After a few diversions i finally got back to UE2 to make some of the changes you guys were asking for.
As well as quite a few bug fixes some of the highlights are:
Using the model.lib to list the models in the Resource tab.
Added experimental displacement map importing.
Fixed the texture lines at the side of texture after importing.
Re-worked the spline editing functions.
Added tile cut&paste in the tile map.
Added a TGA import for textures in the Files tab.
Changed the way the Start/finish gate is selected in the activities.
There's also a help file that lists the new features and a little how to use them, and i put all the DLLs in there this time. :)
You can find the new version here: UE2 v0.9.2.1 (http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_0921.zip)
Laurie
Thanks man, i posted the link to your foums on mgf for ya.
Hey laurie , big thanks for you keep working at Uetoo
:)
You're welcome, but it's what i do for fun..
Thanks man, I was waiting this release to start another track.
Dude, the disp map thing is huge. It makes working with multiple tiles so much easier. Even though the tears are there, you can still test with the click of a button, instead of having to open a 2 different programs, 3 files, export import etc. So awesome!!!
Hey Garasaki,
I'm glad to hear you like, ;D it would be cool if i could get it to create terrains without the tears but i don't think i'm going to get that completely worked out for a while yet..
Laurie
Good stuff Laurie, a huge thanks for all this work you've done.
Thanks Nikhil i hope this version gives you a few less headaches than previous versions, but if you find problems let me know..
Laurie
alright i dont get the password to unlock a TRN file? whats the password?
because you can import TRN files in UE2, something you can't do with the RBW editor it's possible for someone to MultiEx your TRN from your track and import it into there own using UE2, so i added a password for TRN files when you export the TRN from UE2. So you can only import TRNs that you exported yourself and added a password..
hope that helps..
Laurie
Hey Laurie, I just wanted to let you know that the disp map import function doesn't work perfectly atm. There are "holes" in the disp where you can see the sky cube through it. These holes are only visual, so you don't fall through them. However, there are quite a few of them on the screen at one time, maybe 15-20, so it's pretty noticeable.
Also, I was wondering if friction maps are saved inside tiles. So if it's possible to pack a track in the rbw editor with a friction map applied, and have it load in UE2 when you import a tile.
The help file gives some info about the holes, this is because i haven't worked out all the details of the TRN file properly, but like you say i don't think it affects the ride.
For the FMs yes they are saved in the TRN file and UE2 will load the FM as it is saved in the TRN file. If you load a TRN file saved with the RBW editor and click the friction map button under the terrain tab you'll see the FM. You should also be able to import them in this mode using UE2..
Laurie
Sweet, should be able to release San Diego soon now!
Hello everyone. aFACEdismembered had a question about friction map modding over at MGF. Garasaki suggested that it would be a good idea to post it up over here as well. Here is a link to the topic: http://www.youtube.com/watch?v=_1GHzkAUSwk I am posting it here because it might be something that you can do with UE2, I don't know for sure.
I must be missing something? I can't see anything related to friction maps there.
He's talking about this topic http://www.motocrossgamingforums.com/index.php?showtopic=8347
aww sorry, I must of copied the youtube address after and not even have noticed it, sorry again.
so do you guys know anything about how each friction zone points to what animation to use (ex. the water frictionmap pointing to the water animation ect.) That is what aFACEdismembered and me can't figure out.
I would just lay down all the different colors for the friction on a new flat terrain and mark the texture file to match the colors used and see which does what. Laurie can probably just tell you though... ;D
tell us Laurie!!!! :D
Sry for taking so long to reply but i was on vacation out of www range (i always seem to be away when the interesting stuff happens). Just got back so it will take a while to get my head back into mva, well that's why you take a vacation right..
I haven't really played with the particles/friction maps in mva too much so i will have to take a look through the files again and get back to you..
