everything gets converted/created except for the DXG.
QuoteReading SLT
Processing texture cR_Bale_ThorMX.tga
Created DXT format
Texture saved
Saved DXT file
Saved DXM file
There was a problem reading the SLT
Lib extract created
Hey laurie I sent you the slt and tga files via email. Just wanted to check to make sure you got it.
Thanks for your help
hey wake
got them thanx, the problem is the tex's need to be a power of 2 pixels in size, ie 1x1, 2, 4, 8,16,32,64,128,256 etc they can be different but both sides must be one of these values.
cR
Sounds like you might have some line spaces in the SLT lines between the data lines or maybe there needs to be an extra Carriage Return at the end of the file.. Can't see much else could be a problem since it is obviously reading the texture info OK.. If you're still having trouble then i can convert the objects for you..
I've started exporting all objects for my new track. Going through 3d Max 3.1 and using UniBastard.
I ecncountered a problem however. The Collision does not seem to work for them in MVA, but the collision DOES work in MCM2.
(I make sure that all SLT's made work in MCM2 before I convert them to MVA.)
So my guess is that something is going wrong with the .col file. Only I do not know where.
I tried as suggested in the help file to run the convertion without "optimize faces" checked. This did not help solve the poblem.
Any suggestions on how to make sure the rider has a headache when they smash my objects? *grin*
Thanks in advance!
John.
There are a number of reasons why the collision might not work:
A broken COL file.
Have you added the LIB extract to your models.lib? Without that neither Editor will add collision since it tells them if it has collision and if so what the COL filename is.
You will need to place the PAK file (if you made one) created by Slt2Dxg in the Data folder for RBW's editor to find the files and in the media\CustomModels folder for UE2. If you are using individual files (which means you're using UE2) then you need all of the files for a model in the same folder, which should be Media\CustomModels or a sub-folder of that folder. (UE2 will only use 1 level of sub-folder in CustomModels).
If you use RBWs editor then the PAK will also need to be in the Data folder for the objects to show up (which i'm guessing they do) and the collision to work. If you use UE2 it will add all non-stock files to the PAK automatically - or it should - so the objects will show up and collision should work without cluttering your Data folder..
I guess the best place to start to check is take a look inside the PAK, (UE2|Files tab or MultiEx) and see if the COL files have been packed into the track. If so make sure the COL file paths are correct.
If all of that checks out then i guess you better send them to me and i'll take a look see..
Looks like right now, only the rider isn't getting a headache from these objects. ;D
Laurie
Woot! Rider gets a headache now! *cheers*
Seems I forgot to add the lib to the one the game uses. I only set the lib up for EU2. But it's all working now.
Thanks for the quick help!
John
PS, "Looks like right now, only the rider isn't getting a headache from these objects." This made me laugh pretty bad in real, good one! :P
Glad to hear you got it working.
You confuse me a bit with the LIB stuff, i thought UE2 and RBWs Editor both use the same LIB, so how did you update for 1 and not the other.?
EU2 reads the LIB in MX vs ATV Unleashed/media/CustomModels. Atleast, that is what you told me.
When I made a modified LIB for my objects and placed it in the CutsomModels folder. EU2 found the objects and adds them to the track. The only downside being, it can not relate the collision to them.
When I added my LIB code to the MX vs ATV Unleashed/media/Model.lib, it did relate the collision to the model after a repack through EU2.
As far as the RBW editor goes and custom objects. I do not know. I only use RBW for starting a project now, and continue building the track in EU2. So basicaly, I do not use the RBW editor anymore.
A question though. I use the seperated object files for EU2, so the unpacked object so to speak. EU2 writes all these files to the track.pak.
Will I still need to create a pak file for the custom objects in order to get it to work for other people too?
UE2 reads the model.lib file from the %MVA%\media folder not the %MVA%\media\custommodels folder, sorry if i said different, so it uses the same file the RBW editor uses.
If the dxg, dxt, dxm, col and pco files are in the PAK file then you don't need to create a PAK file for people to put in their Data folders, since all the files they need are in your track PAK already.
