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Messages - cR

#1
Quote from: mcm2boys on October 13, 2007, 11:23:54 AM
Sounds like you might have some line spaces in the SLT lines between the data lines or maybe there needs to be an extra Carriage Return at the end of the file.. Can't see much else could be a problem since it is obviously reading the texture info OK.. If you're still having trouble then i can convert the objects for you..

I'm 100% sure the problem is not within the SLT files. I tried the ones that worked before I formatted, tried newly created ones and even tried some from mcmfactory and they all won't work (same error). Is there something that has to be updated? Like .NET framework or something?
#2
Quote from: mcm2boys on October 08, 2007, 06:39:28 AM
ok we know the SLTs are ok since Paul and I can convert them, so the problem sounds like the setup of your machines. Do you have the helper (s2dhelp.dll) DLL installed in the same folder as the EXE?

Maybe it's file path to your SLTs (do they contain any weird characters - maybe spaces though that shouldn't make any difference), or the read/write permissions on the files/folders, they aren't in zip files (that appear as folders in Explorer) are they? Do you get any output after the read error in the conversion log screen? Finally, make sure no other progs are using the SLT files at the same time because the converter probably won't like that either..

Maybe a copy/paste of the error log might help..

I tried multiple paths, most of them simple and without any special chars, the read/write permissions are ok and the files aren't in a zip. Everything gets converted/created except for the DXG.

QuoteReading SLT
Processing texture cR_Bale_ThorMX.tga
Created DXT format
Texture saved
Saved DXT file
Saved DXM file
There was a problem reading the SLT

Lib extract created
#3
On my PC I run XP and the convertor used to work (before I formatted and re-installed XP Pro) and on my laptop I run Vista. Both give the same error and running them as admin (wich it should do anyways?) doesn't have any effect.
#4
I have DX 9.0c installed on both and I have the d3dx8.dll
#5
I just made some new objects and exported them to SLT's using 3D Max 3 following the except same steps I allways did but the convertor keeps saying 'there was a problem reading the SLT'.

Here are 2 bales that I can't convert:

www.cr-creations.net/Bales.rar

Can someone have a look at them and see if anything is wrong?

Edit: I believe the SLT's I made aren't the problem. Someone else tried to convert them and it worked. I just formatted my pc a week or so ago and it doesn't work on it anymore (used to work). I also tried it on my new laptop and same error there.
#6
I just teamed up with Wake and we started working on a Maxscript that will get all coordinates from objects in a scene and write them to a text file to be copy/pasted into the .SCN but what is UpVector? I take it that LookVector is the rotation? Oh and Max uses XYZ but how does it need to be formatted for MvA? XZY right?
#7
Quote from: mcm2boys on August 25, 2007, 02:25:00 AM
When i look at the alpha TGA i don't see a gradient..

That's weird... oh well, I'll give it another try. Thanks for looking at it anyway :).
#8
I got them to work now, I forgot to place the PCO files in the pco folder.

Yeah this object is transparent but not how it should be (the alpha has a gradient).

And why are there 2 collision files (f and m) for every object?
#9
Quote from: mcm2boys on August 24, 2007, 01:46:49 AM
Do you have problems if you use just 1 of the ramps and the shared tex?

placing just 1 of the ramps or bales didn't work either.

Here's a rar with all files for the ramps, bales and the test object for 32bit textures.

www.cr-creations.net/uploads/models.rar
#10
Ahhhh I forgot about that line! (It's been a long time since I textured any SLT's  :P). I'll try that out in a bit.

Edit: 'TextureFormat=4444' did not work  :(

And I just ran into a problem. I've modeled 2 bales wich are both use the same texture (512x512) and 2 ramps sharing 1 texture (1024x1024) aswell. They all show up in the editor and look perfect but as soon as I try out a testride or export the editor (Unleashed Editor) crashes. Any idea why it crashes? I tried it with the model that comes with UniBastad and I had no problems with it.
#11
SLTtoDXG works great for me, no errors or anything but it's lacking one thing... it can't convert 32bit TGA's. Is it going to support them in the future? It would be usefull for skinners aswell.
#12
General Discussion MVA / Re: TD MVA tools in the work...
September 19, 2006, 07:51:09 AM
Like the last time... I knew how to convert SLT's and get them back into 3D Max or any program and some of you TD guys basicly made me out as a rippe. Afraid they got ripped and used in Mr3? But ripping from Mr3 and putting in MCM2 was ok, anyways that was a long time ago so I'll leave it alone now. I don't really care about beeing banned here or not. All I want is to be able to create some new bike models, or make some new custom objects for tracks (with or without col files for now).
#13
General Discussion MVA / Re: TD MVA tools in the work...
September 18, 2006, 07:16:29 PM
Quote from: Fixer on September 18, 2006, 04:39:34 PM
Quote from: cR on September 18, 2006, 01:19:14 PM
What's the hold up for an I/O DXG script/plugin for 3D Max? Or at least one for that crappy milkshape or something...

There is no hold up... all you have to do is make one.

Good reply Fixer,  I wish I could make one but I'm just an artist not a coder, so I can't make one. I know that you TD guys (or at least one of you) knows the f*cking format... you converted them to SLT so why not release some info or something... and don't give any bullsh*t that you don't know or anything..., like starting a thread at MvA Central about how to figure out the format on files while you allready f*cking know. you converted them to SLT so you at least know about the format so give up something, if it's not a tool or a plugin then AT LEAST shed some light to us about the file format so whe can try to get someone from outside the community to help us... or are you afraid someone else will take credit for something you COULD have done...
#14
General Discussion MVA / Re: TD MVA tools in the work...
September 18, 2006, 01:19:14 PM
What's the hold up for an I/O DXG script/plugin for 3D Max? Or at least one for that crappy milkshape or something...
#15
General Discussion MVA / Re: Rain and fire!
September 17, 2006, 10:47:50 AM
Fire: http://www.cr-creations.net/mva/forum/index.php?showtopic=7

Anyways, you can't make these things in the MvA editor, you need MultiEx to do these things.
#16
Why do you guys keep saying that you don't know about the DXG and DXT file format? Even starting discussions to crack the formats...

You've converted them from MXU to MCM2 a long time ago now... so you can convert DXG to SLT and DXT to TGA, shouldn't be to hard for you then to make an application or something to do that backwards.

Oh and for the guys just reading this you might be thinking 'That was with MXU files not MvA', MXU files are the same as MvA.
#17
General Discussion MVA / Re: extras vehicules?
June 21, 2006, 10:42:35 AM
It's the Data\Veh\vehicles.dat file, delete all the ; symbols in front of the locked bikes. (Don't forget to delete them in front of the logos aswell)
#18
Meh you''r avatar looks like a copy/paste and a text added ontop of it... i'll give it a 2 if that's what you'r after?
#19
You forgot MX Unleashed, Extreme Biker (MotoX 2000), Motoracer 1, 2 and 3, MTX Mototrax, MX Superfly, Freestyle Metal X and there's some more I forgot the name off...
#20
Quote from: VRT_JPRLisbon_ on April 13, 2006, 05:57:12 PM
'orient to last object' , thats very good thing, help alot ,
and the costum objects is very good also , thx :)

Custom objects eh?

So you TD guys figured out the object files? That's awesome and makes me come to a request... could you supply us with some wireframes for the bikes?