Laurie
Now i've had a chance to look through the files again, and read the thread at MGF i think you already have pretty much all of the info you need. Going from what aFaceDismembered said in his first post whih was to change the animations, for that you just need to make some changes to the particle texture, which usually looks something like SX03Particles, you might also get a similar effect by leaving the particle texture as it is and just editing the particle.prt files. These are all stored in the common.pak for the stock tracks each one uses a unique name that you place in the SCN file so the track can find it.
So to use a custom particle system, you would probably need to make a copy of one of the stock particle file sets, rename it to your tracks name (like you do with the minimaps) and then pack it in your track and point the SCN parameter to match it.
I haven't tried this, but a simple way of doing this using UE2 might be to:
1) Create a sub folder in the 'Media\CustomModels' called 'Particles' and put this file set (http://www.twisteddirt.com/downloads/files/mva/CustomParticles.zip) into it - then UE2 will be able to find your custom particle files. You can call it anything you like but Particles seems the obvious choice to me..
2) Mod the files however you want, the simplest is probably to edit the PRT file(s) and change the frame series (FirstFrame= and LastFrame=) in one of the particle types to use a different set of frames. The particles seem to be a form of animated texture). If you mod the TGA you will probably have to convert it to DXT before it will work, although i think cR got TGA's to work for the terrain detail texs so maybe this will also work with the TGAs - but UE2 won't pack TGAs for you.
3) Open UE2, load your track and open the 'Scene tab'.
4) Expand the general section and near the bottom of that section you should see a parameter called 'Particle texture'. Click on the dropdown list and probably near the bottom of the list, after the stock particles, you should see your modded particles - just select them.
5) Save the track and try it out..
I haven't tried it but it should work... :) always optimistic.
If i can find my password i'll post this on MGF too..
Sorry Garasaki that's why i always send my replies for MGF to you first since you're in my address book and easy to find..
Laurie
I love you
I can't wait to see if this works
this is aFACEm, ill try this out int he next couple of days and see if i can get it to work.
You're welcome have fun with it.. :)
One thing i forgot is if you want to make your own set of files and rename them, then you need to make sure they all use the same file name root, eg CustomParticles, then inside the PRTs and the DXM you will need to also change the texture name to match the name of the DXT file you are using. If you follow what i did in the file set above you should be alright..
I tried a simple experiment yesterday and replaced the Dust1 with black smoke frames and it worked so i guess you guys are ready to get creative with particles. Looking forward to seeing what you can do..
If you make any new break-throughs i'm always interested to hear about it so i can look at putting them in UE2..
Laurie
You might want to be sure you choose a unique name for just about any custom object,particle etc. to avoid possible name collisions with stock and other peoples naming convention. I'd use your creator name and then add a number suffix- eg "Fixers_01_Particles". By the time you get to 99 you'll be tired of doing them....
QuoteBy the time you get to 99 you'll be tired of doing them....
:o ;D
Hey Laurie,
Can you make it so the overlay texture reads targa's in addition to .dxt's?
Can you make it possible to rename an activity rather then just forcing the original project name onto it if it gets renamed?
I think I had some other idea's too...I'll have to try to recall them.
QuoteCan you make it possible to rename an activity rather then just forcing the original project name onto it if it gets renamed?
Not sure what you mean by this one..
I have been thinking how i can import TGAs with the way i have the program structured at the moment, but haven't foud a good answer yet..
Change the "in game name" of an activity. I don't think it's possible right now.
FYI the method for making the overlay texture right now simply replaces the dxt with a tga - the game will automatically read the tga. So your solution may not need to be as complicated as you think??
Ok i'll take a look at it when i get a chance..
Edit: if memory serves, it's not possible to change the name of the activity type [supercross,national etc], obviously otherwise the game won't know what you're doing. But i thought you could edit the name of the activity in the parameter list in the 'Activity' list, just click on the current name type in a new name and press 'Enter'..
..but i need to take a look at it since i haven't looked at these functions for some time..
Laurie,just wanted to stop by and say thanks for all you do for this game.. I learned so much from you.. Mike =FallGuy104=
Your welcome Mike, thanks for the thanks.. :)