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MX vs ATV (and prior MX games) Forum => Track Making Tools (Reflex Track Compiler, MVA Editor, Armadillo/Dillo Too/APM/Etc.) => Topic started by: mcm2boys on May 15, 2011, 04:16:02 PM

Title: Reflex compiler v1
Post by: mcm2boys on May 15, 2011, 04:16:02 PM
The Reflex Compiler is now ready for you to try out.

This is a compiler and not a track editor. It uses a track file which defines which files it should use to compile the track with, with a file extension of *.track. We are still working on the format of the splines so at the moment it is only possible to create free ride tracks, but it will allow you to experiment with ttrack making for Reflex.

Reflex tracks are very different to Unleashed or MCM tracks. SX tracks use a disp map of 1024x1024 and Nats use a DispMap of 2048x2048. You will need  4 detail overlay textures and 4 detail bump mapping textures. These are then laid over the disp map using a mask where each color channel, Red, Green and blue are used to mask on one of these detail/bump textures over the main texture. You will also need a softness mask and 4 zone maps that control friction, audio and particle information.


To install the compiler, download the following file and extract it into it's own folder anywhere you like:
Reflex Compiler 1.09 (http://www.strawberrysoftware.net/download.php?file=reflex/ReflexCompiler_1_09.zip) Updated 13 October

The following files you need to extract into the Database folder of your Reflex installation. Anyone who wants to run any of your beta tracks will need to install these files before they will appear in their track list under the Free Ride section. The files define 8 beta track slots. When you compile a track you can select which of these 8 beta slots the track will appear under in the menu. Then to run the track just select it from the menu. You can select any of the 8 beta track slots from the menu but if you haven't got a track compiled in that slot the Reflex will crash to your desktop.


To share your track with other people send then the Beta_Track_Slot_X.level, Beta_Track_Slot_X.scene, Beta_Track_Slot_X.database and Beta_Track_Slot_X.package file to them to copy into the /Database folder of their Reflex installation.

You will find your Reflex installation in the folder 'X:\Program Files\Steam\steamapps\common\mx vs atv reflex' where X is replaced with the letter of the drive that you installed steam on, which will usually be 'C:'.

You can download the Beta Track DLC files from here, unzip them into the /Database folder of your reflex installation:
Beta track DLC files (http://www.strawberrysoftware.net/download.php?file=reflex/MXTables_DLC008.zip)



Have fun
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 15, 2011, 07:23:55 PM
We have a wiki started that describes most of the textures.  It's at:

http://dirttwister.com/wiki (moved from twisteddirt.com on 5/16 because of problems with PHP and MySQL on the twisteddirt server)

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: VRT_McD on May 15, 2011, 08:32:38 PM
Awesome to hear, Thank You!!  I'll have to get the game still, but the tools you're making will force me to buy it now.  Let me know if you want beta testing done.  I have some old ideas I've wanted to try for making another track too.  Good to see you still in action.  Take Care  ...  Thrash Hard!!
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 15, 2011, 08:47:21 PM
It's only $19.99.  You can't go wrong.
Title: Re: Reflex compiler v1
Post by: VRT_RIDEBLUE on May 15, 2011, 08:59:20 PM
OMG! Marc!!!!   How you been bud??
Title: Re: Reflex compiler v1
Post by: figuare9 on May 16, 2011, 12:26:38 AM
Amazing progress, thank you soo much for this
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 04:59:20 AM
Does every category (masks, maps, preview images, disps, texs) have to be filled in order for the compiler to do its magic? Also, when you go to compile do you just need to have the associated image files in the same folder as the compiler (and does it take just .bmp or other formats)? Just trying to understand this process.
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 07:48:16 AM
i cant get the tracks to work, ive put the in the right folder(C:\Program Files\Steam\steamapps\common\mx vs atv reflex/database), but they still dont apear ingame. Do i have to do anything else to the beta tracks before they work?
Title: Re: Re: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 08:25:45 AM
Quote from: aFACE on May 16, 2011, 04:59:20 AM
Does every category (masks, maps, preview images, disps, texs) have to be filled in order for the compiler to do its magic? Also, when you go to compile do you just need to have the associated image files in the same folder as the compiler (and does it take just .bmp or other formats)? Just trying to understand this process.

The compiler provides defaults. The minimum that you probably can get by with is the displacement map.  The compiler isn't using the the track name or image it uses the beta slot.

Sent from my DROIDX using Tapatalk
Title: Re: Re: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 08:27:24 AM
Quote from: Thymas1 on May 16, 2011, 07:48:16 AM
i cant get the tracks to work, ive put the in the right folder(C:\Program Files\Steam\steamapps\common\mx vs atv reflex/database), but they still dont apear ingame. Do i have to do anything else to the beta tracks before they work?
You need to install the beta track DLC also. It contains the MXTables and MXUI files.

Sent from my DROIDX using Tapatalk
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 08:30:18 AM
i have done that, but i cant find them under free ride ingame
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 08:47:38 AM
My apologies, i messed up the Beta track DLC files. I have fixed them now, so if you re-download them it should work.

