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

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Messages - Mace-x

#2
ok, wait me, i`ll recompile the track as soon as i can ;)
#3
someone might need to check this.
http://www.fsdeveloper.com/wiki/index.php?title=Alpha_channel_creation_with_Photoshop#Drawing_the_alpha_channel

now i get what do you guys mean with alpha channel, wich is not the same as opacity :-[.
now i got my rgb. r, g, b, and alpha1

now`s working, thanks a lot and sorry, never used this type of stuff so i where a little bit lost :)
thanks for the constant suport bruce  ;D
#4
well, now i discovered that the extended bmp format does support alpha, now i have these 2 layers.



intensidad1 is the same base texture i use for the topdown.
capa 1 copia is thmy chromlum map at 60% opacity

i save it as a bmp but stills getting everything white...
sorry for all the questions bruce, it`s the first time i work with bmp formats and with this sistem of texturing :/

#5
what do you mean with it requires an alpha?
i mean, i have the chromlum map but where do i tell the compiler to use the alpha, i cant set different layers on the .bmp...
and bmp doesnt support transparency isnt it?
#6
edit:
im about to cry, my chromlum map doesnt work also, even if i have almos 100% black on it all i see is shiny as white stuff, removed the textures thinking that that could be but nope :(
im feel such as a noob, any tips? :-\

edit2:
the maskmap+textures is working, dont ask me why lol
i trying to get the chromlum map to wor now :S
#8
well, i've only used it with bmp and png, in 2048x2048.
bmp works perfectly but png crashes.
i've never used the other formats but i'll check as soon as i get back home.
thanks bruce!
#9
aaaah, now it makes sense, thanks a lot for the explanation, i'll get playing with it as soon as i can, thanks bruce!
#10
Well, i made this topic to know who`s working on tracks, to know their updates, to ask questions and ask for feedback.

right now im working on two tracks, both are remakes from mx simulator:

-Laguna caren, a track raced on chile for the mx2 wc, altrought i changed some things to suit reflex better so i wouldnt call it a replica anymore haha.
-Lost lands: a track inspired on the old mcm2 tracks, altrought im not sure of it really fits the physics of the game...

well, i`ve worked a lot on laguna caren and i think that is ready for some testing, here`s a beta is someone wants it, it`s on the slot 01 so be carefull to not overwrite another track!
http://www.mediafire.com/?8fxyr2ca4n429ya

hope you enjoy it as much as i am, later!  :D
Mace
#11
may i suggest the ability to read .png images, im used to use these type of images and for some reason ps doesnt allow me to save it as bmp, so i gotta get it into paint and export it in bmp and i pressume that i loose qualit in this process.
thanks  :)
#12
i think that i get it, thanks for the reply bruce :)
im pretty exited, disp done, im now getting into the textures :P

edit:
i cant understand this way of texturing, im used to the mx sim sistem, wich is decals, i believe that i gotta make a single big 2048 texture in ps using the disp map as reference and then save it as bmp and put it in the topdownmap rollout of the exporter?
i can see i at the distance and my ground now is brown instead of the grass but i still cant see my texture or trackpath or nothing.
i know a *#*#* of what is a maskmap and all the other things mentioned, could anyone be kind enough to explain how it works?
sorry for the noobness  ;D
#13
thanks a lot for that man, it`ll help a lot!

just for the record
i was trying to convert a 1024 disp map into a 2048 one, first time with a no hilly terrain worked nice, 2nd time with hills sucked, seems like you have to get whites and black`s from the heightmap of the track, nothing more or it`ll get those stairs...(dno if i explain myself well xD)
anyways, thanks a lot for the reply, the program will be so usefull!

edit:
it works very good, with smooth the jumps tend to preserve it`s form so im very happy with the results :)
why does the modified heightmap comes in green, brown and orange tones?
#14
sorry for double post, but seems like when you have steep hills on the side of a sx track or something like that you gotta setup the height value in about 20 in order to get the correct scale, but the track is all bumpy...
*#*#*!
any toughts?
#15
HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath did nothing, just trowed me a eror, i have a cd version but i dont have steam coz i hate that thing plus i cant acces internet everytime i want so i cant login everyime i want to play.

the database folder that i use is the main game one (C:\Program Files (x86)\THQ\MX vs ATV Reflex\Database)

any tip on how to convert a .png file into a decent bmp?
im getting lots of stairs and rought terrain that makes the track unplayable :/
#16
Quote from: DirtTwister on May 24, 2011, 12:58:48 AM
Quote from: Mace-x on May 23, 2011, 10:13:25 PM
had a problem :(

Where is your Steam Folder? and what does the registry entry HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath point to.

A temporary work around would be to create that folder that is in your error message and then copy the files from there to your true Steam folder.

Bruce (DirtTwister)

thanks a lot bruce, created the folder and copyed the track contents to the mva dir and voila!
this thing rocks!
#18
i cant tell how hapy i am, been waiting for it since i got reflex!
i`ll be checking it out as soon as i can, thanks a lot for the big effort, the support and the willing to share :)