• Welcome to Twisted DIRT Forums.
 
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - GHeTTo_RaceX

#1
Thanks for your answers guys. It helps a lot !
#2
Thanks al167,

In the past we were able to render objects shadows using the Unleashed Editor. It would be cool to have this kind of option in DE.

Concerning my initial question I was asking about the map called Shadow volume map in DE. I know think it has to be the same map than the crm. (the image you posted is a crom_lum alpha channel, right?)

What I'v understood is that the crm map is used to adjust the brightest/dry/light effect on the textures. I'm wondering what the shadow volume map is for? Maybe to help to see the shadows on the track?
#3
Hey guys,

Do you have some informations about the Shadow Map in DE? In the Wiki it talks about just importing the dispmap. Shouldn't I import a rendered map (like the chromlum map)?

Thanks.

GHeTTo_RaceX
#4
Thank you guys for your tips !!

For the fun I downloaded the demo version of Mudbox and imported a never released track I made for MVA.

I think it looks great  :)

#5
I'm going to to a reinstall this week-end to see if it fix the problem.

JamieT, I installed it from Steam
mcm2boys, I run Win 7 Pro x64

Thanks for you help guys  :)

PS: Yesterday I've reinstalled MVA and downloaded my tracks from mcmfactory for the fun ! That was really a good old time !

I'd like to find the time to convert one to Reflex.

Oh and do you know an alternative to Leveller? I don't want to spend 50$ as I don't know if I will have the motivation to make tracks for a long time  :)
#6
I'm using touchpad  ;)

What is strange is that the rider isn't leaning forward while on ground but once I leave the ground immediatly he starts to lean forward.

I'm sure it isn't the way the game works because i played hundreds of hours on Xbox360 and on another PC.

Looks like I'm going to desinstall it.
#7
Thank you for your help.

I tried this tips with no success.  :( Still the same problem
#8
Hi guys,

I'm experimenting a problem with a fresh install of Reflex on a new computer.

My notebook is running a Intel Core i5 3210M and Intel HD Graphics 4000. Not the best setup to run games but Reflex is running pretty good on it.

My problem is while in the air. The bike is always moving to the front (sorry I don't know the good english sentence to exprimate it). It feels as if i was using the brake in the air but I don't... Or it feels like the rider is leaning forward. The only way to keep the bike angle correctly is to stay full throttle and lean back.

I have this problem using the keyboard and also using an Xbox360 gamepad.

It really seems like a bug to me.

Does anyone ever had this problem?

Thanks in advance,

Ghetto_RaceX
#9
Thanks both for your answers,

al167, the mxsim hint seems cool. Could you post here an example of a crmlum generated with this tool?
#10
Thanks for the answer al167. As you say it must be due to the fact I'm not using an original version of Reflex at the moment. I'm going to get my copy today !

I've already watch your tutorials to understand the new way of building tracks. The texture part is really different than MCM and MVA.

Right now I've understood the mask map (also its alpha channel for dry/wet feeling). The next step is to understand the crm_lum map as it seems to be the most importat one for a great looking track.

#11
Hello,

To answer your question, DE is saving the Beta files in its own directory.

I'm starting to enjoy playing with this new editor  :) Too bad i've lost almost all of my old dispmaps...
#12
Hey,

About the error it's a file name (depending of the object I'm trying to place). "X" was an example.

I thought about an installation problem. It seems DE can't find Reflex path.

I'm going to look in the help file.

For the drivers, no problem PhysX is working correctly.

I let you know if I can find where's the problem.
#13
Hello TD guys !

It's been a long time I haven't post here  :D

I'm currently playing with the Reflex editor. I have to say you did a wonderful job with it. It's pretty awesome to be able to play custom tracks on Reflex.

But, I have a problem... I can't place any object on the track. Every time the editor tells me I'm missing XXXX.dx9.package

Also when I generate the Beta track I have to manually copy the files from the editor folder to the database folder of Reflex. Is it the normal way to test the tracks?

Thanks in advance for your help.

#14
Quote from: mcm2boys on August 01, 2007, 07:51:58 AM
If you haven't used the official MVA installer or have moved your MVA installation from it's original folder without re-installing it, you might have problems starting UE2.

I can confirm this point. If you get those error like in the following shots, you'll have to reinstall your game so the windows registry will be edit correctly.






RaceX
#15
not sure but I think you have to import it in the .trn using Armadillo.
#16
Laurie, you are really THE MAN    :)

Edit: Concerning the trick save system, I would go for an individual save system, so we could share them individually or make ourself a .pak (if that's possible; I haven't tried to export a trick yet). Concerning the ripping, u know, once this game and all these tools came out, almost everything can be ripped: skins, dispmaps, textures, objects, etc..., so I don't think it really cares. Just my toughts
#17
Wow, thanks a lot for your work man.  I'm gonna try it as soon as possible.
#18
I can feel and agree your vision of the thing but if we couldn't unpacked the tracks and have a look to the code, the developpment of this game will be near by zero.

Quote from: Fixer on November 13, 2006, 10:25:30 PM
The way this game works actually discourages development and new ideas, knowing that any inovation that you put into a track will be disected out the moment you "share" it.

Each time I figured something, and if you check the forums a little you know that I found many things, I was more than happy to "share" it to the public. My english is pretty bad but what I can read in your lines is that you want to show people what you can do with the game but you don't want people to see the "code" of it.
Most of the people can't recreate any of these stuffs whenever they have the code for it. I know you can help people using features (you proved me it with the funnel bloker thing), and I appreciated it but don't be discouraged because we'll se the code of them features, most of us can't use it...

...and no worry, i'll ride the track before opening it ;)
#19
Quote from: Fixer on November 12, 2006, 01:38:53 PM
No, sorry that's my own track "TD-Risk" MCM2 HI Def track with working train- ;)


Looks like it's not listed as availablein the downloads here anymore :-[
Link to MCM2 track:
http://www.twisteddirt.com/fixer/TD_Risk.zip


Wow, that looks great. I can't wait to have a look into this .pak  ;D.


VRT_JPRLibson_, if you're using the MXU bales, you need to have on your .pak, a Col\ folder with the needed collisions files. Example:

using a stock MXU bale:

For Geo\bale_triple_01.dxg you need to have Col\bale_triple_01f.col and Col\bale_triple_01m.col.

using a reskin bale:

For geo\My_bale.dxg you need to have Col\My_balef.col and Col\My_balem.col.

You also need to have the right .pco file in the .pak and the .toy edited so it can load the .pco file.
#20
I used the same method as you do. here is what i exactly did:


  • I made a blank National track using Rainbow Editor with a spline, and exported it.
    I extracted it in a folder using MultiEx to have a basic version of the files.
    I opened the track with UE2, imported an HD.trn, then exported it (using the same name)
    I tried the track: it loaded but i was out of the scene
    I extracted the track in another folder using MultiEx, then compared the files: the values in the .scn were set to 0. and there were a file (camera.lck) in the .pak
    I erased the camera.lck (but i think it doesn't matter) and I replaced the new .scn with the original one. The track worked perfectly

I need to make more trials but this new editor looks good. And I like how you reorganized the activities and the .mst files