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Messages - Garasaki

#1
Well the thing with MXS is the challenge of riding it does pay off.  The game honestly gets more fun and feels more realistic the more you play it.  It definately makes you want to throw your controller thru the monitor sometimes...well a lot at first.

If you've seen some of the vids of MXS, like by mittocs or DJ Diehl 777 for instance, you can kinda see why people are so into it.

I think I kinda get the whole development thing - you and JLV probably think a lot alike, and he is very slow to allow any other hands on his project.

You've definately got some noble ambitions.  Let us know if you need any help!!
#2
Well I'm not sure that there was anything in particular you might take away from MXS, other then the fact that it's a MX game built on a free game engine. 

Selfishly, I'd rather see 2 brillant minds working together to produce a single MX game then see 2 brillant minds working independantly to produce 2 MX games - since basically it's the same set of problems you'd both be encountering, rather then solving them twice, you could solve them twice as fast (or twice as good!). 

That's a simplistic point of view though.
#3
Um, it's not only for ATV's is it????   ::)

Have you payed any attention to MX Simulator>?
#4
Track Creators / Re: Disp Map Gaps
May 05, 2009, 12:55:56 PM
The disp map tears are, as Laurie described, a result of loading the disp directly into UE2. 

Laurie described a good approach, where you live with the tears until your disp testing is done, then go thru the rigamorole of creating all the tiles in the MvA editor just once at the end.
#5
Wow that's crazy - Twisteddirt MX game.  Are the physics any different from MvA?

I mean other then tweaking the gravity values and what not.
#6
Change the "in game name" of an activity.  I don't think it's possible right now.

FYI the method for making the overlay texture right now simply replaces the dxt with a tga - the game will automatically read the tga.  So your solution may not need to be as complicated as you think??
#7
Hey Laurie,

Can you make it so the overlay texture reads targa's in addition to .dxt's?

Can you make it possible to rename an activity rather then just forcing the original project name onto it if it gets renamed?

I think I had some other idea's too...I'll have to try to recall them.
#8
Dude, the disp map thing is huge.  It makes working with multiple tiles so much easier.  Even though the tears are there, you can still test with the click of a button, instead of having to open a 2 different programs, 3 files, export import etc.  So awesome!!!
#9
It sounds like you are tying to replace a total of 6 tiles???  2 for your track then 4 for the surrounding tiles?

A few points - you need to "replace" individual tiles once you have imported them.  If you have not done this, what JPR is describing will happen.  You can open tiles unlimited times if you answer no to the replacing question.

If you just want a concrete texture, you can apply it to the blank "stock" tiles rather then importing a whole tile.  I mean is there any particular reason you need 4 different tiles with concrete textures, or would just applying the texture to the remaining 23 tiles be enough??

It definately sounds to me like you are running against the 6 tile limit and that's what is screwin ya up.

As far as starting from a new file, there's really no good reason to have to do that, but if you do I'd suggest starting a blank file in RBW then working from that in UE2.
#10
Hmmm

Frankly that was a bit confusing but I think I get the gist of what you are saying.  I'll have to try that.

#11
Yeah it's a nasty little error.  cntl alt delete ftw!!

Maybe no27 has it right, maybe it's when you try to grab a node and miss.

Otherwise it just happens when I'm tryign to move individual nodes (by node, I mean one of the 3 points that makes up what you would probably call a spline node).

Whilst I'm bug reporting, if you load up a disp map and texture into RBW on both the perimeter tile and main tile, then open the project in UE2 and export those 2 tiles out, the perimeter tile will export with the correct displacement map and the the wrong texture - it takes the texture of the main tile.

PS Your program is awesome Laurie, thanks a bunch.
#12
If I may, my biggest frustration right now with UE2 is that it will crash while you are manipulating spline points.

It's hard to pinpoint what causes the crash, it will just suddenly happen while you are working your way thru your track.

When making multi tile or even standard style HD tracks the math dosen't seem to work out on the scaling procedure as easily as it should, so I often end up having to move each node on the track at least a little bit.  If it weren't for the crashes, it would only take a few minutes to do....
#13
Awwwwwwwwwwwwwwwwwww

snap!!

Another piece of the puzzle falls into place.

Freakin awesome.
#14
Importing disp maps would be a HUGE boost to UE2.

Any word?  :D
#15
General Discussion / Re: MVA vs. MCM2 (and others)
December 28, 2007, 12:31:36 PM
I really try to avoid these types of conversations, because everything is opinion based.  No one has a WRONG opinion - every opinion is "right" and owned by the person who has that opinion.  I'm not trying to say one game is better then another, you play whatever makes you happy, I'll do the same, but I really felt it necessary to add a few comments

(btw Twisted MX is my favorite track for any mx game ever - I've spent literally DAYs riding that track!)