Anyone who downloaded these files before this message should re-download the BEta track DLC files.
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 08:59:42 AM
Ill check them out now, thanks :)
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 09:01:07 AM
They work now, sweet, thanks you guys are doing a great job :)
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 09:05:21 AM
Thanks for letting us know..
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 09:07:26 AM
Will you post the tracks you have already made?
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 09:10:20 AM
I haven't made any tracks but some of the other guys who have probably will, but they'll have to tell you themselves. They might want to wait until we can place objects and splines to give the full effect.
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 09:14:48 AM
Alright, im trying to see how it works myself, hope i can manage to make some tracks :P
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 09:18:33 AM
If you leave the default track definition blank then it will build an empty flat SX track to Slot 1. So you can very quickly check if it is working for you. Then just add different bits, starting with the DispMap then the detail mask - after that you will at least have something that looks like a track. Check the Wiki for more info on the different files..

http://dirttwister.com/wiki
Title: Re: Reflex compiler v1
Post by: Thymas1 on May 16, 2011, 09:21:40 AM
ye i saw :) not that hard really
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 11:14:06 AM
explains why the compiler kept giving me an error.  ;)
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 11:19:29 AM
The compiler shouldn't give you an error.. Can you give more details of the error?
Title: Re: Reflex compiler v1
Post by: Fallguy on May 16, 2011, 11:32:26 AM
Author..Author..
Nice work guys..
(http://i54.tinypic.com/xnyxcy.jpg)
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 11:37:46 AM
put the new dlc tracks in. Still didn't work so I started a new project. Worked. Now I keep getting this every time I try and do exactly what I just did that worked.

"Compiling package file.
(Error) The database and package files failed to compile.
Track failed to compile."

Let me get this right. If I'm putting down a disp map called deadmembeta.png I just put the file in the same folder and "deadmembeta.png" on the disp line, 1024x1024 but when I go to save it I always get that message. Just worked for me once though... nothing showed up in game however. I'll give it a little more time once I get back from work.
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 11:49:38 AM
Yes, all your image files go in the same folder as the track definition file (*.track) that's where the compiler looks for the files that you specify in the Track file.

Ok you're explanation tells me more.

The compiler only uses BMPs at the moment, so you're probably getting that error because it can't use the PNG.

Hope that helps.
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 12:51:34 PM
It does. I asked that last night but I guess you just missed it in all of the other text. I was crossing my fingers hoping it wasn't just .bmp's but didn't have time to go back in to PS and convert everything over to find out. I'll post some screens when I get it working. I have a few 4-6 tiles tracks from MVA that I'm actually having to convert DOWN to fit on the SX grid, base textures and all. Wake's old Red Bud layout too.  :)
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 01:02:36 PM
@aFace
I did miss your earlier post, should have put my glasses on before i opened the forums.

1024x1024 sounds like a lot, but the grid scale is fixed to 1 pixel = 1 foot (at least that's what we believe at the moment) so if you had a 257x257 disp map in MvA with a grid scale of 3 (ie 1 pixel = 3ft) it's a tight squeeze.
Title: Re: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 01:18:16 PM
So far I have been resizing my disp maps to 1024x1024 and placing them in a 2048x2048 bmp.  I haven't tried converting an SX yet.  The tracks that I have done have been ones that were scaled to 5 in MCM 2 instead of 3.  A normal scaled MCM 2 track should be resized about 2.5 times bigger as a starting point.  I recommend getting the right size nailed down before putting much work into it.

A direct translation would be 756x756 for a 3.0 track, but I find that too big for my tracks.  A simple formula might be 256 * MCM 2 scale * .8

Sent from my DROIDX using Tapatalk
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 01:49:12 PM
You know the rough conversion percentage from UEtoo?
Title: Re: Reflex compiler v1
Post by: Xtrem on May 16, 2011, 01:56:32 PM
  Thanks a ton guys.....  now if you'll excuse me im going to burry my head in this *#*#*er and see what i can do  :) 

  mvamaniacs.com will have a beta track section for uploads.....  Reaper and Myself are going to review each upload so that we dont get a bunch of garbage ....   Im sure it will be awhile before we see "quality" works
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 16, 2011, 01:59:45 PM
UEtoo uses the same gridscaling as MCM2 so Bruce's figures should hold up for them as well. I haven't made many tracks for either MCM or MvA so i can't really give you anymore than that.
Title: Re: Reflex compiler v1
Post by: Xtrem on May 16, 2011, 02:15:25 PM
Im going to experiment with the Unleashed Editor and make a chart of scale sizes for using it as i know alot of people liked using it to start a displacment and then went to photoshop and other programs to finish it.
Title: Re: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 02:17:22 PM
Please post your findings on the size that you end up with.  I figured I would try one of my SX tracks and one of my normal 3.0 Nats tonight and post if my estimate holds up with them.

