The next version of UE2 is now available for download. The program comes in a ZIP file which you can unzip wherever you like on your computer, and UE2 will find MVA and the files it needs. If you haven't used the official MVA installer or have moved your MVA installation from it's original folder without re-installing it, you might have problems starting UE2.
The ZIP package contains:
UnleashedToo.exe - program files
UnleashedToo.chm - help file
d3dx8d.dll - program support file
xbxgrph.dll - program support file
If you want to use custom objects in your tracks you will need to put the files (either the PAK files or the individual DXG, DXT, DXM and COL files in a folder called 'CustomModels' in your '%MVA%\Media' folder.
If you need help then ask here, i don't have the time to trawl all the MVA sites like i used to, but i do check in here most days.
You can grab Unleashed Too v9.1.18 here.. (http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_09118.zip) Update 31 Nov 2007
Have fun
Laurie
Quote from: mcm2boys on August 01, 2007, 07:51:58 AM
If you haven't used the official MVA installer or have moved your MVA installation from it's original folder without re-installing it, you might have problems starting UE2.
I can confirm this point. If you get those error like in the following shots, you'll have to reinstall your game so the windows registry will be edit correctly.
(http://img411.imageshack.us/img411/7117/bug2qg7.jpg)
(http://img470.imageshack.us/img470/7840/bug1fo8.jpg)
RaceX
Sweet, thanks a lot Laurie.
Good job Laurie ;D
did a fast test , the #Orient objects to terrain# does?t work well , the objects go to up and down but they stay on horizontal instead of orient to the terrain, just tested this with bales.
Trees placement have a problem , just tested with nat15 veg yet , the trees i place on U2 are not the same trees i see in game , but will try other nat veg later.
Limit distance from last object is a very good tool to place fences and bales also .
Thanks guys,
As you have found there are still quite a few bugs..
hmm i'll take a look at the orientation stuff. The veg worked when I tested it, i got the same trees in game that i placed in UE2. Are you placing the Nat15 trees or are you placing a different Eco set and then changing the eco to Nat15 ?
Laurie
I tested again but is the same , here is 2 pics that show the diference between the trees i place in the editor and the tress i see in mxa.
The nat15.esb is from a test pak i did just with 1 tree\bush of each , i didn?t changed nothing , it?s from nat15 veg of the stock editor.
UE2 placement
(http://img20.imageshack.us/img20/4020/x1nat15vegue2eo0.th.jpg) (http://img20.imageshack.us/my.php?image=x1nat15vegue2eo0.jpg)
Mxa
(http://img112.imageshack.us/img112/7673/x1nat15vegmxarm8.th.jpg) (http://img112.imageshack.us/my.php?image=x1nat15vegmxarm8.jpg)
When I try to export a tile, the box that comes up says open rather than save. When I try hitting open anyways, the box closes as if the tile has been saved, but when I look where I saved it, nothing is there.
I hope to take a look at these problems on monday..
Laurie
I just got a chance to look at the TILE saving and it worked ok for me. So i'm not sure what's going wrong on your PC. Did you enter a file extension, because it will use your file extension if you add one otherwise it appends '.tile'
Laurie
Well, I retried, and found it sort of works. I've tried to break down exactly what I do into a few steps:
1. Import an mva project with a perimeter tile and central tile.
2. Right click on any tile and hit export.
3. Box comes up to save, but I can't choose the filename or the directory I save to. It has to be the default ones. If I try to change it I get an error box.
4. Hit the save button (which reads open).
Now after this, if I go into the folder I saved the tile in, I don't see a tile file. There's nothing to indicate a tile has been saved. However, if I try to import a tile, there's no tile to select in the box, but if I hit open anyways, it will load the tile I previously exported.
The problem is that I'll have 3-4 tiles I'll need to import separately. Without the ability to export all those tiles, then import them as I choose, I can't piece together my track. I'm limited to the original perimeter and central tiles.
The export tiles and import is working here , just tested it now.
Try this :
1?create a new Text file (eg A.txt) and Rename it to A.tile
2?now export your tile to A.tile
3?import A.tile to where you want.
On the export box we see open on the buton but works , i used a .txt file but is possible use other file also.
Here i can save\open tiles from any folder.
This is new for me , cause i didn?t read the readme info of the old version :-X , but this tiles thing is really interesting , now we can make tracks with 25 maps lolllll wooooo ;D , usualy my textures are around 20 or 30 minuts to render but next time will be 4 hours ? 20min x25 ? lol .
This is not HD tracks but Super HD tracks ;D
Good job Laurie and Td people .
Thanks, that worked great. Only thing I had to change was when I saved the tile in UE2, I had to name it A.tile.txt.
Also, when you import the central tile, the wrong tex appear, so you have to import the tex separately.
I have fixed these problems now and the updated program is available from the original link at the top of this thread.
Laurie
Thanks by your UE2 update Laurie.
I did a fast test but i have a problem now , after save the pak , when i load the track in mxatv the game crash to desktop :'(
The trees problem and Orient objects to terrain work good in the editor now .
Il test more later .
I ordered a new pc that will be in tomorrow and I can't wait to check out UE2. My only question is will it run on Vista?
Seems to run fine on mine. :)
It also runs ok on my Vista but i haven't tested it very much, just started it up really. I do however have a ATI gfx card, i think some people had problems running MVA under Vista using nVidia gfx card but if UE2 will have the same problems i don't know..
You will probably need to install MVA for UE2 to find it, even though MVA will run if you just move the files otherwise you might get the MVA not found error from UE2..
JPR
I'd be interested to hear what you did on different if anything on the quick PAK that didn't work
Laurie
Hmmm... I'll find out soon if it works or not. My new pc will have an Nvidia Geforce 8800. I hope it runs MVA. :)
Now its working , the problem was the old trees of my pak , i imported again my nat15 esb file (with this the old trees disappeared ) , i placed some trees again and now work .
JPR
I was hoping it would be something that simple. :)
Sky
I think Paul [ElDiablo] and Bruce had problems in the beginning but i think new nVidia drivers seemed to have fixed their issues..
Laurie
I plan to give Vista a shot again after SP1 comes out. There are some fixes that can be applied now, but I am going to wait. I have an NVidia graphics card.
http://www.hanselman.com/blog/VistaPreSP1PerformanceAndReliabilityFixes.aspx
Bruce
Laurie is correct...I did originally have problems with MVA running in Vista (and I have an Nvidia BFG7900GTOC 256mb video card)...but have since found that the graphics driver updates have fixed the problem.
