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Messages - Nikhil

#1
Sweet, should be able to release San Diego soon now!
#2
Hey Laurie, I just wanted to let you know that the disp map import function doesn't work perfectly atm. There are "holes" in the disp where you can see the sky cube through it. These holes are only visual, so you don't fall through them. However, there are quite a few of them on the screen at one time, maybe 15-20, so it's pretty noticeable.

Also, I was wondering if friction maps are saved inside tiles. So if it's possible to pack a track in the rbw editor with a friction map applied, and have it load in UE2 when you import a tile.
#3
Good stuff Laurie, a huge thanks for all this work you've done.
#4
Place the stadium in the rbw editor, and export that as a pak.

Now use UE2 to make a pak with just the disp.

Extract the pak with multiex and grab the trn file out of it. Now just replace the trn in the rbw pak, and it should work fine.
#5
Basically, you can move the spline off track and still have it be read by MVA. Just get the spline lined up each time you move it.

I've uploaded an example of this here: http://nn.nsquared.googlepages.com/Offtilesplineexample.rar
#6
There's an easier way to do splines for HD. You can move splines off the tile in RBW editor and still have them read ingame. So import one tile, spline it, then import the 2nd tile, move the spline off the tile and continue it, etc.

I actually create different tiles for splining that have overlap in them, so I can position the spline over an already splined area... If that makes sense :p . Once you've splined the track, be sure you change the terrain scale back to whatever you had it at, and export the track. Then just grab the spline out of the pak.
#7
Sweet! Thanks for figuring this out Laurie!
#9
Don't mean to be impatient, but do you have an update on the FM problem?
#10
Quote from: mcm2boys on December 11, 2007, 04:08:48 AM
I'll take a look at the friction maps, it's possible that it doesn't seem to work because the friction map is applied to the terrain upside down?

QuoteIs being able to import HD textures without going through the Dillo process something we can expect in a later update?
You can import tex's on a per tile basis already if that's what you mean, otherwise as far as i know the 960x960 texs are all you can use so if you mean texs bigger than this then as far as i know HD texs aren't possible..



Laurie

Well, when I noticed they were flipped, I changed their orientation in photoshop, so they'd be right side up when imported into UE2, but there was still no effect.
#11
The friction maps don't work. When they're imported, they appear upside down, and when you play the track, they have no effect.

Everything else is great, splines are so much easier! Is being able to import HD textures without going through the Dillo process something we can expect in a later update?
#12
When I try to import a spline, all my button options become unselectable (such as move, scale, etc.). I've clicked on the imported spline from the drop down box, and mad sure it's highlighted, but I still can't do anything.
#13
Yeah, that's a good idea... I'd gotten a ton of work on Daytona done, so it's a real bummer I have to start it over again.
#14
Yep, that's how I'm doing it ;)

Except now that I *#*#*ed up my PSD I get to start the disp all over again :'(
#15
There's a much easier way to do it, which I'm doing for Daytona. I also had 3 tiles I needed to use.

1. Make 3 prj and pak files. Each one with the disp and tex loaded as the center tile. Remember to set the terrain and height scales for each one.

2. Open notepad and create 3 files named "blah.tile" (without quotes). So for example, "Daytona tile #1.tile", "Daytona tile #2.tile", etc.

3. Open your first prj and pak in UE2. Go into the terrain tab.

4. You'll see a grid of squares in the right, with the center square being the main tile (I'm sure you know this :p )

5. Right click on the center tile, and click export complete tile. As the file name, type whatever you'd saved your first notepad doc as. So in my case, "Daytona tile #1.tile". This is important, as for some reason, you won't see the tile you exported unless you have those placeholder files.

6. Repeat steps 3-5 for the other two tiles you have.

7. Open one of the prj and paks you exported (saves you the trouble of converting scales, etc. that you get when creating a new UE2 track)

8. Right click on a square, and hit import tile to import one of the tiles you exported.

9. Do the same for the rest of the tiles.
#16
I finally got the spline working ;D I put thunder alley as the center tile, so I could place the start gate in the rainbow editor, then used UE2 to add the finish gate in the right place. Then I just had to export the spline and use it to replace the spline in the pak you sent.

Thanks for all your help Laurie. I'll probably have even more questions before the track is finished :p
#17
I've got the start gate in the right place now, but when I when I export a pak from UE2, and load it ingame, the game crashes.

I've uploaded a rar with the prj, pak, and tdf files: http://www.megaupload.com/?d=Q04GTK3E
You'll need to add a new activity and load the spline.

Thanks again for your help.
#18
Thanks for your help, I can see the spline now.

I decided to try your method of making the entire spline in the rbw editor and upscaling it by 50% in UE2, but I can't find the button to increase the scale. Should I just move each point by hand?

EDIT: I've manually enlarged the spline, but I'm unable to change the position of the start gate. It's automatically been set as a random point in one of the turns. How do I change its location? I was able to adjust the finish line, but didn't see the same button for the start gate.
#19
Here's a link to a rar containing the spline, prj, and pak files: http://www.megaupload.com/?d=RM0PNK6S

Yeah, the spline is from the rbw editor. I need to use UE2 to make the spline go onto the perimeter around thunder alley.

Thanks for your help.
#20
I'm trying to find a spline I've imported into UE2, but I don't see it anywhere, I've looked through the entire track. It's not where the coordinates for the spline say it should be. Is there any reason it wouldn't show up?