Sent from my DROIDX using Tapatalk
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 03:23:11 PM
Physics will be a factor as well. My 6 tile tracks are scale 1 for each tile in UEtoo but it was for SIM II physics. They didn't work with REV physics. Wondering how the SX's will flow with Reflex physics, different preload like Unleashed and better handling/scrubbing. Speaking of have any of you found out how to extract the physics to work on making them more real like mxrider did with Unleashed?
Title: Re: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 04:33:43 PM
We haven't experimented with physics.

Sent from my DROIDX using Tapatalk
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 16, 2011, 08:58:28 PM
Quote from: DirtTwister on May 16, 2011, 01:18:16 PM
So far I have been resizing my disp maps to 1024x1024 and placing them in a 2048x2048 bmp.  I haven't tried converting an SX yet.  The tracks that I have done have been ones that were scaled to 5 in MCM 2 instead of 3.  A normal scaled MCM 2 track should be resized about 2.5 times bigger as a starting point.  I recommend getting the right size nailed down before putting much work into it.

A direct translation would be 756x756 for a 3.0 track, but I find that too big for my tracks.  A simple formula might be 256 * MCM 2 scale * .8

Sent from my DROIDX using Tapatalk

I just did a quick test of my Baatkips track and HangOn which are a 3.0 SX and Nat from MCM 1/2 days. I found that .8 was good on Hang On and more like .7 was good for Baatkips.  So on a 3.0 track that is 2.1 to 2.4 times the 256x256.

I also created a utility to help create the topdown texture from the MaskMap.  The MaskMap is key to laying your dirt textures down. It controls what you see when you ride. The topdown is what you see in the distance.   The utility is called Create Top Down and I moved the thread to this forum.  The thread is here: http://dirttwister.com/smf/index.php?topic=2980.0
Title: Re: Reflex compiler v1
Post by: aFACE on May 16, 2011, 09:47:52 PM
*For people who have multi tile maps from MCM2 and MVA.

For anyone who has multi tile maps from previous games I just tested a few of my SX tracks. 6 tile Scale 1 is about a 130 scale in game and my disp is at around the 640x640 range inside the 1024x1024 square (Mine started at 769x513 due to tile overlapping MVA). Those numbers are rough but they get you where you need to be). Wake's Red Bud was a 4 tile on scale 4 if memory serves and the scale in the compiler is up around 30 or so. Again, the disp needs to be shrunk.

The good thing about the SX tile is that it's still very large. I'm able to get two full scale SX tracks on one tile and have room to spare (for anyone out there who wants finer resolution for smaller nats)
Title: Re: Reflex compiler v1
Post by: Xtrem on May 18, 2011, 12:38:56 PM
  Well i took a very small scale AX heightmap from Unleashed and loaded it into the compiler and after playing with the scale value some i came up with this...

 http://www.youtube.com/watch?v=IzWHp-gH6yQ (http://www.youtube.com/watch?v=IzWHp-gH6yQ)  720p HD

 Laptimes were in the 30-35 second range....  Arenacross times  :)
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 18, 2011, 02:12:30 PM
That scale is related to how tall it is.  What did you do for resizing your disp map to get it the correct size.  I did a quick test with an SX track and I ended up resizing it to 540x540, put it in a 1024x1024 image and ended up tweaking the scale (height adjustment) to 62.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 18, 2011, 06:25:16 PM
i cant tell how hapy i am, been waiting for it since i got reflex!
i`ll be checking it out as soon as i can, thanks a lot for the big effort, the support and the willing to share :)
Title: Re: Reflex compiler v1
Post by: Xtrem on May 18, 2011, 07:18:32 PM
Well it was small to begin with....  i resized it to 1024 and pasted it on a 2048 tile.....  i think.....  ahh geeze.... my brain hurts from all the trial and error crap ive done in the last 2 days  lol     So far so good ......   Keep up the great work.   I have a new found respect for the people behind the development of the tools.   
Title: Re: Reflex compiler v1
Post by: 22Ryann on May 19, 2011, 08:16:05 AM
Ok, i think im being forced into a corner here to buy a new tower, a new screen, and remake thrashed supercross for reflex... the more times i see the progress the worse the edge gets lol
Title: Re: Reflex compiler v1
Post by: Xtrem on May 19, 2011, 11:12:59 AM
  Thashed would look nice in reflex....  :)
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on May 22, 2011, 11:02:01 PM
Well crap... It's been a good 5 or 6 years of productivity in my life.  It's been a good run, but it's time to make some tracks!  Thanks guys!  I can't wait to try this out.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 23, 2011, 10:13:25 PM
had a problem :(

(http://i51.tinypic.com/dh49zl.jpg)
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on May 24, 2011, 12:19:12 AM
After a couple hours playing, I have the terrain scale and everything figured out I think.  I got a disp map in and scaled to suit me.  I am running into a problem finding what lights the scene?  I imported a base texture, chrome lum map, and a dirt overlay.  When I open the track ingame it is almost completely white.  What do I need to do to back down the brightness so I can see the texture?
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 12:58:48 AM
Quote from: Mace-x on May 23, 2011, 10:13:25 PM
had a problem :(

Where is your Steam Folder? and what does the registry entry HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath point to.