HOWEVER, since the problem with MVA has been fixed I have been experiencing artifacts in World of Warcraft which previously never had a hickup at all. So hopefully these pre-SP1 updates help to address that problem. I've updated my driver just about on the day they've been released for about the last 2 months trying to see if it would fix my problem. So far...they haven't although some versions have had less artifacts than others.
(http://stardesigngroup.net/jvdlest/mva/tdeditorproblem.jpg)
I'm on a widescreen res. 1440x900px. And have the same problem with Siktrix and Dillo Too.
Changing font sizes, or setting the theme of windows to default does not solve the problem either.
Thanks in advance.
John
You already looked at my best guess which would have been the font size, so i took another look at the settings possibillities because it really looks like a font size issue. I found another setting you should check in your monitor settings.
If you right-click on the desktop and goto the display settings, then select the Settings tab and then advanced (not sure if that's the same but this works under XP) you should see somewhere near the top a drop down labelled DPI settings, this needs to be set to 96dpi for my progs to be scaled properly. If this is the problem then know this is irritating to set just to use these programs, but this is normally the default setting under windows.
I probably need to add some resize bars to the side panels but i have just never got round to it yet..
Thanks a lot. This fixed the problem. Now that I can see everything clearly in the editor it became a lot more usefull too!
(+ I don't have a font you can read from miles away anymore either! *cheers* I'm a minimalist and always have the font size on 7, had that on my old desktop too. But when I switched to this laptop, I was wondering why the fonts were bigger and thought it was just part of the whole widescreen thing. Never would have thought about the DPI setting.)
Another question though. The object list. Right now, I only have one large list in EU2 called "Common". Is there any way to change this to a more organized list?
(Like for example the modified Model.lib with the MXU objects in made by BPH? That one had all objects named properly and had object trees. Makes searching for a certain object a lot easier at least.)
Thanks again! And my appolegies if I ask too many questions. Just really want to pick up EU2 as it offers a LOT more possebilities than RBW's editor.
John.
No problem, that screen shot seemed cramped for 1440x900 i guess that's why.
I haven't got round to adding the model.lib organisation to the Object list yet either, you should find the models are in alphabetical order, altough they are in 2 or 3 groups each group starting again from 'A', so if you know the models name it is easier to find, most of the models are in the second group.
UE2 uses the LIB to add physics and collision files to the PAK file but not the organisation.
You can add organisation to your custom objects using sub folders in the CustomModels folder that UE2 uses in the MVA Media folder, and you can add other peoples PAK files in the CustomModels folder as well though you will need to add the LIB extract to your model.lib as well to get the collision and physics to work.
If you want to use the MXU objects in UE2 you will need a copy of that PAK in the CustomModels folder and the update to the model.lib.
Thank you very much for the extra information on the usage of (custom)objects.
Well that's the best i can do since i have no plans to add the extra features in the near future.. :)
I just started using this editor and when i import my track everything looks great except my custom skinned bales, which use a custom PCO file, don't move when you hit them...they work in the RBW editor. Is there something special i have to do with the PCO file so that my bales don't act like they are chained to the ground?
If you are using PCO's they must be added to the LIB file otherwise this is where UE2 gets the PCO filename from. If you're not sure which one to add then:
|MyModel|_SAME_|_SAME_|_PCO_FILENAME_|MY Model
add/change the PCO_FILENAMME entry.
I'm guessing your custom object worked ok..
Laurie
The custom object works great now...thanks
Here are the LIB entrys for the bales:
|sBaleKawi1|sBaleKawi1f|_SAME_|sBale|Kawasaki Single
|sBaleFMF01|sBaleFMF01f|_SAME_|sBale|FMF Single
|sBalePU001|sBalePU001f|_SAME_|sBale|Parts Unlimited Single
|sBaleRnth1|sBaleRnth1f|_SAME_|sBale|Renthal Single
|sBaleDnlp1|sBaleDnlp1f|_SAME_|sBale|Dunlop Single
|sBaleMon01|sBaleMon01f|_SAME_|sBale|Monster Single
Like I said, it works in the RBW editor just not in UE2 editor
Also i was wondering if there is a way to select multiple objects.
One last question: How do you use the replace object tool? when i click it, it just deletes the object I have selected instead of replacing it with the object for placing.
Thanks
PCO's
hmm, is the PCO file in the media\PCO folder? If it is and the LIB is right then it should get PAK'd by UE2, the only other thing I can think of is to try with the PCO file in the same folder as the DXG etc, but i'm pretty sure it needs to be in the media\pco folder.
The Replace tool:
1) Select the objects to be replaced in the track
2) Select the object to replace it with from the Resource tab - the name should show up in the Plac Object text box.
3) Press the Replace button..
I'm guessing that's what you did since it's pretty straight forward. Have you tried replacing multiple objects? It's possible that the new object isn't loading properly so it deletes the old one and has nothing to replace it with, have you tried different models?
Finally, might be a bug.. since not many of the TD guys make MVA tracks, i have to rely more on my own testing for QA.
Laurie
PS I'll be out of internet range for a couple of weeks from tomorrow so i might be a bit slow replying..
Quote1) Select the objects to be replaced in the track
How do I select multiple objects? Ive tried holding the ctrl key but no luck.
I've only tried replacing 1 object and that is my makeshift custom skinned stakes with cR's custom model stakes.
About the PCO i'm almost positive I have the PCO file in my media folder because it works with RBW editor but i'll have to check when i get home to be sure.
nvm about selecting multiple objects...I found the shift key lol. Sorry for the noob question, i'm just used to holding the ctrl key to select multiple things...anyway the PCO is still not working. I've tried everything you said and nothing has worked. I'm sure one of us will figure it out sooner or later.
I wanna let you know how much easier UE2 is making things for me...I have many skinned objects and now a couple custom models and its so much easier using UE2 than RBW editor. UE2 still has a few bugs and could use a few more features but in my opinion its already much better than the RBW editor. Thanks for all the hard work.
I'm not sure why it isn't working for you, i tested it here and it worked fine for me, both 1 and more objects. 1 bug i found is that it doesn't rename the object when it replaces it. It does however delete the old before adding the new so the most likely thing is that UE2 has problems loading the replacement object..
Thanks for the kind words, if only someone at RBW would give me a little nod about the last bits of info in the TRN then i could import dispmaps too, maybe even a contract to write the editor for Untamed if/when it comes out for PC..
Laurie
Thats strange because I can place the replacement object by itself with no problem. It's just when I try to use the replacement tool that it wont load the object. O well I'll just do it manually.
