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

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Messages - yFMX

#2
Thanks man, I was waiting this release to start another track.
#3
You were right. With the 4bit bitmap it works perfectly. HD tracks will now be awesome with water, mud and ruts. Thanks a lot
#4
It's the distance for objects placing. For the bales, for example, you place the first one then each time you click to place a bale the next bale will be at the same distance from the last one you placed.
#5
Quote from: mcm2boys on November 23, 2007, 10:27:28 AM
shadows are generated for the right tiles
Thanks a lot.
However, I have a problem with the perimeter texs. When I import a tex for a perimeter tile, the tex is applied on all the perimeter tiles. To import a tex on a perimeter tile I had to import the tex, export it as a tile, close UE2, open UE2, load the track, import the tile and then import the tex.
#6
@MessiaH
To see the trees you have to place them with the eco system tab but first you have to put the trees you want in the RBW editor, export the project, extract the esb file with multiex and then load this esb file in UE2 and it should work.
#7
Quote from: mcm2boys on November 13, 2007, 04:22:38 AM
So the process is to select a tile, generate the shadow map and then Export it for use with the texture for that tile. Then select the next tile etc..

Laurie
That's what I did but the problem is not the shadows, it's where the shadows are generated. I have the same shadowmap for the 2 left tiles of the track and the same thing for the 2 tiles on the right no matter which tile I select. Same thing happen with the tiles from the perimeter.The shadows work with all the tiles but the thing is that it generates the same objects shadows in 2 or 3 tiles and some objects shadows are not rendered because UE2 seems to use another tile so I have shadows but not the good ones. I don't know if I'm clear...
#8
I'm using a ATI gfx card. I've tried with the grafics set to 16bits but nothing more happened. Still 2 tiles only.
#9
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.

Now I have a problem with the shadowmaps. The shadows appear only on these 2 tiles:


On the other tiles it's either the same as one of the tiles which are working or one of the perimeter tile
#10
UE2 works fine now, thanks. Another thing is that when I export the track, UE2 creates a "static" .col for each bale so when you hit a bale it moves but the "static" .col is still where the bale was.
#11
Hey,
   
   I've just figured out why I couldn't have a HD track working: when I was exporting the HD track the rider was in the air the same thing than when you are in the end of the perimeter. It happens because UEToo writes coordinates like that: "538,000,156,000,552,000" instead of "538.000,156.000,552.000" It writes "," instead of "." To fix that you just have to replace the "," by "." It's easy but very long when you have objects. I hope it could be fixed in the next update...
#12
Is it possible to save as 257x257 in World Machine Basic Edition because I tried to resize the disp but I can resize it as 256x256 or 512x512 only?