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

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Messages - JvdL

#1
General Discussion / Re: New TD forum looks
August 20, 2014, 07:06:04 AM
Sorry, haven't had an eye on the forum for a bit.. Only just caught your question.

What type/how big of adjustments are we talking about that would be needed per browser?
#2
Quote from: mcm2boys on August 19, 2014, 08:03:04 AMThat normal map looks a lot like it would go on the Shima, did you make it?
Looks like the nVidia normal plugin on top of the diffuse. Would look quite odd when applied accordingly.

I am currently making a bake for Jamie's Fox V4 helmet, which is almost done.

Also working on a higher poly model for the plastics of the Takashi bike to render a AO map... Would be interesting if we could implement normals on the bikes, seeing i would be able to provide these quite fast. Though not 100% sure it's "worth" all the time it'd consume on both our ends (making normal implantation possible, and creating the normal itself).
#3
General Discussion / Re: New TD forum looks
August 05, 2014, 02:51:47 PM
Quote from: mcm2boys on August 05, 2014, 02:46:30 PM
Just tried it with Chrome and even with the opacity disabled if i scroll fast there are blocks that don't get drawn properly sometimes. Never did like chrome.  :)

Seems like it is just slow at drawing..

Also i don't see the TwistedD.I.R.T. text along the left side in chrome on my phone but i do in the regular android internet browser.
Never had this issue, and I don't exerpience it currently.

Can zoom all I want, and move as fast I want, it's all there within the blink of an eye.

So looks like it's fixed, at least for my end. Thanks! Now i'll have something to do again when I'm using public transport :P
#4
General Discussion / Re: New TD forum looks
August 05, 2014, 02:45:40 PM
This is from by phone browser. Everything seems ok now apart from the quick reply box width. For the rest I don't see any issues on chrome for android.
#5
General Discussion / Re: New TD forum looks
August 05, 2014, 02:17:55 PM
Just trying to help by giving a few tips on how you could easily sort device display issues the correct way. It's pretty common these days that CSS files are armed with CSS information for specific device types. I mean, we live in 2014 after all and pretty much all households have a mobile phone or a tablet (that might even get used more often than a PC). Personally have applied this to all my client websites of the last 2 years.

@media
only screen and (min-width: 769px) and (max-width: 1024px) {

YOUR CSS HERE

}


This is just a example.. Can go as far as even defining pixel ratio and DPI, all to ensure proper (retina ready) display for your website when viewed on various devices.
#6
General Discussion / Re: New TD forum looks
August 05, 2014, 10:18:01 AM
Guess the theme just isn't set up properly for mobile or tablet at all. At least when I build websites I always add multiple screen width ranges in the CSS which change the settings for key objects per frame width. This can easily be tested by re-sizing the browser window on your PC. Doing this for the current theme that is being ran on here, it does not look pretty.

Old theme worked perfectly fine. :)

PS. Working with %'s instead of solid numbers also does wonders.
#7
General Discussion / Re: New TD forum looks
August 05, 2014, 07:00:20 AM
Using the latest Android on a HTC One here with the Chrome browser installed on it. As soon as you start zooming stuff starts disappearing. Posts being cut off in the middle, and unable to reach the end of the page where you could switch to another page within the post.

Jamie experienced the same issue on his Android phone.

Sent you two screenshots trough mail, if I still have your correct address.
#8
Quote from: mototank on August 04, 2014, 08:31:43 PMi found a bug that more than just myself are experiencing. it is where if you have custom honda 450 ( or any other bike i assume) in both dlc14 and dlc15 ( prob dlc16 too) it will only show the one you have equip even though others might be using a separate dlc. so like if i hav dlc14 honda i'll see only dlc14 honda's on everyone else even if they are using a dlc15 honda. i dont know if others have noticed that aswell. let me know if you dont understand.
There was a similar issue for the rider gears. But that got fixed by Laurie.

In all honesty, I dont think Jamie and I tested different bike DLC packages together... Sorry laurie! :(

Will see if I can test this with Jamie.

Quote from: karpuha on August 04, 2014, 03:29:38 PMHi JvdL your graphics over a clear, what settings you use for Ps?
For bikes I use 2048x1024px maps, saved as 24-bit BMP's.

The reason my work looks clean(er) is because I use vectors for nearly everything. This is a format that will allow you to transform (scale/rotate/skew/warp/etc) any given object without quality loss. So this is a HUGE plus when placing down logo's for example.

Think Jamie already mentioned it before. ;)

Quote from: mototank on August 05, 2014, 01:12:11 AMi have only encountered this issue with bikes, i havent worked with anything else. also the on the kx450f the kawasaki name on the seat isnt backwards in if you were to go into bike select via motocareer but in-game the name is backwards im so confused.
This has to do with the fact that in menu, and in game models, are different from eachother.

Look at my KTM for example. The fork guard decals seem mirrored in the menu, but are perfectly fine while riding. This sadly is an issue we won't be able to fix until we can swap model files.

My advice is to make the in game version look like how you want it, seeing that will be what is in your screen most of the time.
#9
General Discussion / New TD forum looks
August 04, 2014, 11:44:16 AM
Nice work with the make over applied to the forums.. Though I ran into two slight problems;

1/ Images posted within a post have an alpha applied to it as well. Not too fond of this in all honesty.

2/ Browsing the forum on a smartphone became rather problematic. I'm unable to do anything with the forum on Android (did not have this problem with the previous version of the forum).
#10
Some very wise words that came with the DLC creator..

Quote from: mcm2boys on July 18, 2014, 12:54:26 PMWarning: Using this program and the DLC packages that it generates will almost certainly cause your profile to be reset at some point. To avoid this you will need to deselect any custom rider/vehicle skins from the in-game Garage before you remove or replace any DLC packages. If Reflex tries to load a skin that is no longer available to it, then the game will crash and your profile will be reset.