Hey,
I've just figured out why I couldn't have a HD track working: when I was exporting the HD track the rider was in the air the same thing than when you are in the end of the perimeter. It happens because UEToo writes coordinates like that: "538,000,156,000,552,000" instead of "538.000,156.000,552.000" It writes "," instead of "." To fix that you just have to replace the "," by "." It's easy but very long when you have objects. I hope it could be fixed in the next update...
yFMX
i just found that how UE2 writes numbers depends on your localization of your version of windows. Change the decimal separator to '.' instead of ',' and it will write the numbers as 123.111 as it should..
UE2 works fine now, thanks. Another thing is that when I export the track, UE2 creates a "static" .col for each bale so when you hit a bale it moves but the "static" .col is still where the bale was.
hmm, thanks for letting me know. I'll take a look at it. Glad you got it working, I'm going to change the number routines for the next version ..
First, when I try to import a new texture for my track it comes in upside down...not just rotated but flipped upside down. Yes I can fix this in PS but it's a hassle.
Second, the PCO for my objects still isn't working correctly. The skinned object (MVA bale) with PCO has no movement at all while the custom model (AMA stake) moves but is way too heavy. And the stock object with PCO (MVA hay bale) seems to move correctly but the collision remains where the bale was originally placed so the bale will get knocked out of the way but if you try to ride through where the bale was you run into an invisible wall. I've tried editing the PCO files both inside the editor and using notepad. The PCO files are being placed in the PAK in the editor but it doesn't seem to be using the values. I changed the AMA stake weight value from the default value (151 I think) to 1 and it still felt like it had the original weight of a bale. And Yes I saved the text and I saved the track after editing the values.
Third, sometimes when I try to delete an object it will delete a bunch of them.
And last just a comment on the replace object tool, it is working...before when I was trying to replace my makeshift stakes with custom AMA stakes the new stakes were showing up under the terrain where I couldn?t see them. It's going to be rough selecting all 300+ stakes and raising them back up but it?s better than re-placing them all. A cool feature to aid in this would be the ability to select multiple objects using a list box. With the ability to hold ctrl to select multiple and shift to select many it would make for a great addition to this program.
Thanks for all the hard work.
Thanks for the info, i am working on the invisible wall at the moment, i have a few other fixes already done. I will add these to the list and hopefully i can get an update to fix most of these problems out some time soon.
I'm aware of the multiple deletes, but the non-moving skinned bales i haven't heard of, i'm wondering there is a problem with finding the PCO name in the LIB (maybe a naming issue), is there a PCO file in the PAK for that bale after packing, if not that will be the reason why it's not moving.
I can take a look at the PAK if you like.
Where did you edit the PCO weight, in the PCO file in the media/PCO folder?
You can use the Shift key to select multiple objects by clicking on them, i was thinking of adding select all of clicked on objects type type using the Alt key. Hadn't considered using the Drop down list but i'll look into it, depends on how much work it is.. :)
Laurie
The PCO files are showing up under the files tab inside the editor...I tried editing the PCO file there and in the media/PCO folder, nothing worked. The PCO values appear to be saving because when I edit the PCO in the media folder then save my track in UE2 the PCO files inside the editor reflect the changes I made. I'll have to check inside the PAK
I wouldn't use a combo box for the item selection, I would use a list box...something like this:
(http://img85.imageshack.us/img85/7567/capturecd9.jpg)
Also when you select an object it wraps it with the orange TD logo...this makes it hard to rotate circle objects because you don't know which side is the front when it is selected. would be much better if you could just apply a light tint to the selected object so u can still see the texture.
Ok thanks again, i tried checking it last night but my laptop is playing up trying to run MVA at the moment, so i'll have to wait til i get on my desktop later in the week.
I'm talking about using the drop-down that is already there for the selection, i won't be addign a new selector - or am i missing the point somewhere..
I had the same thoughts about the TD wrapper, i'll have to find another way to highlight selected objects..
I think I've found a way to avoid the static col of the bales. When you place them in UE2 set the "has collision" setting to False so you can go through the bales. Then, after you've exported your track, edit the toy file and add:
[PhysicsCollection1]
Name= nat10_bale_hay*
Make sure you have the pco in the track's Data\UserTracks\yourtrackname\
That's how I got them working fine.
Now I have a problem with the shadowmaps. The shadows appear only on these 2 tiles:
(http://img77.imageshack.us/img77/5386/texoq5.jpg)
On the other tiles it's either the same as one of the tiles which are working or one of the perimeter tile
Quote from: yFMX on November 10, 2007, 09:34:06 AM
I think I've found a way to avoid the static col of the bales. When you place them in UE2 set the "has collision" setting to False so you can go through the bales. Then, after you've exported your track, edit the toy file and add:
[PhysicsCollection1]
Name= nat10_bale_hay*
Make sure you have the pco in the track's Data\UserTracks\yourtrackname\
That's how I got them working fine.
This worked for my custom stakes and the stock hayBale...hopefully this bug will be fixed soon...casue I don't feel like selecting each of my stakes and making them ride through
I think this is the problem:
The pco objects have 2 collisions each: a static collision where the object was originally placed and a pco collision that stays with the object like it should. so to fix this the staic collision needs to be removed which is what yFMX's method does.
This method didnt work for my skinned bales...I think this is because they are not being treated as pco objects at all. They seem to only have 1 collision(the static one) because they dont move at all when I hit them. When I tried yFMX's method on these they had no collision at all.
Hope this helps ya out Laurie.
Thanks yFMX for figuring it out.
Quote from: yFMX on November 10, 2007, 09:34:06 AM
Now I have a problem with the shadowmaps. The shadows appear only on these 2 tiles:
(http://img77.imageshack.us/img77/5386/texoq5.jpg)
On the other tiles it's either the same as one of the tiles which are working or one of the perimeter tile
For me, the shadow render technique in EU2 isn't working at all. Unless I"m doing something wrong ofcourse...
In any case. When I attempt to let EU2 render shadows for me. It will only render a solid black image?
Been doing my best to solve the issue here on this end. But I ended up at the point where I'm clueless and do not know where to possibily look anymore.
John.
Shadows wont work for me either...All black.
I'm working on the collision problem now, so thanks for the info good timing.
As for the shadows, JPR Lisbon gave me this info (passed on from MDX_Chris using D2):
i set the grafics of the pc to 16bits and next i open UE2 and i render the shadows and work fine , this also work with Dillotoo of mcm2.
The shadows work ok on my machine which uses a ATI gfx card so i'm not sure why it doesn't work for most of you. Are you using ATI or nVidia?
