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Messages - wakestyle21

#1
I'm not understanding the process for adding a dropgate your way. Here's what I did:

First of all, I had to skin this as a new object instead of just adding a new DXT to my track because MVA wouldn't recognize the skin unless I put my track in the data folder instead of the usertracks folder.

I took the default startgate (THQsxdropgate.dxg) from the common.pak and renamed the 2 textures it points to inside the DXG. Now I have a red dropgate. I put all 5 files in my CustomModels folder (the DXG, 2 DXMs and 2 DXTs). I opened my track in UE2 and select the stock dropgate. then I selected my skinned gate from the object list on the left. I clicked the replace button and it replaced the stock dropgate with my skinned red one. Everything has worked awsome so far. I saved my track and took it for a test drive. The red dropgate is there and it looks good. I switched the activity to National and I show up on the line with all 5 guys lined up right next to me instead of being lindup in front of a gate, Not good. So the next thing I tried was exporting the activity2.aty file with multiex and editing the dropgate line to use my dropgate. I then replaced my tracks activity2.aty file with the edited one. I tested the track again and Everything is perfect. I didn't want to have to remember to do this everytime I export my track so I tried to add the modified aty to my track in UE2 by clicking add on the files tab. This seemed to work because there were no errors and still only 1 activity2.aty file. So I saved my track and tested again. I was back to having everybody lined up way too close to me again. I opened up the pak and the activity2.aty files still had THQsxdropgate as its dropgate so it didn't work.

UE2 never asked me if I wanted to add my dropgate to the ATY.

sorry for the long post just trying to give you all the details.

thanks
#2
Another thing that would be nice is the ability to change the name of the DropGate in the aty files. I have to open my track up with multiex to add this to my activity2.aty file:

[DropGate]
SLTName=RB06dropgate1
RotationAxisLocal=-1.000000,0.000000,0.000000
RotationAngleDegrees=60.000000
RotationRateInSeconds=0.150000

Skinning the dropgate as a new object is the only way i found to make it work ingame.

a property on the activities tab named Drop Gate would be perfect for this.

thanks
#3
if you dont take the EndGate line out of the aty file the game crashes when you try to pick that activity. To test this open a track that has the finish gate. delete the finish gate then test. The track will work fine in freeride but as soon as you try to change the activity to something with a spline the game will crash.
#4
No problem...a couple more things: I think it would be nice to be able to edit all text files in UE2 even if they are files that are handled by UE2. for example the aty files...these are text files but you cannot edit them in UE2 because they are handled by the activity tab.

also it would be nice if ctrl + c, ctrl + x, ctrl + z worked to copy cut and paste values in UE2. A Find feature would be nice for the files tab too.

On the Scene tab the start direction fields should allow negative values. It will display them but if you try to change the value to a negative it says it must be greater than 0. This is a problem because I exported my track from the rainbow editor and the start direction had a negative x value but i couldn't change this to match in UE2.

thanks and keep up the good work. UE2 is becoming very useful and reliable. Hopefully soon you can figure out how to import disp maps.

P.S. Are you making any progress on regaining the graphics device after testing the track?
#5
When you delete the finish gate UE2 doesn't delete the [EndGate] line from the activity1.aty file. This causes the game to crash when you choose that activity. Other than that UE2 is working awsome...great job.
#6
Ok I found the problem...UE2 isn't adding the COL files of the custom or skinned PCO objects to the pak. I added them with MultiEx and all the PCO works perfect. So UE2 just needs to add the COL files to the pak and all the PCO problems will be fixed.
#7
The collision count is in fact fixed which means stock PCO now works for me. My other 2 PCO objects still arent working. It's weird because before when the collision blocks wernt removed from the SCN the PCO stakes had both collisions, now they have none at all. The skinned bales also have no collision but the PCO for those has never worked at all with UE2 they have always been either ride through or static collision. Whats weird about that is they work when using the RBW editor. Maybe you could look at the track file i sent you and see if you can figure those PCO issues out when you get a chance. The 2 problem PCOs are acr_amaStake, and sBale. The objects that use these are: acr_amaStake, sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1

Let me know if you need another copy of my track that I saved with the updated UE2 editor.

Thanks for your help, also if you want me to beta test I would be happy to help out.
#8
Right now I am using the sBale pco for many different bales...is this ok with UE2 or do I need different PCO files for each bale? right now sBale is used for sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1

Thanks
#9
I'm at work right now but when I get home I will send you a copy of my track which should have all the files you need to look at, right? As for the SCN the NumberOfCollisionObjects was set to more than there were. My guess is that when you are writing that line you are checking for every object that has it's "RideThrough" property set to false and using that total but when you are deciding whether to write the collision block for each object you check to see if it has PCO.