But because of the way MVA finds and uses models in the PAK files there is always the chance that someone elses model with the same name (a file name collision) will get picked up instead of yours..
This issue also brings up a load of other problems like file space - since every track that uses your objects will be packed with them in the PAK, the files are bigger than if you supply an object PAK with your track etc
Then if someone hasn't got the right object PAK it generates a lot forum traffic/email about why it doesn't work - crap track etc, etc..
If you want to give other people access to your objects to use in their own track designs then you need to supply them the LIB extract and the PAK file.
I'm happy to see you using UE2 for most of your track building you will need to go back to the RBW editor for the spline i think and it is probably a good idea to use their values for the minimap settings in the ATYFILE. I'd be interested to hear your feedback on using UE2 for such a big slice of the design process.
Quote from: mcm2boys on October 13, 2007, 11:23:54 AM
Sounds like you might have some line spaces in the SLT lines between the data lines or maybe there needs to be an extra Carriage Return at the end of the file.. Can't see much else could be a problem since it is obviously reading the texture info OK.. If you're still having trouble then i can convert the objects for you..
I'm 100% sure the problem is not within the SLT files. I tried the ones that worked before I formatted, tried newly created ones and even tried some from mcmfactory and they all won't work (same error). Is there something that has to be updated? Like .NET framework or something?
It doesn't use .NET but i'm running .NET 2.0 if that helps. I don't understand why it doesn't work, i guess the program files might be corrupt. I am sending you a copy of the program with some extra logging, give it a spin and see what th log says..
Ok, I got my object working...Kinda
My object is a chain link fence with 3 parts: The vertical post(cylinder), the horizontal post(cylinder) and the
mesh(plane).
I can convert an slt of just the mesh without the posts and it works great in game. Same goes for the posts. They
work great in game without the mesh. The problem comes when I try to use the complete object.The slt converts and
no errors are shown in the log window, but when I try to place the object in the RBW editor it crashes as soon as i
click the viewport to place the object.
I've tried just about every different options combination with the converter and nothing works.
I'm new to this custom objects thing as I didn't mess with objects back in the mcm2 days. I'm sure i'm making some
stupid noob mistake but I am stuck so any help would be greatly appriciated.
A few things to note: I am running vista which obviously doesn't like this game too much. Also for some reason when
I make paks with multiex they don't work correctly so this might have something to do with that. I am letting the
slt converter make the paks for me though.
Laurie,
I have sent you a zip file with the files I have createdif you wanna take a look. There is an "Only Mesh" folder, an "Only Posts" folder and a
"Full Fence" folder...the first 2 work but the 3rd one doesn't
Thanks a lot.
One last thing, does anyone know what causes these vertial lines through my alpha?:
(http://img151.imageshack.us/img151/6276/captureby4.jpg)
first the textures, i found a bug in the texture conversion routines which i've now fixed and the new version is available from the link in the first post. Those lines you got are because you used white as the background color for the alpha parts and that found the bug in the tex conversion.
For the SLT conversion, i can get your model to work in game if i use your full model (mesh and posts) in UE2 to pack the track. However, like you when i try to place it in the RBW editor it crashed the editor. So this means RBW uses different code in the editor to the game, not a big surprise, but we need a work around to make it work in the editor. I found if I added another copy of the post tex to the materials list
[Materials]
NumberOfMaterials=3
[Material - 0]
TextureMap=fenceTex.tga
[Material - 1]
TextureMap=postTex.tga
[Material - 2]
TextureMap=postTex.tga
and the changed the line Material#= in the [LOD 0 - Surface 2] section as below it works in the editor.
Material#0=2
[LOD 0 - Surface 2 - Vertices]
You could avoid this by combining both the posts into a single object in ms3d before you export the SLT. It seems that the editor needs 1 texture per surface in the model otherwise it crashes.
Nice object BTW.. looks good in game too.
One final comment about collision, you might need to make a special object to use for creating the COL file that is double-sided, because the collision needs polies facing it (ie normal pointing in the direction of the contact) in order for collision to be detected. At the moment the fence only has collision from one side.