I have added a new selection control key ALT, so you can select every model of the type you click on, which i hope helps you out a little wakestyle it should make moving all your stakes up a foot easier.
Im using nVidia...I'll try the 16 bit thing when I get home from work today.
When multiple objects are selected is it possible to change their properties in the properties editor? It would be nice to select all of a type of object and set has collision to false just as an example.
As always thanks for the hard work.
I'm using a ATI gfx card. I've tried with the grafics set to 16bits but nothing more happened. Still 2 tiles only.
yFMX
The 16bit workaround is for the all black shadows only. I'm not sure what you're problem is caused by. UE2 should create a shadow map for the selected tile only, it doesn't create a shadow map for all tiles with one push of the button, is this what you're doing?
So the process is to select a tile, generate the shadow map and then Export it for use with the texture for that tile. Then select the next tile etc..
Laurie
Quote from: mcm2boys on November 13, 2007, 04:22:38 AM
So the process is to select a tile, generate the shadow map and then Export it for use with the texture for that tile. Then select the next tile etc..
Laurie
That's what I did but the problem is not the shadows, it's where the shadows are generated. I have the same shadowmap for the 2 left tiles of the track and the same thing for the 2 tiles on the right no matter which tile I select. Same thing happen with the tiles from the perimeter.The shadows work with all the tiles but the thing is that it generates the same objects shadows in 2 or 3 tiles and some objects shadows are not rendered because UE2 seems to use another tile so I have shadows but not the good ones. I don't know if I'm clear...
Quote from: mcm2boys on November 12, 2007, 02:37:54 AM
The shadows work ok on my machine which uses a ATI gfx card so i'm not sure why it doesn't work for most of you. Are you using ATI or nVidia?
I'm using a nVidia Geforce 7900 GS GO 512mb. Giving that 16-bit thing a try though.
Will get back on this as soon as I have some more info.
Thanks for the help!
John.
16 bit workaround worked for me. I cant change the shadow strength slider though...no big deal
thanks for the tip.
No hurry but do you have any idea when the next installment of UE2 will be? lookin forward to the fixes.
Thanks
@wake
I'm trying to get it out before the end of the competition, but like everything with a deadline all sorts of other stuff that have to be dealt with first. I also have to run it past the TD guys first before i release but i'm hoping maybe the end of this week or the beginning of next week, but that depends on what comes up before then.
@yFMX
ok looks like something i need to take a look at..
Laurie
Does anybody know what causes the THQsxdropgate to drop slow when using UE2? if you havent experienced this you can download this track and check it out:
http://www.mcmfactory.com/display.php?cat=mva_tracks&id=1130
Hmm, do not have any experience with that I'm afraid Wake. Only problem I had was the rider aligment with the dropgate. Front wheel was floating up in the air.
I have encountered two different problems though. (still talking about a HD track here.)
Trees. For some reason, I can not see the tree's while riding the track in game. But I can see them in the EU2 (they have been placed in EU2 aswell. This has been done through the object placement tab, as the eco system is not active/working yet?). They are not set to invisible, and there isn't collision on the places where a tree should be either.
Shadows. I have tried the 16-bit mode on EU2. This is working properly and it renders my shadows (though having the 2 tile problem most of us have). However, the shadows it renders are false. As in, they do not match object placement. It seems as if the objects get twisted in a way, as the shadows of objects point out to all kind of various angle's, but the right one.
@MessiaH
To see the trees you have to place them with the eco system tab but first you have to put the trees you want in the RBW editor, export the project, extract the esb file with multiex and then load this esb file in UE2 and it should work.
I think you could also unpak one of the stock tracks to get the esb file - saves a little work that way potentially - or use a track you've already made.
Although I did exactly what yFMX described.
Aha, so you just put one of each eco object (trees/bushes/grass and what not) on a flat track (or what ever) to make your own eco system package?
That is pretty cool actualy, thanks a lot!
You still need to just pick items from a single national otherwise the tree "billboards" wont work right (although to be honest I'm not sure how big of a problem that is)
@Wake
The angle of the rider could be something in the ATY or ATYFILE that gives the rotation of the startgate and the rate of drop. I can't take a look in the files here but i might get a chance to get more info later this week
@Messiah
You need to make a folder called EcoSystems under the Media folder then copy all the game ESBs into it, then UE2 will find them and add them to a list under the Tree button in the Resources Tab. Selecting one of the ESBs from this list will open it in the Eco System tab then you can select the eco type and start planting. If you already have an Eco then selecting a new one will ask if you want to change all the trees to the new ESB.
The wrong Billboards will be a problem when viewing the trees at a distance, since you will see partial trees, the wrong trees or no trees at all from a distance. This was also true in MC2 and when it happend you noticed it big time..
I have put all the ESBs into a zip which you can download below.
http://www.twisteddirt.com/downloads/files/mva/MvaEsbs.zip
I'm hoping to get a new version of UE2 out tomorrow, but it still has a few issues but most of the issues discussed here have been fixed..
Laurie
Quote from: mcm2boys on November 21, 2007, 04:47:40 AM
@Messiah
You need to make a folder called EcoSystems under the Media folder then copy all the game ESBs into it, then UE2 will find them and add them to a list under the Tree button in the Resources Tab. Selecting one of the ESBs from this list will open it in the Eco System tab then you can select the eco type and start planting. If you already have an Eco then selecting a new one will ask if you want to change all the trees to the new ESB.
The wrong Billboards will be a problem when viewing the trees at a distance, since you will see partial trees, the wrong trees or no trees at all from a distance. This was also true in MC2 and when it happend you noticed it big time..
I have put all the ESBs into a zip which you can download below.
http://www.twisteddirt.com/downloads/files/mva/MvaEsbs.zip
Thank you very much Laurie. Appreciated!
All part of the service.. :)
One day late but finally here, some last minute updates forced me to delay a day.
There are alot of bug fixes and updates, the Spline editor is pretty solid now, shadows are generated for the right tiles and a few other bug fixes, all are noted in the help file that comes with it. I've tried to put most of your suggestions in somehow, but couldn't do everything..
Thanks to you guys for using it and giving me useful feed back, Garasaki, Messiah, and Wakestyle.
A really big thank you to VRT_JPRLisbon for a lot of testing and working closely with me over the last few weeks.
You can d/l the new version from the first Post, hope it's in time for you to finish up yur competition tracks.
Have fun.
Laurie
Can't wait to try out the new version...I'll give it a go when I get home from work today.