A temporary work around would be to create that folder that is in your error message and then copy the files from there to your true Steam folder.

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 01:02:02 AM
Quote from: VMX_SKYmx99 on May 24, 2011, 12:19:12 AM
After a couple hours playing, I have the terrain scale and everything figured out I think.  I got a disp map in and scaled to suit me.  I am running into a problem finding what lights the scene?  I imported a base texture, chrome lum map, and a dirt overlay.  When I open the track ingame it is almost completely white.  What do I need to do to back down the brightness so I can see the texture?

Do you have a screen shot of what you are experiencing.  There are a couple of issues that would contribute to your problem.  

1. You do not have a black alpha on your MaskMap image.  This causes the compiler to give it a white alpha which will turn on the wet shiny look.
2. You do not have an alpha on your crm_lum file and this will make it be a white alpha which will intensely highlight your textures.  Look at an example crm_lum alpha on the wiki (http://dirttwister.com/wiki/ChromLumTexture).

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on May 24, 2011, 09:14:50 AM
I am going to assume it has to do with the alpha on both options 1 and 2.  I put one in ( I thought), but I am not very experienced with Alpha layers.  I'm sure there is something wrong.  I'll check into it this evening.  Thanks Bruce.
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 10:01:52 AM
What are you using for editing?   With Photo Shop/GIMP you have to make sure that you save using the extended bmp formats.  In Paint Shop Pro you can't save a bmp with an alpha, although you can save other formats with an alpha, so you can be tricked into thinking you have one.

The DXTBmp program is very useful for this.  You can just drag your image to an icon on your desktop and it displays both the image and alpha.
Title: Re: Reflex compiler v1
Post by: DJ99X on May 24, 2011, 10:51:53 AM
Has anyone had any luck getting shadows to work yet. I think I figured out the ground lighting, but the rider lighting / shadow isn't working for me.

Did a quick conversion of Millville 2008 (created by Checkerz and I for MXS). Rides pretty sweet. Just needs larger bumps


(http://i923.photobucket.com/albums/ad77/dj99x/reflmil1.jpg)

(http://i923.photobucket.com/albums/ad77/dj99x/reflmil2.jpg)

BTW, whats the wavey pattern in the dirt caused by? Its not part of my bump map
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on May 24, 2011, 10:52:52 AM
Quote from: DirtTwister on May 24, 2011, 10:01:52 AM
What are you using for editing?   With Photo Shop/GIMP you have to make sure that you save using the extended bmp formats.  In Paint Shop Pro you can't save a bmp with an alpha, although you can save other formats with an alpha, so you can be tricked into thinking you have one.

The DXTBmp program is very useful for this.  You can just drag your image to an icon on your desktop and it displays both the image and alpha.

I'm using PS CS4.  I did not use the extended bmp format.  I think I just saved it as a 24bit bmp if my memory serves me correctly.
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 01:26:56 PM
Quote from: DJ99X on May 24, 2011, 10:51:53 AM
Has anyone had any luck getting shadows to work yet. I think I figured out the ground lighting, but the rider lighting / shadow isn't working for me.

Did a quick conversion of Millville 2008 (created by Checkerz and I for MXS). Rides pretty sweet. Just needs larger bumps

BTW, whats the wavey pattern in the dirt caused by? Its not part of my bump map

I would need to look at the final default track files.  I don't think there is another level of bump mapping going on, but I can't be sure without looking.  I thought Laurie just included the 4 levels.  There may be another generic level that is left over from the base files.  If you don't include a bump map for each channel it will use the one defined in the default files.

I haven't done much messing around with lighting.   I'm hoping you guys will figure out stuff.  I know Laurie hasn't played much with it either except to get it to work.  Most of my experiments were trying to get it working better when we were using the UI Compound for the base track files.  It is quite possible that it is controlled by a piece that is not currently being included in the scene file.
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 01:39:56 PM
Quote from: VMX_SKYmx99 on May 24, 2011, 10:52:52 AM
Quote from: DirtTwister on May 24, 2011, 10:01:52 AM
What are you using for editing?   With Photo Shop/GIMP you have to make sure that you save using the extended bmp formats.  In Paint Shop Pro you can't save a bmp with an alpha, although you can save other formats with an alpha, so you can be tricked into thinking you have one.

The DXTBmp program is very useful for this.  You can just drag your image to an icon on your desktop and it displays both the image and alpha.

I'm using PS CS4.  I did not use the extended bmp format.  I think I just saved it as a 24bit bmp if my memory serves me correctly.

24 bit means, no alpha which the compiler will then add a white alpha and it will turn on full wet and full bright.
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on May 24, 2011, 02:27:17 PM
Thanks, that is exactly what my track appears like right now.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 24, 2011, 08:20:09 PM
Quote from: DirtTwister on May 24, 2011, 12:58:48 AM
Quote from: Mace-x on May 23, 2011, 10:13:25 PM
had a problem :(

Where is your Steam Folder? and what does the registry entry HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath point to.

A temporary work around would be to create that folder that is in your error message and then copy the files from there to your true Steam folder.