Laurie
Thanks for the quick response, I'll try the new version for the texs and the workaround when I get home.
Also i did notice the collision is on one side only and I asked cR a while ago about it and he enlightened me. Just havn't got around to it yet.
Thanks again for all your help.
wow I first want to thank you for makin this program!!! I can now actually skin objects for MvA :) But I have some questions about it:
1. all of the objects converted go into a single .pak? and does that .pak automatically go into your track .pak?
2. if the objects are in your track .pak will other people be able to see them and have collision ect.?
3. Do you need to make .pco files?
4. what do you mean by picking a color to replace the pink? [I know the pink is like a alpha layer]
Thanks again, I have not yet used it but I'm sure I will have some more questions once I have.
you're welcome, it's what i do to relax.. :)
1) No the PAK it creates is not added to your track PAK automatically. You have to move the PAK from where it's created (which is the same folder where the objects are found) into the data folder for the RBW editor to find the objects, and into the MVA\media\custommodels folder for UE2 to find them.
2) When you PAK your track using UE2 it will place all non-stock model files (anything not in the common.pak or tex.pak) into your track PAK, so there's no need to worry about users having your object PAKs installed.
3) There's a check box in the exporter that will generate a PCO for you (based on the stock bale PCO) if you want it to have physics and move in the scene then yes you need a PCO (if it's a building for example that doesn't move then no), you also need to copy it into the MVA\Media\PCO folder for UE2 to PAK it.
4) When a 24 bit texture with transparency using Pink is converted, it adds an alpha layer, and in the the color channels it removes the pink and replaces it with the selected color. This is because sometimes there is some merging of the alpha layers and if you leave the pink color in the color channels you will get pink halo's around some of the lower level bitmaps (mipmaps) when the object is viewed at a distance. By replacing the color you see a halo of the color you pick. So you need to pick a color that is somethig like the background the object will be shown against, usually your track - a middle gray is a good starting point.
If you want the objects to show in the RBW editor (and the next version of UE2 ) you will need to also add the lines from the mymodels.LIB file that the converter creates - check the generate LIB extract to create this file.
Hope this helps, if you have problems just let me know..
Laurie
Thanks that answered all my questions!!! so does this mean that you don't need to use the MxU objects converter?
To be honest i have never used the MXU converter so i don't know for sure all the things that it does. I think it makes sure that the necessary model, collision and tex files are in your track PAK when you use non stock models. Which means that when UE2 is working right and if you use it to pack your track you shouldn't need MXU converter - but again i haven't used it..
Laurie
While i have been working on some stuff for UE2 i found a few bugs in the converter mostly to do with the texture conversions. So there is a new version released which you can get from the first post in this thread..
Laurie
Hey guys ,i'm need a help
well i've been try put some objects that i made. ok i generate the pak. and putted on CustomFolders to see on Uetoo, when i try put it i get a erro like as here
(http://img405.imageshack.us/img405/7584/uetoerrobu0.jpg)
ok later i tried generate and make anythings different , it do not a error but i can't see it on the map , any help please ?
Sounds like something is missing from the model, maybe the textures if you can't see the models on the track after they are placed.
If you send me the PAK I will do some tests and see if I can find the problem..
Laurie
Ok thanks laurie
check your email
I think I have a problem, I tried converting a bale to see if it will be a decent size in MvA since I am going to skin some. It converted all fine'n'dandy but the texture looked like scrunched, or distorted. Is there anyway to fix this or is it unpassable?
EDIT: I think this is happening just because the skin wasn't a real high res.
i have a model i created it is a new semi truck. works fine in editor and game but when i go to render in shadows it crashes the editor do you know what could cause this. thanks
First off i don't know what's causing the crashing. Is that using the RBW editor to render shadows or UE2?
If the editor and game can render the model i don't see why the shadows would be a problem.. If you can send me the model or a link to it then i'll take a look.