Two questions, will opening my track with the new version fix all the collision problems with my PCO objects or do I need to do something to update them? and did you get a chance to change the orange selection texture to something that still lets you see the object's texture?
Thanks
1. i think so but i'm not sure
2. sorry i didn't have time for that one :(
Laurie
Ok, I tried the new version. The alt select function is very useful...as for the pco fix, it didn't seem to work for me. I opened my track with the new version and saved it then tested... I got mixed results. My PCO stakes have no collision at all even though the PCO file is showing up in the pak. my stock hay bale had both collisions still(static and PCO) and that PCO file is also showing up in the pak. My custom skinned bales still have no collision at all and the PCO file is also showing up in the pak. I found the fix to the stock haybale pco problem. The new version of the editor gets rid of the collision files like it should but it doesn't change the NumberOfCollisionObjects line in the scn. I used multiex to change the number and now the stock bales are working great. The problem still remains with the other PCO objects. Also sometimes the editor doesn't seem to add the lines for the PCO in the toy file.
thanks again for the update. let me know if you need any more info about the bugs.
Quote from: mcm2boys on November 23, 2007, 10:27:28 AM
shadows are generated for the right tiles
Thanks a lot.
However, I have a problem with the perimeter texs. When I import a tex for a perimeter tile, the tex is applied on all the perimeter tiles. To import a tex on a perimeter tile I had to import the tex, export it as a tile, close UE2, open UE2, load the track, import the tile and then import the tex.
When I try to import a spline, all my button options become unselectable (such as move, scale, etc.). I've clicked on the imported spline from the drop down box, and mad sure it's highlighted, but I still can't do anything.
Sorry guys, still a few bugs that got missed.
@wake
Those notes help a lot, is there any way you can get me a copy of the SCN from that track and the custom Objects/PCOs i need to do the testing. It would be helpful to have something to test against?
The PCO's that don't work, they need the name insde the PCO changing to the name of the PCO=name of the object - if you didn't create them using Slt2Dxg eg the skinned bales.
Was the NumberOfCollisionObjects set to more or less than the actual no. of Objects?
The only reason i can see why the PCO's wouldn't get added is because they aren't mentioned in the LIB file or the PCO can't be found in the PCO folder..
@yFMX
This is just how the game render engine works. The perimeter is really only 1 tile, 1 geometry and texture that is repeated around the track. So when you replace the texture on one perimeter tile you replace it on all perimeter tiles. It's very unusual to have different texs on different tiles with the same geometry, so the way to achieve this is to create a new unique tile like you said above. If all you want to do is add different shadows to different tiles with per tile textures you will run out of gfx memory pretty quickly..
@Nikhil
There is still a bug in the spline loading which i think might be causing the problem. Otherwise, try right-clicking on a spline node this should force the buttons to activate.
I hope to have a quick fix release for the PCO issue later today, but i need something to test against first.. :)
Laurie
I'm at work right now but when I get home I will send you a copy of my track which should have all the files you need to look at, right? As for the SCN the NumberOfCollisionObjects was set to more than there were. My guess is that when you are writing that line you are checking for every object that has it's "RideThrough" property set to false and using that total but when you are deciding whether to write the collision block for each object you check to see if it has PCO.
I'm not sure what you mean by changing the line in the PCO file but here is what my stake PCO looks like:
[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000
[PhysicsPart1]
Type = RigidBody
Name = acr_amaStake
Weight = 151.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5
and here is the skinned bale:
[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000
[PhysicsPart1]
Type = RigidBody
Name = sBale
Weight = 253.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5
Thanks, they look good to me so not sure what the problem is.. hmm,
Right now I am using the sBale pco for many different bales...is this ok with UE2 or do I need different PCO files for each bale? right now sBale is used for sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1
Thanks
It should be ok, if you use sBale in the LIB file. Then you should get an sBale* entry in the TOY file which i think will match all of those Model names. This is mostly guess work with some testing a while back to check i'm on the right track. One thing to note is that the stock bales that use this method only have numbers after the root of the bale name, which might make a difference, but if you've got it to work with MultiEx then UE2 should deal wth it.
So TripleBale31.dxg, TripleBale32.dxg etc all use TripleBale* in TOY file and TripleBale.pco
It might be wise to use the same pattern with your custom bales ..
If it should work and you can't get it to work with UE2 then if you give me the way you get it to work i will try to add support for it..
Laurie
Ok I have (i think) fixed the CollisionObjects count problem, wkae your explanation is pretty much right with a few extra 'if's' for reading the LIB file and static/moving etc..
Also fixed a problem reading and simplifying the RBW editor made splines, so this should work now, although JPR tells me that sometimes the Spline node AI tuning settings don't get saved..
I haven't had time to update the Help file, but the bug fixes are pretty much the only changes. I have added a mini map generator asked for by a couple of people and recently by TD members so that's in there too. It automatically creates the Map Coords at the same time but this isn't done quite right, so the rider indicators sit in a bunch at the top left hand side of the map in game, something else i need to look at..
You can get it from the top of the thread..
Laurie
The collision count is in fact fixed which means stock PCO now works for me. My other 2 PCO objects still arent working. It's weird because before when the collision blocks wernt removed from the SCN the PCO stakes had both collisions, now they have none at all. The skinned bales also have no collision but the PCO for those has never worked at all with UE2 they have always been either ride through or static collision. Whats weird about that is they work when using the RBW editor. Maybe you could look at the track file i sent you and see if you can figure those PCO issues out when you get a chance. The 2 problem PCOs are acr_amaStake, and sBale. The objects that use these are: acr_amaStake, sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1
Let me know if you need another copy of my track that I saved with the updated UE2 editor.
Thanks for your help, also if you want me to beta test I would be happy to help out.
Ok I found the problem...UE2 isn't adding the COL files of the custom or skinned PCO objects to the pak. I added them with MultiEx and all the PCO works perfect. So UE2 just needs to add the COL files to the pak and all the PCO problems will be fixed.
I just logged in to tell you the same thing. You just need to add the *f.col files to the PAK. I have a fix for this but i am in the middle of working on some other fixes so i can't release it just yet.
Laurie
A quick update to fix the collision issue and a small problem loading splines. I was hoping to add some more stuff but didn't have time, maybe later today, in time for the comp. but unlikely..
See 1st post for new version..
Laurie
Hey Laurie, we only have 30 days in November over here- how did you guys get an extra day over there? :D
Contest was extended till monday....
Laurie, will simply loading up your track in the new version fix to collision problems?
@ fixer
we asked the EU to change the calender to give us more time for the Comp. :)
@Garazaki
it should. Collision is added during the Pack.