Bruce (DirtTwister)

thanks a lot bruce, created the folder and copyed the track contents to the mva dir and voila!
this thing rocks!
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 24, 2011, 09:33:28 PM
Quote from: Mace-x on May 24, 2011, 08:20:09 PM
Quote from: DirtTwister on May 24, 2011, 12:58:48 AM
Quote from: Mace-x on May 23, 2011, 10:13:25 PM
had a problem :(

Where is your Steam Folder? and what does the registry entry HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath point to.

A temporary work around would be to create that folder that is in your error message and then copy the files from there to your true Steam folder.

Bruce (DirtTwister)

thanks a lot bruce, created the folder and copyed the track contents to the mva dir and voila!
this thing rocks!

You must have multiple Steam installs or it was moved or something.  What is the value of the key that I asked about.  I know that there is another way to install Reflex off a CD and add it to Steam and then it may or may not be in that location.  If your Steam and Reflex are located in different locations then it will have to be something added to the next version of the compiler. 

It would be good to know how we can identify the database folder in your configuration.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 24, 2011, 11:54:48 PM
HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath did nothing, just trowed me a eror, i have a cd version but i dont have steam coz i hate that thing plus i cant acces internet everytime i want so i cant login everyime i want to play.

the database folder that i use is the main game one (C:\Program Files (x86)\THQ\MX vs ATV Reflex\Database)

any tip on how to convert a .png file into a decent bmp?
im getting lots of stairs and rought terrain that makes the track unplayable :/
Title: Re: Reflex compiler v1
Post by: Mace-x on May 25, 2011, 12:07:38 AM
sorry for double post, but seems like when you have steep hills on the side of a sx track or something like that you gotta setup the height value in about 20 in order to get the correct scale, but the track is all bumpy...
*#*#*!
any toughts?
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 25, 2011, 01:23:29 AM
I have created a utility that will let you view your displacement map in 3D and has the option to smooth it.   A value of 1, 2, or 3 should be good enough.

You can read about it here: http://dirttwister.com/smf/index.php?topic=3003.msg22995#msg22995
Title: Re: Reflex compiler v1
Post by: Mace-x on May 25, 2011, 02:15:14 AM
thanks a lot for that man, it`ll help a lot!

just for the record
i was trying to convert a 1024 disp map into a 2048 one, first time with a no hilly terrain worked nice, 2nd time with hills sucked, seems like you have to get whites and black`s from the heightmap of the track, nothing more or it`ll get those stairs...(dno if i explain myself well xD)
anyways, thanks a lot for the reply, the program will be so usefull!

edit:
it works very good, with smooth the jumps tend to preserve it`s form so im very happy with the results :)
why does the modified heightmap comes in green, brown and orange tones?
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 25, 2011, 11:23:04 AM
On a regular gray scale you are really only using 8 bits (0-255) and those some 8 bits are repeated in all channels (Red, Green, Blue).  Reflex really wants at least a 16 bit gray scale. There are various flavors of that, but what Reflex wants is 24 bits where the Red, Green, Blue are now different parts of the value.  When I save your smoothed heightmap I translate it to 0 to 65535 and put those values in the Red and Green channels and I set Blue to 0.  The Reflex track compiler reads it as a 24 bit value.   It does the same with 8 bit gray scale but your 255 white ends up as (255*65536) + (255 * 256) + 255.  The next value down ends up as (254*65536) + (254*256) + 254.   That's a big step. 

If you could just convert your dispmap to a 16 bit that uses all 8 bits in a single channel then it would be better but it could still be stairstepped.   A straight conversion to 16 bit would be (255*256) + 255 and the next level down would be (254*256)+254.  A much smaller step.

What the ViewDispMap does is after smoothing instead of going from something like:

(254*256) + 254 to (255*256) + 255

Could go to something like:

(254*256) + 254 to (254*256) + 255 or  (255*256) + 10 

It gives you an additional 256 steps in between each step you have in an 8 bit gray scale.

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: Mace-x on May 26, 2011, 01:03:38 AM
i think that i get it, thanks for the reply bruce :)
im pretty exited, disp done, im now getting into the textures :P

edit:
i cant understand this way of texturing, im used to the mx sim sistem, wich is decals, i believe that i gotta make a single big 2048 texture in ps using the disp map as reference and then save it as bmp and put it in the topdownmap rollout of the exporter?
i can see i at the distance and my ground now is brown instead of the grass but i still cant see my texture or trackpath or nothing.
i know a *#*#* of what is a maskmap and all the other things mentioned, could anyone be kind enough to explain how it works?
sorry for the noobness  ;D
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 27, 2011, 08:04:37 PM
You need to create a maskmap.  Use black where you want your track to go and use Red, Green, or Blue for other dirt/grass textures.  You need to pick 4 textures.  They are defined in these settings in the .track file.