Laurie
i have a work around that is no problem the rainbow editor will crash. i can make the shadows in ue2 and it is fine. i noticed that albetsx pit crew objects crash the rainbow editor on shadows also. just thought maybe you new of something off the top of your head. i would send you the model but not finished with all the textures for all trucks. i will see if i can get one truck uploaded for you. thanks for all the hard work you guys do. here are the models that i have
http://www.fileden.com/files/2007/4/28/1027152/factorytruck.rar (http://www.fileden.com/files/2007/4/28/1027152/factorytruck.rar)
Took a quick look and the only thing i noticed is that the rig has a very high poly count, over 50000 polies. This might be the cause of the problem. I tried some of Albertsxs models but could find any that crashed the editor when the shadows are applied.. Can you point me at 1 or 2 of Alberts models that do crash the editor?
the ones that crashed for me were the honda mechanic
Just tried the mehanics all of them and they worked for me..
I'm thinking it is the high poly count causing the problem. You could try splitting the model into 3 parts and see they all can cast a shadow. That way you find out which part the problem is in, or if it's just too many polies with them all together..
Laurie
I have a question about the PCO assignment within SLT2DXG.
The stock bales only make use of 2 different PCO files. A Single Bale PCO, and a Triple Bale PCO.
I wanted to do the same for the bales we'll be using for MVA2009 tracks. BUT! Whenever I try to assign a new PCO in the model.lib file. It fails to find the PCO I've assigned. The object is left without any collision at all as an result.
What the Model.lib was like:
|Bale_White_Triangle|Bale_White_Trianglef|_SAME_|Bale_White_Triangle|Bale_White_Triangle
|Bale_White_CornerTall|Bale_White_CornerTallf|_SAME_|Bale_White_CornerTall|Bale_White_CornerTall
|Bale_White_CornerTrans|Bale_White_CornerTransf|_SAME_|Bale_White_CornerTrans|Bale_White_CornerTrans
|Bale_White_LongClean|Bale_White_LongCleanf|_SAME_|Bale_White_LongClean|Bale_White_LongClean
|Bale_White_LongDirty|Bale_White_LongDirtyf|_SAME_|Bale_White_LongDirty|Bale_White_LongDirty
|Bale_White_LongRoosted|Bale_White_LongRoostedf|_SAME_|Bale_White_LongRoosted|Bale_White_LongRoosted
|Bale_White_ShortClean|Bale_White_ShortCleanf|_SAME_|Bale_White_ShortClean|Bale_White_ShortClean
|Bale_White_ShortDirty|Bale_White_ShortDirtyf|_SAME_|Bale_White_ShortDirty|Bale_White_ShortDirty
|Bale_White_ShortRoosted|Bale_White_ShortRoostedf|_SAME_|Bale_White_ShortRoosted|Bale_White_ShortRoosted
What I intended:
|Bale_White_Triangle|Bale_White_Trianglef|_SAME_|Bale_Special|Bale_White_Triangle
|Bale_White_CornerTall|Bale_White_CornerTallf|_SAME_|Bale_Special|Bale_White_CornerTall
|Bale_White_CornerTrans|Bale_White_CornerTransf|_SAME_|Bale_Special|Bale_White_CornerTrans
|Bale_White_LongClean|Bale_White_LongCleanf|_SAME_|Bale_Long|Bale_White_LongClean
|Bale_White_LongDirty|Bale_White_LongDirtyf|_SAME_|Bale_Long|Bale_White_LongDirty
|Bale_White_LongRoosted|Bale_White_LongRoostedf|_SAME_|Bale_Long|Bale_White_LongRoosted
|Bale_White_ShortClean|Bale_White_ShortCleanf|_SAME_|Bale_Short|Bale_White_ShortClean
|Bale_White_ShortDirty|Bale_White_ShortDirtyf|_SAME_|Bale_Short|Bale_White_ShortDirty
|Bale_White_ShortRoosted|Bale_White_ShortRoostedf|_SAME_|Bale_Short|Bale_White_ShortRoosted
(note: the 4th entry is the PCO assignment)
Any idea how to assign 1 single PCO file to multiple objects?
Looks like the LIB entry is right to me, the other thing to make sure of is that the PCO file is in the '%mva%\media\PCO' folder. I don't think there is any reason why more than 1 object can't use the same PCO file..