Quote from: AUS_Twisted on December 13, 2007, 09:57:57 PM
* Better MP then all the others (Rider collision option)

I don't play MP at all, but from everything I hear there are a lot of reasons MCM2 had better multiplayer - and I think the poor MP experience on MvA prevent it from ever having a strong "community" like mcm2

Quote from: AUS_Twisted on December 13, 2007, 09:57:57 PM
* Track editor that allowed custom objects, even though adding custom objects at first was annoying until Jeff and Bruce made APM. Also the object scriptor by Jeff to render shadows in 3D Max finished things off nicely.
* Later on in MCM2's life Dillo Too by Laurie which pretty much let you change anything that MCM2 allowed in a track.

MvA allows custom objects, and has a fully functioning "Dillo Too" by Laurie.  MvA actually supports more features then MCM2 from a trackmaking side (far as I can figure), provided you have the patience and perserverance to learn how to use them - ie unique tiles placeable at 25 locations on a track, custom objects, better eco, etc. 

MvA trackmaking has a lot of untapped potential.  It's sort of ironic - the user friendly editor is really what kills MvA trackmaking (terrible quality tracks constantly being released which makes hardcore guys not want to release their tracks) but it also opened a lot of doors...

Quote from: AUS_Twisted on December 13, 2007, 09:57:57 PM
* Replays, saving and watching replays after a race is such a needed feature for MP.

This is the biggest thing I miss in MvA.  I used to love riding and then trying to get awesome screenshots in the replay.  Something you really take for granted until it's gone!

Quote from: AUS_Twisted on December 13, 2007, 09:57:57 PM
* The ease of using custom bike and rider skins.

A few more hoops to jump thru, but MvA supports both.  IMO the graphics are better in MvA so the skins look better, but that's just my opinion.

Quote from: AUS_Twisted on December 13, 2007, 09:57:57 PM
* MCM2 had a far better menu layout and it was also limited to 640x480 res.

lol can't hardly argue with that.  Menu's are TERRIBLE in MvA.

Anyway that's just my 2 cents.  MvA sure isn't perfect but I do really enjoy playing it.  The physics really set it apart to me.

It's unfortunate that the stock physics are absolutely terrible.  The SIM physics really make it a new game.  For me, the jump physics that I remember from MCM2 are still superior to the jump physics in MvA (although when I recently played MCM2 again they didn't feel as good as I remembered them).  But the edge there is slight - and only noticable in some situations, like hip jumps.

The turning, bump, and whoop physics are head and shoulders above MCM2 to me.

All in all, it's up to track creator's to take advantage of the physics and create tracks that emphasize the games strong points and smooth over it's rough parts.  MCM2 had lots of creators, and continually developed new ones, that could do that - VET DC, Spodeboy, 51, Sky99, DIZ no rebase, many of the AUS guys, etc.  Creators of that caliber are rare in MvA  :-\


#16
I would suggest you start by getting ahold of the "SIM physics" which provide a much more realistic experience.

Then download anything my Jagmstr.

You will probably find a more active community for MvA at www.motocrossgamingforums.com
#17
Add the .pak file that the track comes as to your:

/data/user tracks

folder in your mva directory.
#18
Track Creators / Re: MVA Track Project(s)
December 11, 2007, 05:20:58 PM
Quote from: MessiaH on December 11, 2007, 12:18:12 PM
It just opens so many locked doors for track builders.

Amen to that.

Object shadows from UE2 worked pretty good for me.  Not perfect (like banner with the "legs" sunk below ground level - the legs appeared in the shadows) and they were quite blocky, but I was sort of past the point of caring too much.

The veg shadows from eu2 were quite superior to the RBW shadows, IMO.

I did the veg shadows quite similar to Messiah, although I also added noise to them before each blur.  I think, if I didn't have a deadline to work under, I would have really worked to get (more) realistic veg shadows, like with light peaking thru here and there, but just plain didn't have time.
#19
Quote from: mcm2boys on December 04, 2007, 04:27:01 AM
To change the dropgate just add a dropgate to your track and if it is a 'good' drop gate ie one that MVA recognizes as dropgate, then UE2 will ask if you want to add it to the (currently selected) ATY. UE2 will then not add it to the SCN file but will show it at the Start position of the current spline. Just come to me that it might not get shown again if you change ATYs though.

Oh that's simple...I didn't know that though.

Quote from: mcm2boys on December 04, 2007, 04:27:01 AMI have added minmaps in version 0.9.1.18 at the top, theres a button to generate minimaps, i must admit they aren't too hot, but you can at least also import and export them, so you can create one to use as a template and then reload it once you've tidied it up..

I was not able to get my generated minimap to show ingame ever.  I was screwing around with it at the 11th hour last night, and I saw that there was an extra line added to the .dxm file that the minimap corresponds to.  I deleted that line but the minimap still didn't show.  And it reset my spline to well nothing it appeared.

Personally I really dislike (especially the fancy smancy ones people put on their tracks) the minimap to begin with so I didn't really sweat it not working.
#20
Dropgate would be good...my track aint got one but I had bigger fish to fry...