;-- Detail texture overlays one per channel, overlaid using Mask texture
Overlay_Base=valleyride_Dirt01.bmp
Overlay_R=valleyride_Dirt02.bmp
Overlay_G=valleyride_RockTerrain.bmp
Overlay_B=valleyride_Grass01.bmp

Overlay_Base will go where ever you have black in the MaskMap
Overlay_R will go where ever you have Red.
Overlay_G will go where ever you have Green
Overlay_B will go where ever you have Blue

Your MaskMap controls where those textures get alpha blended together and that is what you see in a large circle surrounding your rider.  What you see in the distance is your topdown.

It is important to have a black alpha on your maskmap because otherwise it will default to white and it will be massively wet.

http://dirttwister.com/wiki/MaskMapTexture
Title: Re: Reflex compiler v1
Post by: Mace-x on May 27, 2011, 10:29:52 PM
aaaah, now it makes sense, thanks a lot for the explanation, i'll get playing with it as soon as i can, thanks bruce!
Title: Re: Reflex compiler v1
Post by: Mace-x on May 29, 2011, 11:00:18 PM
edit:
im about to cry, my chromlum map doesnt work also, even if i have almos 100% black on it all i see is shiny as white stuff, removed the textures thinking that that could be but nope :(
im feel such as a noob, any tips? :-\

edit2:
the maskmap+textures is working, dont ask me why lol
i trying to get the chromlum map to wor now :S
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 30, 2011, 10:05:30 AM
The crm_lum file has two purposes.  The main image lets you draw/blend stuff on top of your textures and the alpha lets you control the highlighting on your textures.   It requires an alpha and the alpha needs to be in the 50% or 100-175 range for best results.  If you don't have an alpha the compiler will make it white and you will get very shiny textures.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 30, 2011, 01:56:47 PM
what do you mean with it requires an alpha?
i mean, i have the chromlum map but where do i tell the compiler to use the alpha, i cant set different layers on the .bmp...
and bmp doesnt support transparency isnt it?
Title: Re: Reflex compiler v1
Post by: DirtTwister on May 30, 2011, 02:11:36 PM
I mean it needs to have an Alpha or the compiler will put an all white one on for you.  Have you checked out the wiki?

http://dirttwister.com/wiki/ChromLumTexture

The compiler requires that you use extended Bitmap formats.  Photo Shop and GIMP can save them.  The best way to work with them if you use other programs is to use DXTBmp, which displays the image and alpha and lets you edit either one using the paint program of your choice (I use Paint Shop Pro).

http://dirttwister.com/wiki/GettingStarted

Title: Re: Reflex compiler v1
Post by: Mace-x on May 30, 2011, 09:10:40 PM
well, now i discovered that the extended bmp format does support alpha, now i have these 2 layers.

(http://i56.tinypic.com/296gk29.jpg)

intensidad1 is the same base texture i use for the topdown.
capa 1 copia is thmy chromlum map at 60% opacity

i save it as a bmp but stills getting everything white...
sorry for all the questions bruce, it`s the first time i work with bmp formats and with this sistem of texturing :/

Title: Re: Reflex compiler v1
Post by: DirtTwister on May 30, 2011, 09:16:44 PM
Layers aren't an alpha.  If you download DXTBmp and open your BMP with it, the alpha will be displayed in the upper right corner. If it's white that is your problem.  In Photo Shop it is displayed under channels.  

If you send me your crm_lum and mask map I can check them out.

Even if you are using GIMP or Photo Shop I think that DXTBmp is the easiest way to deal with the Alpha and the different extended bitmap formats.
Title: Re: Reflex compiler v1
Post by: Mace-x on May 30, 2011, 09:36:58 PM
someone might need to check this.
http://www.fsdeveloper.com/wiki/index.php?title=Alpha_channel_creation_with_Photoshop#Drawing_the_alpha_channel

now i get what do you guys mean with alpha channel, wich is not the same as opacity :-[.
now i got my rgb. r, g, b, and alpha1

now`s working, thanks a lot and sorry, never used this type of stuff so i where a little bit lost :)
thanks for the constant suport bruce  ;D
Title: Re: Reflex compiler v1
Post by: Miki on June 01, 2011, 02:39:23 AM
Hi! My "test track" is almost finished and I just wanted to say that it might be a good idea to make the zone file images before you start fine tuning your disp map. I guess you're driving on grass or something before you specify what your track is made of. What I mean is, I spent a ridiculous amout of time on my disp map trying to make "perfect" jumps but as soon as I made the zone files I noticed that all that fine tuning was pretty much all for nothing. My bike accelerated faster and jumped considerably further, almost like bouncing into the air from the bigger jumps... (I chose sand (zone 1) and normal drag (zone 2) for my track btw.) I think next time I'll just make a dirt zone file right from the beginning and make changes to the file when needed.

ps. Thanks to the hard work of you "computer people" this game is now 10 times better! How long would people have played MCM2 without the custom made tracks?
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on June 01, 2011, 01:31:42 PM
I know what you mean Miki.  I am having trouble getting the zone files to work.  When I try and load a zone map my rider keeps resetting like I ran off the track (if there was a spline).  Could someone explain how to create the zone file a little better.  I have read the wiki countless times and still can't get it right.  I know it has to do with me not having a clue how to make an indexed bitmap.
Title: Re: Reflex compiler v1
Post by: DirtTwister on June 01, 2011, 05:51:06 PM
In Paint Shop Pro you just create a new image and select "Index - 16 color palette" for color depth.

