Ok finally i have got v0.97 ready for release, i have learnt alot from the work on the MXU remakes and some of that stuff has been put into D2. Texture formats and generation are improved, new functions in MCM2 animations have been discovered, of course you can now use larger textures if you really need to. You can also use the MXU textures and trees (we need to release the EST files before the trees can actually be used but that will be soon) if you have the MXU Res updates installed. Bale placement assistance has been improved, and the conversion of the mouse position to 3D world position has been improved so now you don't have to work in the middle of the screen all the time. :)
So if you want it you can get it here:
http://www.twisteddirt.com/mcm2boys/DilloToo97.zip
Have fun,
Laurie
Sweet, nice work!
Thanks i have been looking so forward to this
Great job Laurie, I hope all the MCM 2 track creators really appreciate the tremendous amount of work that you have put it to this excellent program.
Bruce
Sure seems like a good candidate for news on the TD main web page. :)
Jeff
Quote from: AMA_DirtTwister on January 11, 2005, 09:54:40 AM
Great job Laurie, I hope all the MCM 2 track creators really appreciate the tremendous amount of work that you have put it to this excellent program.
Bruce
Well I apreciate it! Starting working on a track right after donwloading haha ;D
Will you guys be able to export objects that they used as well for us to use in Dillo?
I can soon say thks to TD guys everydays lol, great work !
I wanted to add that with this version you no longer have to switch the new MXU "Models.res" file back to the MCM2 original. :)
Great program Laurie! Thanks! :)
Jeff
Thanks Jeff, i forgot about that, and thanks to all of you for your thanks it is always good to be appreciated, and without people like you who use it it wouldn't be so much fun to write. :)
Laurie
Wow the MXU detail textures look great, any chance of custom ones tho? A long time ago some people (including me) tried to do that and if I'm right 1 did it but he couldn't remember how :(
Can't wait for the freaking MXU est files either, now that would be saweeeet! ;D
I tried adding custom detail textures, the only ways to do it would be add it to the track file or add it to the RES files. I tried the ENV file option and couldn't get it to work however i tried - so for me that means custom texs for each track isn't possible. If you find a way to do it i will add it to D2 if possible. :)
We could add more to the RES files but then everyone has to update the RES files again each time a new one is added, so i would suggest if you have some good texs then submit them to TD and when we have collected a few good samples we can make a big update and distribute it. I think the MXU files offer a big new selection to keep us going for a while before we need to start updating them.
I wanted to test all the EST files thoroughly before release but that will take some time, so since 7 nats have already been released (there is 1 EST for each track with trees in) i think we will start by releasing those, sometime today. Then as they get tested with each new track we can release the new ones.
Hope that works for everybody. :)
Laurie
I think he made a new folder somewhere and changed a line a the .scn file to get cutsom track detail in, i tried it but it didnt have any. How big can they be?
...will you be able to export the objects for us to use? :-\
Quote from: VMX_GravityX2 on January 13, 2005, 04:15:56 AM
...will you be able to export the objects for us to use? :-\
Well, I'm sorry but no. There is a small chance that we could make an extended RES file someday that has these objects in them but we won't be extracting them and handing them out. Even the SLTs are not safe to distribute (we found that out the hard way!) and that's why the bikes are packaged for use with BikeSwitcher.
Sorry, I know you really want to use them but handing out objects would be like handing out disp maps and textures, and we don't want to do that.
Jeff
His right...i know... meybe u can make stock object replacements?
A lot of things are possible, who knows. But the limiting factor right now is time. We have so many ideas and things we want to do but never enough time to do them. Right now we are committed to getting these MXU tracks out, after that, who knows what's next. Anyways, didn't mean detour this topic. :)
Jeff
Well you guys did it.
I had taken everything off the PC that had to do anything with MCM2 because of a reformat. I wasn't really going to put it back on for a while if ever. Then I saw the MXU tracks and the new d2 and well.....it's back on now!
