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Messages - MX45

#1
Hey Noel!

Long time no talk. Good to see you.
Its been a while since I last stopped in to TD forums, talk about taking a trip down memory lane.

I'm still busy making mx games, but getting paid for it now days 8-)
Thanks to TD for making it all possible. Hope everyone is doing good.

-Mike
#2
General Discussion / Re: MX vs ATV Untamed
January 19, 2008, 04:02:53 AM
Paul, the ps2 version is a different game all together.

Thanks for the compliment on the tracks, Blue.
#3
General Discussion / Re: MX vs ATV Untamed
January 19, 2008, 02:12:39 AM
Paul, every single sentence you said is false.
#4
I have no response.
Not being politically correct, but because you're right.
Anyway, we're trying.
#5
sweet.

Nikhil, I'd like to learn how you're doing your spline also.
#6
My guess is you will have to do your whole dance each and every time you make a change to you disp or grid res. Since all that info is in the .trn, and as far as I know only Armadillo and the RBW Unleashed editor build terrain, not UE 2 yet.

Thats awesome you're using different 3 unique tiles.
#7
Wow, a million things going on in this thread. All good conversation though, so thanks everyone for being mature.

Ok, I'm not a spokes person for rainbow in anyway, I'm jsut a grunt. But I'm loud and stuborn, and I use those qualities to try and influence things towards a direction all our core mcm and mva gamers would like.
As for MVA:PC, Beenox did the port. It was entirely in their hands, we gave them feedback but they decided how to handle that feedback.
As for what goes on at Rainbow, we always want what you want. We got alot of moto gamers as well as real moto racers here all with a ton of talent. Unfortunately, like any buisiness, the guys in the suits and ties make the final calls, in our case it comes from THQ.
What we are trying to do is build up the community again, pretty much from the ground up. Which is the reason for the track contest. This contest is from the hearts of individuals at rainbow, not the corporation. Its just the first step of many that we hope will give faith back to our community.

Mike, I would love to see a track from you! Good to see you're even around.
Paul, different dev kits vary in price, but $20,000 is a good average.
#8
Very cool. I can't wait to check this out.

Thanks for everything TD.
#9
Nice Laurie, the 'max like' navigation is awesome!
#10
Sorry for the panic. That was all  my fault I was missing the export mx_bike step.
#11
oh wow, I didnt realize you the bike and rider animations were imported/exported seperately. I'm sure that's the fix  :-[

I will try it this evening.
#12
I may have found bug exporting bike animation in v1.05.

For instance, my kod replacement. I load from $siktrix.pak (created from v1.04). I then try and export this single kod trick. All other pak files are stock except this exported trick pak. In game the kod trick does the body animation as I have animated, but the bike animation does the stock kod animation.
I tried exporting with 'edit rider' checked and 'edit bike' checked, as well as having tween all parts checked. Each of those exports give me the result of mod rider animation, but stock bike animation.
#13
I PM'ed you with a link to my trick file.

Using v1.04
model: MXS 450 F KS 450 FPC 1
saving to $siktrix
The problem is only in game, not visible in the editor.

My guess to the problems is that the Y axis is not inline with the forks.

These 3 pics replace the tsunami. The forks appear to be slightly out of place, if at all. (tweened al parts into pose, tweened all parts out of pose. Thats all it is animated).




This next pic replaces the nacnac. Obvious issues. (static, no animation)


This replaces the KOD. It seems the forks are back a bit. (fully tuned animation)

#14
Hey Crash, good to see ya. To go back to stock rename, move, or delete your $sicktrix.pak from the data folder. Next time you open STU it'll read from the stock files. Just save in STU and you'll have a new $sicktrix.pak file created. This worked for me. To share tricks give them your $sicktrix.pak file. I do not think there is a way to release single tricks.?
#15
I've got the same problem editing the nacnac into a whip
#16
General Discussion MVA / Re: So much has changed...
February 02, 2007, 04:16:45 AM
Hey Rich, good to see you around.

In MVA you do the back flip by holding the 'stunt modifier button' and right off the lip of a jump you lean forward then back, kinda like a reverse preload motion.
Holding the stunt modifier button (usually a right trigger on a game pad) and hitting left,right off a lip will let you do a 360 to the right. Move right, left to do a 360 to the left.
By the way, the stunt modifier button also gives you variation on the normal stunts. For instance, Up and stunt button 1 with do a certain trick, while up, stunt button 1 and the stunt mod button with give you an entirely different trick. You can also change your trick list in the stunt mapping under options.

Hope you get it figured out.
#17
Great fixes and additions Laurie. The bike animations saves and exports fine for me.
The viewport navigation is nice, but I've got a few bugs with it. 

Quotei added the Alt and Ctrl key functions that Mike asked for, these work with any mouse button pressed to rotate or shift the whole view
It seems like alt or ctrl is supposed to work WITH a mouse button? For me, I just have to press ctrl or alt, and move the mouse. No mouse button is pressed and the view moves. Not sure if this is how you meant it, or if its just a bug with me. But I'd rather have to press a mouse button along with a key.

Also when rotating or panning, the view jumps to my mouse position as soon as I hit ctrl or alt. For instance, Ill be in the left view and go to rotate and jump to a twisted underside view if the mouse is in the bottom of the screen. I meant for the view to rotate (or pan) relative to your current view. As it is, it seems to be based on your mouse position, not movement.

So how about a ctrl+z, and more than 1 undo step? :D

Thanks again
#18
middle mouse botton pans or moves or your veiw port
alt+middle mouse button rotates your veiwport
ctrl+middle mouse button moves your view port twice as fast (not really needed for this)
ctrl+alt+middle mouse botton zooms in/out]

The stock Unleashed editor uses similar controls, but they are slightly different from max. Ctrl instead of alt, left button instead of the middle one (I believe). It may be better to use those controls since more people will likey be familiar with that navigation.
#19
This works great for me Laurie. I havnt exported and tried a trick yet, but the tool itself is amazing.

"help file - whats new? - Its all new"  lol

A few things though. Can the bike be made to animate in those stock tricks with no bike animation? I notice the button is greyed out unless the stock trick already has bike animation. Also, like the mcm2 version, I hope for 3dmax-like view navigation with the combination of ctrl, alt, and the mouse. How about some simple hot keys? ctrl+z doenst seem to work. On that note, if the undo went back unlimited or a set number of steps, that would be great to. As is it is undo/redo. All just suggestions :D

Now I can get to work on a mva music video!
http://www.mxshortbus.com/images/YMCAmcm.WMV
#20
General Discussion MVA / Re: Lobby picture not showing
November 09, 2006, 09:58:39 PM
I'm pretty sure I've seen tracks by cR and RaceX with an in-game pic.  Though I'm not sure if it was in single player or online.

I'd like to know where you got the info on how to do this, velcro.