Think at this point the easiest fix for you is to backup your save file, delete the original, start an entire new save and see if the problem persists.
#11
Can you post a picture of the texture/skin itself?
#12
How about some normal maps? Anyone worked on these yet, other than Jamie and myself? Its really the crown on any type of gear and helps bring the whole package to life.

Bikes sadly make no use of normals, but a proper effects texture is the difference between having a old mopped or a brand new ready to race super machine! Can control stuff such as mud overlay, illumination and levels of reflection with these.
#13
This is not to sound like a total dick to you guys posting textures here.. But really, it looks like most of you are rushing your work to bits, taking the easy way by just copy pasting images on top of one another. A route I would strongly recommend AVOIDING! It's not a race who can produce the most at the fastest pace. So please, do not treat it as so. Invest time in your work, and make your texture a keeper, instead of one getting tossed in the bin as soon as something new comes along.

Some of the stuff I've been working on for a while now..

JVDL KTM Team Kit

(NOTE: The forkguards appear flipped in the menu, but are perfectly fine when using the graphic kit in game. Rainbow made an error on the UVW for the high polygon menu model.)

All 2013 to 2014 Shift Faction gears + extra's

#14
Thank you very much for your endless support Laurie. It's greatly appreciated <3
#15
I've been playing in siktrix with Air movement for REV. Seems to work fast and accurate.

The only problem I encountered is the fork separation. But this was already mentioned by Shadow on how to fix this. I'm using his method and it seems to do the trick. :)


Now, towards my question. Changing the animations for general bike/rider control means a lot of repetitive work. To reduce some of this work, would it be possible to "flip" animations? As in when the rider is leaning to the left, would it be possible to flip the movement around making him lean towards the right side instead? i have not found such function in Siktrix and I'm not asking for such function either. As it simply is not worth the effort seeing it will only be used on rare occasions.

What I am asking for though is this: Is it possible to read the MOT files in some sort of editor in which I can read the co-ords of axis in plane numbers/text?
#16
Watch the official REV trailer.
(Not sure how to get video's working here?)

Put the kids to bed, let the microwave dinner burn; the riders are at the start gate...

As the new season of Motocross draws near, get ready to dust off your old copy of 'Mx Vs Atv: Unleashed' for PC and go bar to bar with a fresh new update called REV.

At first glance REV is simply an expansion pack for 'Mx Vs Atv: Unleashed' on the PC. Underneath, it is so much more. REV features a new realistic physics engine, improved collision system and great online play. It also contains brand new 2010 factory bikes and kits to keep the game up to date. REV also features a clear new menu setup, greatly improved in game HUD and graphical enhancements. For full details on the contents of the expansion, please read the forums.

REV will be supported by frequent updates including new bikes, kits, tracks and other improvements. Check back here once in a while to keep up with the latest instalments.

So get ready to use realistic physics and rise the ranks and become the top Motocross racer. Use engine breaking, scrubbing and proper weight distribution to edge out the competition. Let the 30 second board fall sideways, REV your engine and prepare to immerse yourself in the most authentic Motocross experience yet.

See you at the start gate!


Download REV for MX vs ATV Unleashed (PC)

Link not working so I added one:
http://mxg-hq.com/rev/
#17
Quote from: mcm2boys on July 19, 2009, 02:44:43 PM
QuoteAs I certainly don't want to put even more of a work load on your shoulders.
it's no problem, if you're still stuck with it just drop the file over..

..and don't you have quite a workload yourself.. :)
Thanks, really appreciate your help.

And well. I do. But that doesn't mean I have to saddle up some extra work for you now does it? ;)
#18
Quote from: mcm2boys on July 19, 2009, 04:45:41 AM
To my knowledge only the LIB and PCO files are used for giving physics properties to moving objects. They are linked to each other in the TOY file. It could be the editor not PAKing the right files or making the right links but i don't think there are any other links. It's been a while since i wrote that stuff so i could be missing something, maybe send me the PAK to look through to help find the root of the problem..
I'll mess some more with it, hopefully finding the answer. As I certainly don't want to put even more of a work load on your shoulders.
Quote from: mcm2boys on July 19, 2009, 04:45:41 AM
Which editor are you using to pack the track?
Both the stock editor as well as UE2.
#19
Quote from: mcm2boys on July 17, 2009, 02:30:05 AM
There's nothing in the COL file except collision data it's all numeric data, another thing that comes to mind is that you need to change the name in the PCO itself as well as the file name, usually in the section [PhysicsPart1] a variable not too surprisingly called 'name'.

If you change the file name UE2 will pack it based on the LIB data (not sure about UE), but the game might not find the PCO if that 'name=xxxx' line isn't right in the PCO.
One step ahead of you. Already did this for the very first test. It just refuses to work this way.

So again, that brings me to the conclusion that that same filename/PCO name has to be wrtten down somewhere else as well. But if it isn't in the COL file.. Where could it be?
#20
Quote from: mcm2boys on July 15, 2009, 03:29:24 PMthe other thing to make sure of is that the PCO file is in the '%mva%\media\PCO' folder
That is the first thing I check when stuff goes fubar. Is everything there where it needs to be. And it is.

I think the PCO file assignment is written in a different file that has to do with object in general. Most probably the COL file?

Why do I think so? Because the collision is complete gone when I try to use the LIB entry shown before. This means the object is still searching for a PCO it can not find. Even though according to the LIB file it should look for a file that is right infront of it's nose. This to me is and indication that the LIB file isn't the only file used for assignments (afterall, the LIB is only used to display objects in the editor).

Is there any way to make the COL files readable so I would be able to investigate?