Laurie
When you delete the finish gate UE2 doesn't delete the [EndGate] line from the activity1.aty file. This causes the game to crash when you choose that activity. Other than that UE2 is working awsome...great job.
thanks wake, i'll take a look..
No problem...a couple more things: I think it would be nice to be able to edit all text files in UE2 even if they are files that are handled by UE2. for example the aty files...these are text files but you cannot edit them in UE2 because they are handled by the activity tab.
also it would be nice if ctrl + c, ctrl + x, ctrl + z worked to copy cut and paste values in UE2. A Find feature would be nice for the files tab too.
On the Scene tab the start direction fields should allow negative values. It will display them but if you try to change the value to a negative it says it must be greater than 0. This is a problem because I exported my track from the rainbow editor and the start direction had a negative x value but i couldn't change this to match in UE2.
thanks and keep up the good work. UE2 is becoming very useful and reliable. Hopefully soon you can figure out how to import disp maps.
P.S. Are you making any progress on regaining the graphics device after testing the track?
;D i better stop saying thanks, my todo list is starting to look scary..
I just noticed the -ve values this morning and changed the ones i could find - start direction included.
The copy and paste functions are missing from the editor objects that i use, you can right click and select from the popup on the edit fields.
The editable text files that can't be edited are those that need to be parsed again after the user edits them, this is something i was working on but moved to something else after i got the TOY and SCN files to work because i had something more interesting that i wanted to work on and no one was using UE2 anyway, maybe i'll revisit it.
If i just remove the EndGate value from the ATY file, what effect does that have on the track. The way i see it you can place a gate of your choice over the Finish line anyway, so what does the ATY entry really do? trigger something - i can't think what?
I haven't looked at the recapturing the gfx device issue because it will probably be a bit of a headache, again maybe i'll revisit it ..
Laurie
if you dont take the EndGate line out of the aty file the game crashes when you try to pick that activity. To test this open a track that has the finish gate. delete the finish gate then test. The track will work fine in freeride but as soon as you try to change the activity to something with a spline the game will crash.
Quote from: wakestyle21 on December 03, 2007, 02:02:41 AM
thanks and keep up the good work. UE2 is becoming very useful and reliable. Hopefully soon you can figure out how to import disp maps.
Absolutely amen to that. At the start of my contest track, I don't think I would endorse this statement - now I do fully. I would also add minimap's to the to-do list.
As for wakes crashing problem, I've encountered similar crashes too, and sometimes I can't pinpoint why. But if you export/import your spline it seems to clear up.
Another thing that would be nice is the ability to change the name of the DropGate in the aty files. I have to open my track up with multiex to add this to my activity2.aty file:
[DropGate]
SLTName=RB06dropgate1
RotationAxisLocal=-1.000000,0.000000,0.000000
RotationAngleDegrees=60.000000
RotationRateInSeconds=0.150000
Skinning the dropgate as a new object is the only way i found to make it work ingame.
a property on the activities tab named Drop Gate would be perfect for this.
thanks
Dropgate would be good...my track aint got one but I had bigger fish to fry...
To change the dropgate just add a dropgate to your track and if it is a 'good' drop gate ie one that MVA recognizes as dropgate, then UE2 will ask if you want to add it to the (currently selected) ATY. UE2 will then not add it to the SCN file but will show it at the Start position of the current spline. Just come to me that it might not get shown again if you change ATYs though.
I have added minmaps in version 0.9.1.18 at the top, theres a button to generate minimaps, i must admit they aren't too hot, but you can at least also import and export them, so you can create one to use as a template and then reload it once you've tidied it up..
Wake (or anyone else) i think you missed the point in my last question about removing the EndGate entry, what i meant was if i remove the entry from the ATY file but leave a regular object over the finish line the track will still load so what is the point of the EndGate entry in teh ATY file?
Thanks for the kind words guys, without your feedback and in some cases your willingness to take a gamble on UE2 for your competition tracks, it would not have come so far in the last couple of months.
Apologies for not finishing all the updates in time but good luck to you all in the competition..
Laurie
I'm not understanding the process for adding a dropgate your way. Here's what I did:
First of all, I had to skin this as a new object instead of just adding a new DXT to my track because MVA wouldn't recognize the skin unless I put my track in the data folder instead of the usertracks folder.
I took the default startgate (THQsxdropgate.dxg) from the common.pak and renamed the 2 textures it points to inside the DXG. Now I have a red dropgate. I put all 5 files in my CustomModels folder (the DXG, 2 DXMs and 2 DXTs). I opened my track in UE2 and select the stock dropgate. then I selected my skinned gate from the object list on the left. I clicked the replace button and it replaced the stock dropgate with my skinned red one. Everything has worked awsome so far. I saved my track and took it for a test drive. The red dropgate is there and it looks good. I switched the activity to National and I show up on the line with all 5 guys lined up right next to me instead of being lindup in front of a gate, Not good. So the next thing I tried was exporting the activity2.aty file with multiex and editing the dropgate line to use my dropgate. I then replaced my tracks activity2.aty file with the edited one. I tested the track again and Everything is perfect. I didn't want to have to remember to do this everytime I export my track so I tried to add the modified aty to my track in UE2 by clicking add on the files tab. This seemed to work because there were no errors and still only 1 activity2.aty file. So I saved my track and tested again. I was back to having everybody lined up way too close to me again. I opened up the pak and the activity2.aty files still had THQsxdropgate as its dropgate so it didn't work.
UE2 never asked me if I wanted to add my dropgate to the ATY.
sorry for the long post just trying to give you all the details.
thanks
NP with the long post i helps me understand what's going on.
The problem is that you Replaced the existing Dropgate i think, although i have never tested that out myself, i think it probably follows a different code path to simply adding the dropgate as a new object.
You should select your skinned gate from the Resource tab, then place it anywhere on the track. Then while adding it UE2 will see it's a dropgate and ask if you want to add it as the Startgate or simply place it normally. Remember to make sure you have the right Activity selected before you do this, because the gate will be added to the current Activity only. I'm guessing that since the dropgate is set in the ATY files that each activity could have a different Dropgate..
You can add the ATY file in the files tab but UE2 will delete exisitng files that it controls (SCN, TOY, ATY, ATYLIST and MST) and re-build them from it's own info, so it will have got overwritten with exactly what you had before.
Interesting that you have to put your track in the Data folder to get the DXTs to show, makes it sound like MVA always looks for Dropgate skins in the Data folder and not in the track file.. I'd be interested to take a look at that and play with it a little.