I gotta learn some of the things you guys did on those tracks. I don't care about the animations or really about the objects even thought I would love to have them in a creation pallet to put into projects later. I like the textures...I mean that's my focal point on a track I design anyway. That and the realism in the dis maps not too mention the trees. You guys got me hooked again I think.....I just need some of this new stuff to inpisre me into another creation and bring my projects to a new level to meet the level of perfections you guys protrayed through your talents in these tracks. I have been elevated once again by the TD crew to seek a higher standard of creation.
Thanks.........
I may only make 1 track every 2-4 months but I promise this community one thing for sure. If I don't think it comes to the level of the MXU tracks in detail and experience I won't release it!
Ummm.....
Shadows have a pink outline on tetures and object have pink lines in them...why?
What do I do now?
Thanks for the update Laurie!, this has given me some motivation to finish off my track with the higher res texture support and all, thanks :)
Quote from: RFJ_STC007 on January 14, 2005, 08:55:45 AM
Ummm.....
Shadows have a pink outline on tetures and object have pink lines in them...why?
What do I do now?
I have the same problem to, but it only shows pink on my transeparent objects in MCM2 on the (mipmap) textures from further distances, close up it's fine.
I'll take a screenshot and post it soon, my new crowd on the stadium is a good example.
Well the problem I had with pink showing up for the mipmaps has now been fixed when I disabled the (Don't convert Pink to alpha) option, this is while in MCM2, I still see a pink 1 pixel line showing in DilloToo, but that doesn't bother me if it's fine in MCM2.
BTW I like the new mipmap method then the older DilloToo, the textures show up like Armadillo now ;)
STC Can you give me more details on what you did and where the pink is. Twisted your comments give me a good idea what's happenning, i will have to take another look at it.
This is because D2 is now set up to work with 32bit TGAs for transparency. So if you rework your texs to 32bit TGA and use black/white in the alpha channel - black where the pink is and white everywhere else then you will avoid this problem. Also if you check the Pack log option and send me the Pack.log file from a problem track - that might give me an idea what's going on with the textures.
Laurie
See if you can figure that out?
(http://alumniblinds.com/MGT%20pics/thepinkstuff.jpg)
when i make mask layer in dillo2 it gets some wierd colors on the shadow.. maybe thats it i just make it greyscale in photoshop..
Yeah just export the shadow map and change it to grey scale in PSP or Photoshop then import it back to DilloToo, It should fix the color problems. I'll give this a try soon myself.
Hmm you got me there, i'll have to try that out myself. The shadow in D2 should be only black and white so i'm not sure how pink is even getting in there.
Laurie
Sometimes when I have bales on my track, the color of the bales burns into the track shadows. But I just greyscale em.
yep i had that problem ages ago only with objects, they all left a hint of there color behind, but it didnt do it all the time.
Ian.
I had it to with some eco's but it came out pretty good cuz the eco had some pink flowers... :P
well i found out that it is the alpha layer that cast funny colors..
this has happened to everyversion of d2 i have gotten. half on the menu's gets cut off. what do i do to fix this ?
(http://vmx-racing.com/vmx/cutoff.jpg)
Try to change resolution?
Have you messed with your DPI setting under the video properties? Normal is 96 DPI. Changing that setting can really mess up programs.
Bruce
I have not messed with it. heck i dont even know where to find it at ;D
well i guess it is my resolution. i had it at 800x600, then i changed it to 1024 and its perfect. Does anyone who has a 800x600 sized monitor have this problem ?
You should be able to run 1024X768 just fine. I would think.
Well thanks for the feedback guys, i didn't know anything about the colored shadows until now something else i will have to look at. It never showed up on the testing i did but it is obviously a problem.
I'll have to take a look at the cut-off menu problem too - it's only happening on smaller screen resolutions?
Laurie
yes only 800x600
I run at 800x600 but hav to go higher to get rid of the same prob as DUB,kinda gets annoying, but doesnt bother me tooo much :P