Quote from: mcm2boys on July 15, 2009, 03:29:24 PMthe other thing to make sure of is that the PCO file is in the '%mva%\media\PCO' folder
That is the first thing I check when stuff goes fubar. Is everything there where it needs to be. And it is.
I think the PCO file assignment is written in a different file that has to do with object in general. Most probably the COL file?
Why do I think so? Because the collision is complete gone when I try to use the LIB entry shown before. This means the object is still searching for a PCO it can not find. Even though according to the LIB file it should look for a file that is right infront of it's nose. This to me is and indication that the LIB file isn't the only file used for assignments (afterall, the LIB is only used to display objects in the editor).
Is there any way to make the COL files readable so I would be able to investigate?
There's nothing in the COL file except collision data it's all numeric data, another thing that comes to mind is that you need to change the name in the PCO itself as well as the file name, usually in the section [PhysicsPart1] a variable not too surprisingly called 'name'.
If you change the file name UE2 will pack it based on the LIB data (not sure about UE), but the game might not find the PCO if that 'name=xxxx' line isn't right in the PCO.
Quote from: mcm2boys on July 17, 2009, 02:30:05 AM
There's nothing in the COL file except collision data it's all numeric data, another thing that comes to mind is that you need to change the name in the PCO itself as well as the file name, usually in the section [PhysicsPart1] a variable not too surprisingly called 'name'.
If you change the file name UE2 will pack it based on the LIB data (not sure about UE), but the game might not find the PCO if that 'name=xxxx' line isn't right in the PCO.
One step ahead of you. Already did this for the very first test. It just refuses to work this way.
So again, that brings me to the conclusion that that same filename/PCO name has to be wrtten down somewhere else as well. But if it isn't in the COL file.. Where could it be?
To my knowledge only the LIB and PCO files are used for giving physics properties to moving objects. They are linked to each other in the TOY file. It could be the editor not PAKing the right files or making the right links but i don't think there are any other links. It's been a while since i wrote that stuff so i could be missing something, maybe send me the PAK to look through to help find the root of the problem..
Which editor are you using to pack the track?
Quote from: mcm2boys on July 19, 2009, 04:45:41 AM
To my knowledge only the LIB and PCO files are used for giving physics properties to moving objects. They are linked to each other in the TOY file. It could be the editor not PAKing the right files or making the right links but i don't think there are any other links. It's been a while since i wrote that stuff so i could be missing something, maybe send me the PAK to look through to help find the root of the problem..
I'll mess some more with it, hopefully finding the answer. As I certainly don't want to put even more of a work load on your shoulders.
Quote from: mcm2boys on July 19, 2009, 04:45:41 AM
Which editor are you using to pack the track?
Both the stock editor as well as UE2.
QuoteAs I certainly don't want to put even more of a work load on your shoulders.
it's no problem, if you're still stuck with it just drop the file over..
..and don't you have quite a workload yourself.. :)
Quote from: mcm2boys on July 19, 2009, 02:44:43 PM
QuoteAs I certainly don't want to put even more of a work load on your shoulders.
it's no problem, if you're still stuck with it just drop the file over..
..and don't you have quite a workload yourself.. :)
Thanks, really appreciate your help.
And well. I do. But that doesn't mean I have to saddle up some extra work for you now does it? ;)
I've had a closer look at this problem and i think the link that you are looking for is made through the file names, if you want to use 1 PCO for multiple models then the model name and the PCO name must use the same file root.
So in the following example
|Bale_White_ShortDirty|Bale_White_ShortDirtyf|_SAME_|Bale_Short|Bale_White_ShortDirty
you need to change the LIB entry, the PCO name (and the name inside the PCO) to:
|Bale_White_ShortDirty|Bale_White_ShortDirtyf|_SAME_|Bale_White_Short|Bale_White_ShortDirty
That is the PCO file name should be changed from Bale_Short to Bale_White_Short.
I believe this is how the PCO gets 'invisibly' linked to the models but you might want to check that with someone from RBW since it's something i have 'picked up' over the years from trial and error experiments and seeing what works..