I'm not sure what you mean by changing the line in the PCO file but here is what my stake PCO looks like:

[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000

[PhysicsPart1]
Type = RigidBody
Name = acr_amaStake
Weight = 151.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5

and here is the skinned bale:

[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000

[PhysicsPart1]
Type = RigidBody
Name = sBale
Weight = 253.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5
#10
Ok, I tried the new version. The alt select function is very useful...as for the pco fix, it didn't seem to work for me. I opened my track with the new version and saved it then tested... I got mixed results. My PCO stakes have no collision at all even though the PCO file is showing up in the pak. my stock hay bale had both collisions still(static and PCO) and that PCO file is also showing up in the pak. My custom skinned bales still have no collision at all and the PCO file is also showing up in the pak. I found the fix to the stock haybale pco problem. The new version of the editor gets rid of the collision files like it should but it doesn't change the NumberOfCollisionObjects line in the scn. I used multiex to change the number and now the stock bales are working great. The problem still remains with the other PCO objects. Also sometimes the editor doesn't seem to add the lines for the PCO in the toy file.

thanks again for the update. let me know if you need any more info about the bugs.
#11
Can't wait to try out the new version...I'll give it a go when I get home from work today.

Two questions, will opening my track with the new version fix all the collision problems with my PCO objects or do I need to do something to update them? and did you get a chance to change the orange selection texture to something that still lets you see the object's texture?

Thanks
#12
Does anybody know what causes the THQsxdropgate to drop slow when using UE2? if you havent experienced this you can download this track and check it out:

http://www.mcmfactory.com/display.php?cat=mva_tracks&id=1130
#13
16 bit workaround worked for me. I cant change the shadow strength slider though...no big deal

thanks for the tip.

No hurry but do you have any idea when the next installment of UE2 will be? lookin forward to the fixes.

Thanks
#14
Im using nVidia...I'll try the 16 bit thing when I get home from work today.

When multiple objects are selected is it possible to change their properties in the properties editor? It would be nice to select all of a type of object and set has collision to false just as an example.

As always thanks for the hard work.
#15
Shadows wont work for me either...All black.
#16
Quote from: yFMX on November 10, 2007, 09:34:06 AM
I think I've found a way to avoid the static col of the bales. When you place them in UE2 set the "has collision" setting to False so you can go through the bales. Then, after you've exported your track, edit the toy file and add:

[PhysicsCollection1]
Name= nat10_bale_hay*

Make sure you have the pco in the track's Data\UserTracks\yourtrackname\
That's how I got them working fine.

This worked for my custom stakes and the stock hayBale...hopefully this bug will be fixed soon...casue I don't feel like selecting each of my stakes and making them ride through

I think this is the problem:

The pco objects have 2 collisions each: a static collision where the object was originally placed and a pco collision that stays with the object like it should. so to fix this the staic collision needs to be removed which is what yFMX's method does.

This method didnt work for my skinned bales...I think this is because they are not being treated as pco objects at all. They seem to only have 1 collision(the static one) because they dont move at all when I hit them. When I tried yFMX's method on these they had no collision at all.

Hope this helps ya out Laurie.

Thanks yFMX for figuring it out.
#17
The PCO files are showing up under the files tab inside the editor...I tried editing the PCO file there and in the media/PCO folder, nothing worked. The PCO values appear to be saving because when I edit the PCO in the media folder then save my track in UE2 the PCO files inside the editor reflect the changes I made. I'll have to check inside the PAK

I wouldn't use a combo box for the item selection, I would use a list box...something like this:



Also when you select an object it wraps it with the orange TD logo...this makes it hard to rotate circle objects because you don't know which side is the front when it is selected. would be much better if you could just apply a light tint to the selected object so u can still see the texture.
#18
First, when I try to import a new texture for my track it comes in upside down...not just rotated but flipped upside down. Yes I can fix this in PS but it's a hassle.

Second, the PCO for my objects still isn't working correctly. The skinned object (MVA bale) with PCO has no movement at all while the custom model (AMA stake) moves but is way too heavy. And the stock object with PCO (MVA hay bale) seems to move correctly but the collision remains where the bale was originally placed so the bale will get knocked out of the way but if you try to ride through where the bale was you run into an invisible wall. I've tried editing the PCO files both inside the editor and using notepad. The PCO files are being placed in the PAK in the editor but it doesn't seem to be using the values. I changed the AMA stake weight value from the default value (151 I think) to 1 and it still felt like it had the original weight of a bale. And Yes I saved the text and I saved the track after editing the values. 

Third, sometimes when I try to delete an object it will delete a bunch of them.

And last just a comment on the replace object tool, it is working...before when I was trying to replace my makeshift stakes with custom AMA stakes the new stakes were showing up under the terrain where I couldn?t see them. It's going to be rough selecting all 300+ stakes and raising them back up but it?s better than re-placing them all. A cool feature to aid in this would be the ability to select multiple objects using a list box. With the ability to hold ctrl to select multiple and shift to select many it would make for a great addition to this program.

Thanks for all the hard work.
#19
Thats strange because I can place the replacement object by itself with no problem. It's just when I try to use the replacement tool that it wont load the object. O well I'll just do it manually.
#20
nvm about selecting multiple objects...I found the shift key lol. Sorry for the noob question, i'm just used to holding the ctrl key to select multiple things...anyway the PCO is still not working. I've tried everything you said and nothing has worked. I'm sure one of us will figure it out sooner or later.

I wanna let you know how much easier UE2 is making things for me...I have many skinned objects and now a couple custom models and its so much easier using UE2 than RBW editor. UE2 still has a few bugs and could use a few more features but in my opinion its already much better than the RBW editor. Thanks for all the hard work.