I don't know how to do it in Photo Shop, but I think you just switch to indexed and select 4 bit color.

The easiest is just to start with one that is already indexed.  It's important to preserve it so don't increase the color depth or switch file types.

I have uploaded sample zone files from Kingston Round 1 which has the sandy sections.  I put them in the wiki and you can get them here:

http://dirttwister.com/images/reflex/wiki/Sample_Zone_Files.zip
Title: Re: Reflex compiler v1
Post by: Miki on June 02, 2011, 02:46:33 AM
Quote from: VMX_SKYmx99 on June 01, 2011, 01:31:42 PM
When I try and load a zone map my rider keeps resetting like I ran off the track (if there was a spline).
That same thing happens to me if I save the zone files as 4 bit files. But if I save them as 8 bit files the game doesn't crash anymore. But my particles and sound images (zone3 and zone4) don't seem to work quite as I hoped so I'm not really sure how to work with them. I used this web site as a guide of some sorts: http://www.awitness.org/delphi_pascal_tutorial/source3/palette_16_color.html (http://www.awitness.org/delphi_pascal_tutorial/source3/palette_16_color.html). It's mentioned that the RGB values on that page are in BGR, so I just flipped them over. At least my color palette looks right.

0 black      0 0 0   
1 redbrown   132 0 0
2 green      0 132 0
3 browngreen   132 132 0
4 dark blue   0 0 132
5 purple      132 0 132
6 bluegreen   0 132 132
and so on...

edit: my rgb values seem to be different from those sample images. I guess I need to do some testing, when this "real life" thing doesn't interfere...
Title: Re: Reflex compiler v1
Post by: DirtTwister on June 02, 2011, 09:46:04 AM
Use the images I linked to as a starting point.  They need to be indexed bit maps.  The colors don't matter.  It's the index that matters.  If it's a 4 color zone file (Zone 2) you can only use index 0 to 3.  If it's an 8 color zone file ( Zone 1, 3, & 4) you can only use index 0 to 7.

In Paint Shop Pro this is how  you see color 2 when you use the eye dropper.  The I: 2 is what matters:

(http://dirttwister.com/images/reflex/psp_index_bmp.png)

In Photo Shop this is how you see color 2 when you use the eye dropper. The Idx: 2 is what matters:

(http://dirttwister.com/images/reflex/ps_index_bmp.png)

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: DirtTwister on June 03, 2011, 05:35:24 PM
I have updated the wiki and have put links to sample files from several of the tracks.  The files are located in each texture type.  Samples are from Grassland, Lost Meadow, Moto 448, Sugar Ridge MX, Kingston Round 1, Manchester Round 2, & Lago Dell Orlo (Halifax, it's the truck track with snow).

http://dirttwister.com/wiki/MaskMapTexture
http://dirttwister.com/wiki/ChromLumTexture
http://dirttwister.com/wiki/SoftnessMapTexture
http://dirttwister.com/wiki/DirtTextures

Bruce (DirtTwister)
Title: Re: Reflex compiler v1
Post by: VMX_SKYmx99 on June 04, 2011, 01:03:57 PM
Thanks guys.  I'll see if I can get this working finally.
Title: Re: Reflex compiler v1
Post by: mcm2boys on June 04, 2011, 04:21:51 PM
Here's an update for the compiler. It fixes a problem with the scene file, which will get the start positions to work again and will also fix an issue with bump mapping, where the main bump map may have been swapped with one of the channel overlays.

To install just unzip wherever you want it. You won't need to update the MXTable files, they remain the same.

Reflex Compiler 1.08 (http://www.strawberrysoftware.net/download.php?file=reflex/ReflexCompiler_1_08.zip)

You can also get this from the first post.


Laurie
Title: Re: Reflex compiler v1
Post by: Mace-x on June 06, 2011, 02:19:00 AM
Thanks a lot Laurie!
Title: Re: Reflex compiler v1
Post by: pulse on July 08, 2011, 03:11:02 AM
hey bruce any word on releasing objects like bales and splines?
Title: Re: Reflex compiler v1
Post by: mcm2boys on October 13, 2011, 10:10:02 AM
There were a few issues with v1.08 fo the Reflex track compiler. The following fixes have been made to v1.09:

There was a problem with the naming of the sound files which has been fixed.
There was a bug in the spherical light map setup, there were 2 in the file set and there should only be 1.
The particle definition files were taken from Lost Meadow, so i replaced those with the originals from Headshake (DaltonB). The file set is based on DaltonB.
I changed the default light settings in the DefaultTrack.track definition file. The originals came from the UI Compound which is a night time track, they now come from DaltonB which gives daylight settings. I also set the default sun angle to point down, before it pointed across the track angle of 0, which might have caused some weird lighting on the track.

If you want to recompile a track from an existing .track file, then i would suggest copying the [AmbientDirection], [OverlayData] and [DistanceFog] settings from the new DefaultTrack.track file that you will find in the zip and the folder where you install version 1.09 of the compiler.

