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MX vs ATV Reflex PC Multi-Player back on line 10/8/2013.  Get Racing.

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Messages - aFACE

#1
*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)
#2
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?
#3
You know the rough conversion percentage from UEtoo?
#4
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.  :)
#5
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.
#6
explains why the compiler kept giving me an error.  ;)
#7
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.
#8
Quote from: Fallguy on January 28, 2011, 01:10:02 AM
Sims 2 has a  editor to open and mod DBPF pakage files"Reflex has same type files"Just need a plug in written? maybe to open Reflex files with Sims 2 editor?Might work... ;D
http://sims.ambertation.de/en//
Doesn't work. Tried it the first day the game was released. It's the same sort of file but it's Rainbows own version so it needs its own plugin/extractor.
#9
Just upgraded to a 1gb gtx 460 and already running a 2.8 i7 chip and it runs at 55-60 fps almost all the time.  That's a given with my specs but even with a crappy little 512mb ddr2 card it would run everything except nationals at 25-30 fps.

I like it so far but coming from playing it extensively on PS3 and seeing this is a 360 port (at least from the controller the game pictures) I can tell physics differences between the two.  This one has a little heavier front end which also results in a little more corner grip.

Can't wait to get a plug in for .package files and get to work.  8)
#10
this is aFACEm, ill try this out int he next couple of days and see if i can get it to work.