Laurie
Quote from: mcm2boys on December 04, 2007, 09:57:27 AM
The problem is that you Replaced the existing Dropgate i think, although i have never tested that out myself, i think it probably follows a different code path to simply adding the dropgate as a new object.
That I can confirm.
EU2 used to work like that too though. Atleast, before replacing objects got fixed. As it only worked up untill a certain amount of objects. (this is based on experience with the problem)
Now this isn't possible any longer with EU2's replacement object fix. Atleast, not without some manual editing.
John
Quote from: mcm2boys on December 04, 2007, 04:27:01 AM
To change the dropgate just add a dropgate to your track and if it is a 'good' drop gate ie one that MVA recognizes as dropgate, then UE2 will ask if you want to add it to the (currently selected) ATY. UE2 will then not add it to the SCN file but will show it at the Start position of the current spline. Just come to me that it might not get shown again if you change ATYs though.
Oh that's simple...I didn't know that though.
Quote from: mcm2boys on December 04, 2007, 04:27:01 AMI have added minmaps in version 0.9.1.18 at the top, theres a button to generate minimaps, i must admit they aren't too hot, but you can at least also import and export them, so you can create one to use as a template and then reload it once you've tidied it up..
I was not able to get my generated minimap to show ingame ever. I was screwing around with it at the 11th hour last night, and I saw that there was an extra line added to the .dxm file that the minimap corresponds to. I deleted that line but the minimap still didn't show. And it reset my spline to well nothing it appeared.
Personally I really dislike (especially the fancy smancy ones people put on their tracks) the minimap to begin with so I didn't really sweat it not working.
Messiah
Sry not sure i follow what you said, is there another problem now that the Replace function is fixed? What's the manual editing that needs doing..
Garazaki
The problem with the minmap could be that the spline name (which is used to name the minimap) had a space in it. I need to put a space remover into the file import code to make sure ths doesn't happen, but if you have a space in the minimap name, DXM and DXT then MVA won't recognize the file name..
Laurie
Quote from: mcm2boys on December 05, 2007, 04:24:17 AM
The problem with the minmap could be that the spline name (which is used to name the minimap) had a space in it. I need to put a space remover into the file import code to make sure ths doesn't happen, but if you have a space in the minimap name, DXM and DXT then MVA won't recognize the file name..
Laurie
Spaces in game file names have always been a bad idea if you want to avoid problems... :P
The friction maps don't work. When they're imported, they appear upside down, and when you play the track, they have no effect.
Everything else is great, splines are so much easier! Is being able to import HD textures without going through the Dillo process something we can expect in a later update?
I'll take a look at the friction maps, it's possible that it doesn't seem to work because the friction map is applied to the terrain upside down?
QuoteIs being able to import HD textures without going through the Dillo process something we can expect in a later update?
You can import tex's on a per tile basis already if that's what you mean, otherwise as far as i know the 960x960 texs are all you can use so if you mean texs bigger than this then as far as i know HD texs aren't possible..
Laurie
Quote from: mcm2boys on December 05, 2007, 04:24:17 AM
Messiah
Sry not sure i follow what you said, is there another problem now that the Replace function is fixed? What's the manual editing that needs doing..
Nothing to serious to worrie about.
What I ment was that before the object replacement patch was applied. When you replaced the dropgate with an object, it automatically seen that object as a dropgate and added the animation of the dropgate to it.
Now with the patch applied. When you replace the dropgate, it doesn't recognize it as a dropgate and does not add the dropgrate animation to it.
Thats all.
Friction maps though. I noticed similiar problems that Nikhil has. I only got the particles to work, for example water splatter. Traction changes were not active though.
Quote from: mcm2boys on December 11, 2007, 04:08:48 AM
I'll take a look at the friction maps, it's possible that it doesn't seem to work because the friction map is applied to the terrain upside down?
QuoteIs being able to import HD textures without going through the Dillo process something we can expect in a later update?
You can import tex's on a per tile basis already if that's what you mean, otherwise as far as i know the 960x960 texs are all you can use so if you mean texs bigger than this then as far as i know HD texs aren't possible..
Laurie
Well, when I noticed they were flipped, I changed their orientation in photoshop, so they'd be right side up when imported into UE2, but there was still no effect.
Don't mean to be impatient, but do you have an update on the FM problem?
I'm working on import dispmaps right now, and i'll try to fix the friction mapping as part of that, as for release i don't know maybe if i get some time over the holidays early in the new year..
Laurie
hey i gotta question for you guys,
how come i can place as many objects as i want in UE2 but when i go to place the trees none of them show up in game.Could it be that i have to many trees(+/-1300) or because of something else?
Trees should use the Eco system which has it's own separate tab in UE2. The Eco System means the game engine treats them in a special way using 2D billboards when they are at a certain distance instead of the full 3D model. Placing them as objects means they are treated like regular 3D objects which will slow the game down if you use more than a few 100 trees.
To use the Eco System, select a Eco system the tree button in the Resource tab, then open the Eco System tab, select a tree from the list of trees shown there. Click the Add tree button (Icon is a tree with a '+') and then start clicking out the trees, select a new tree from the list and repeat..
I'm not sure why they don't appear as objects from UE2, because they really should, something i will need to look at..
Laurie
Import dispmaps for UE2 is a very big improvement , will make all the process much faster and easy to test ride ....
Good job Laurie.
Quote from: mcm2boys on December 21, 2007, 03:32:47 AM
Trees should use the Eco system which has it's own separate tab in UE2. The Eco System means the game engine treats them in a special way using 2D billboards when they are at a certain distance instead of the full 3D model. Placing them as objects means they are treated like regular 3D objects which will slow the game down if you use more than a few 100 trees.
To use the Eco System, select a Eco system the tree button in the Resource tab, then open the Eco System tab, select a tree from the list of trees shown there. Click the Add tree button (Icon is a tree with a '+') and then start clicking out the trees, select a new tree from the list and repeat..
I'm not sure why they don't appear as objects from UE2, because they really should, something i will need to look at..
Laurie
ok just found it thanks alot.
Importing disp maps would be a HUGE boost to UE2.
Any word? :D
Sorry not to get to this sooner but i got busy with other stuff and i'm not getting the time i want to spend on it. I do know what i'm looking at now with the last bits of TRN data. I just have to work out how RBW are calculating the values that they use which is well underway.
I haven't generated any TRN's from DispMaps yet but i'm hoping it won't be too long now, how long after that that there's a new release i don't know..
Laurie
Any progress?