The compiler can be downloaded from the 1st page of this thread.

Have fun..
Laurie
Title: Re: Reflex compiler v1
Post by: al167 on December 09, 2011, 07:47:25 PM
Quote from: mcm2boys on May 15, 2011, 04:16:02 PM
The Reflex Compiler is now ready for you to try out.

This is a compiler and not a track editor. It uses a track file which defines which files it should use to compile the track with, with a file extension of *.track. We are still working on the format of the splines so at the moment it is only possible to create free ride tracks, but it will allow you to experiment with ttrack making for Reflex.

Reflex tracks are very different to Unleashed or MCM tracks. SX tracks use a disp map of 1024x1024 and Nats use a DispMap of 2048x2048. You will need  4 detail overlay textures and 4 detail bump mapping textures. These are then laid over the disp map using a mask where each color channel, Red, Green and blue are used to mask on one of these detail/bump textures over the main texture. You will also need a softness mask and 4 zone maps that control friction, audio and particle information.


To install the compiler, download the following file and extract it into it's own folder anywhere you like:
Reflex Compiler 1.09 (http://www.strawberrysoftware.net/download.php?file=reflex/ReflexCompiler_1_09.zip) Updated 13 October

The following files you need to extract into the Database folder of your Reflex installation. Anyone who wants to run any of your beta tracks will need to install these files before they will appear in their track list under the Free Ride section. The files define 8 beta track slots. When you compile a track you can select which of these 8 beta slots the track will appear under in the menu. Then to run the track just select it from the menu. You can select any of the 8 beta track slots from the menu but if you haven't got a track compiled in that slot the Reflex will crash to your desktop.


To share your track with other people send then the Beta_Track_Slot_X.level, Beta_Track_Slot_X.scene, Beta_Track_Slot_X.database and Beta_Track_Slot_X.package file to them to copy into the /Database folder of their Reflex installation.

You will find your Reflex installation in the folder 'X:\Program Files\Steam\steamapps\common\mx vs atv reflex' where X is replaced with the letter of the drive that you installed steam on, which will usually be 'C:'.

You can download the Beta Track DLC files from here, unzip them into the /Database folder of your reflex installation:
Beta track DLC files (http://www.strawberrysoftware.net/download.php?file=reflex/MXTables_DLC008.zip)



Have fun

would it be possable to put these files in the downloads section? it seems hard to find for some
Title: Re: Reflex compiler v1
Post by: DirtTwister on December 10, 2011, 12:11:30 AM
I can put them there. The main reason we haven't was because it's beta.   
Title: Re: Reflex compiler v1
Post by: PADGETT896 on May 22, 2012, 07:11:45 PM
Im a newbie at this i started my account and i was just wondering if its possible to make a track and download it on to a hard drive and download it to your xbox 360? or do i have to buy the game for PC? i really need help with this  ???   
Title: Re: Reflex compiler v1
Post by: JamieT on May 22, 2012, 07:31:12 PM
A question like this was asked before somewhere... and the answer is no, it's not possible to make tracks playable on the xbox at the moment.

Or atleast, it's not an area that is being researched by the guys at Twisted Dirt. They are concentrating purely on the PC version, and to be able to replicate the quality and functionality of the stock tracks.

This is most likely their goal that they want to reach, before they even take a look at getting tracks onto the xbox.
Title: Re: Reflex compiler v1
Post by: one9moto on February 03, 2013, 06:03:27 PM
I just saw this and before I start anything, i want to make sure of this.  Will I be able to use my created tracks on the xbox 360 or is this only workable for the pc?
Title: Re: Reflex compiler v1
Post by: Fixer on February 03, 2013, 06:08:42 PM
PC only
Title: Re: Reflex compiler v1
Post by: ThatWhiteGuy on July 21, 2013, 01:44:07 AM
Quote from: DirtTwister on May 15, 2011, 08:47:21 PM
It's only $19.99.  You can't go wrong.
I got it for 5 buckks on sale :)
Title: Re: Reflex compiler v1
Post by: Smurfyevs on May 29, 2014, 05:12:25 AM
I'm having trouble starting the setup wizard; I click on it then it doesn't do anything can someone help me!!!!!!
Title: Re: Reflex compiler v1
Post by: mcm2boys on May 29, 2014, 12:29:48 PM
for the compiler or the editor? The compiler has a much more limited function than the editor now. The compiler will build basic free ride tracks with no objects or splines.. The editor can do those other things..

Make sure the editor install file is completely downloaded, windows should report it as 31,921kb  for the unzipped setup file (not the zip file). If it isn't you will need to try re-downloading it.
Title: Re: Reflex compiler v1
Post by: BeBe Swaggles on November 20, 2014, 07:42:40 PM
The download isn't working for me. It says the page isn't responding.
Title: Re: Reflex compiler v1
Post by: JamieT on November 20, 2014, 10:18:52 PM
You need this...
http://twisteddirt.com/smf/index.php/topic,4543.0.html