Still working on it, i might have to release something without DM import because there are few other updates that might be useful and this might take a while longer..
Laurie
Well I couldn't get it to work becasue the .zip didn't have the xbxgrph.dll in it, I got the D3DX8D.DLL from the siktrix .zip. If someone could post the xbxgrph.dll here that would be very cool :) I just put the D3DX8D.DLL in the same folder as the UE2 exe.
Get the xbxgrph.dll and the D3DX8D.DLL here ( just these files because the other files are old)
http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_09117.zip (http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_09117.zip)
Thanks a lot JP, it helps a lot.
EDIT: Well I just fired it up and wow, its just like dillotoo! I'm happy to see that because I am pretty familiar with dillotoo, such as its object placing ect. Shouldn't be too hard finishing a track in this.
I'm happy to see you got some help with this while i was away.. I'll have to remember to include all the DLLs in the next release.
Laurie
So I have been using the program and I have found some things that are weird. Sometimes when I try to save I get to the part where it asks you if you want to lock it or not. I say no then this box comes up that says invalid floating point or something. Then the loading box appears and does nothing. So when this happens I can't save my progress. It wouldn't bother me that much but this has happened a lot. Also there is always like this dirt clump that is stuck on the screen where the track is viewed. It flashed when you move your camera, I have no idea why its there. Just though I would let you know.
Thanks for lettng me know, have you got a bit more info about what's happening. Is it always after you add objects or trees or a new texture or something else? Do you see any patterns in what's hapenning linking what you're doing to when it happens i guess is what i'm asking.. or any other info you think might be related..
Thanks for your patience..
Laurie
Well it ws happening when I added trees and objects. It's not really doing it now but that might because I am saving more often. The dirt clump thing is always there, it never goes away.
I'm thinking the clump is the dirt texture preview, is it in the bottom right side of the 3D view? That's so you can see what the particles you selected look like against your track colors - if that's what the clump is..
hmm, for the other thing that's useful to know but it hasn't given me any ideas. I hope to have a new version out in the next couple of weeks hopefully that will help a little..
Laurie
Yep thats what the clump is! I'm just wondering, is displacement map and texture importation fully supported or no? I don't remember if it is or not, I know some of the earlier versions you couldn't.
Texture import is supported, and Dispmap will be 'experimentally' supported in the next version. I say experimentally because it's not right yet, it's good enough to import your dispmaps and ride like the final terrain, but there are problems with the rendering terrains when UE2 imports DispMaps, so the final terrain will still need to be built using the tiled RBW editor method.
Texture import is handled in 2 sizes using UE2 the stock 960x960 but as each tiles texture in the game really overlaps by 8 pixels on each edge it also supports textures of 976x976 so you don't have to rely on the RBW editor or UE2 to build this overlap for you from the tiles that surround it - you get to control the textures in the overlap.
Laurie
so your sayin its better to import tex's as 976x976 so you wont have to worry about the overlap?
In last released version of UE2 (0.9.18) there is a problem with importing 960x960 it gives a black or white line on some edges (maybe all), the RBW editor is good with 960x960 but i think it uses the perimeter tile texs to add the overlap to all imported tiles.
From some angles and distances tiles show just a bit of the overlap so if you use these tiles in a HD track where the track tile might be next to a different track tile (not a preimeter) then this bit of the overlap could look weird - giving a line.
So, if you're making a regular track from the RBW editor then 960x960 is ok, but if you're importing texs in UE2 then i would use 976x976, until the next version of UE2 comes out..
Laurie
Ok I get what you are saying, thanks for helpin me.
EDIT: also how do you modify the track files [.aty, .toy ect.] in UE2? I thought there was a way to do it but I can't figure it out.
also it seems that my haybale's with the hay skin [just plain hay, no logos or anything] don't work right. The textures don't show up, would you know why? I can't figure it out, all of the other bales work fine, its just those ones, unless theres a conflict with the MxU objects with a same name or something.
In the files tab you can edit some of the text files, mainly the SCN and i think the TOY file. You can't edit the ATY or ATYFILE yet since they need some special processing when they are saved back to the PAK which i haven't written (yet/maybe)
To edit them just click on the file in the File list under the files tab, if you can edit it it will appear in the edit window. The file is saved back to the PAK when you change Tabs again, or if you click the Save button..
As for the bale, this might be a problem with the model you selected. UE2 just lists all the models it finds in the Common.PAk and the Custommodels folders, it doesn't list only the models in the LIB file. There are some models in the common.pak that aren't complete (usually no texs) if UE2 tries to load the model and a file is missing it usually just removes it from the track but invisible texs could also happen. If you switch the logging option on in the Options tab and then check all the options in the Log tab it will tell you what happens when it tries to load each model, and it should give some idea why that model isn't working n the log output..
Laurie
Laurie
Thanks once again, I figured out the file editing. I also enabled the logging options as you said and I placed two of the bales that weren't working, then I went to the log tab, this is what it said:
=== Logging track loading: 4/18/2008 11:58:02 PM ===
Material hay01.dxm
Material hay01.dxm failed
It seems like the material doesn't load properly for some reason.
my guess is some files might be missing you could look up a hay bale in the LIB to find the real name for a working model and use that. I had problems with some of the triple bales..
hey wen i download the ue2 update on the top of this thread wen i go to open it n unable to locate component message comes up saying it cannot locate D3DX8d.dll do you have this file anywere i can download?
if you get that message then you'll probably get another similar one about the other dll. If you download an earlier version, then you will get the missing DLL files from there..
the d3dx8d.dll is also available from the first pinned thread in this section..
Laurie
Quote from: mcm2boys on August 01, 2007, 07:51:58 AM
The next version of UE2 is now available for download. The program comes in a ZIP file which you can unzip wherever you like on your computer, and UE2 will find MVA and the files it needs. If you haven't used the official MVA installer or have moved your MVA installation from it's original folder without re-installing it, you might have problems starting UE2.
The ZIP package contains:
UnleashedToo.exe - program files
UnleashedToo.chm - help file
d3dx8d.dll - program support file
xbxgrph.dll - program support file
If you want to use custom objects in your tracks you will need to put the files (either the PAK files or the individual DXG, DXT, DXM and COL files in a folder called 'CustomModels' in your '%MVA%\Media' folder.
If you need help then ask here, i don't have the time to trawl all the MVA sites like i used to, but i do check in here most days.
You can grab Unleashed Too v9.1.18 here.. (http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_09118.zip) Update 31 Nov 2007
Have fun
Laurie
Link is offline :( upload please?