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HD problems

Started by Nikhil, December 24, 2006, 02:40:22 AM

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Nikhil

Well, I got the HD tex to work ingame by taking the trn file that the UE2 editor created and putting it in the original track pak. The problem is that the spline and objects are shunted way off to the left, over the perimeter tiles. How would I fix this problem? Even if I got the objects in the right place in the UE2 editor, I doubt the pak would work, as the scn file from UE2 makes the game crash.

mcm2boys

Can you send me the UE2 SCN?

Also HD tracks are 6x6 tiles, and stock are 5x5 so you need to add 256*GridSize to the x and z location of each object.


Laurie

Nikhil

#2
I don't have internet access on my MVA computer currently, so I can't send the scn right now.

Is there a way to add 256 to all the objects at once? Considering there are hundreds of objects, doing them one by one would be more trouble than it's worth.

EDIT: I did some more testing and realized that the UE2 scn wasn't causing the track to crash. I still can't figure it out, so I've uploaded both the Rainbow pak and the UE2 pak. If you've got some spare time, could look at the paks and tell me what's causing the UE2 track to crash?
http://www.megaupload.com/?d=BGS0M1C0
Thanks

mcm2boys

Thanks,

i've taken a quick look and it looks like the COL objects in the SCN have double entries in the UE2 version, i don't know if that's the only problem. You should be able to remove the [Objects] section of the UE2 SCN and replace it with the RBW version, or just change the whole SCN. But then you said that changing the SCN didn't fix the problem, so maybe that's not it, i haven't had a chance to run any tests in the game yet..

As for moving the objects, i'm not sure what the easiest way would be, i don't have a move all object sytem in place yet but i could look at doing that for the next release if this is going to be a regular problem.  I know you can select all the objects in the RBW editor so i would guess you should be able to move them all, so that might be an option.

I've had second thoughts about how much you need to move the objects, that will depend on how you made your HD track. Did you use Armadillo, if so was it a Baja/Stunt map and what GridScale did you use? ..and how you placed the objects, my guess is you used the RBW MVA editor for that, but what type of track (probably MX) and again what grid scale?

These things need to be right before you start placing objects otherwise you're going to waste a lot of time..


Laurie

Nikhil

I used armadillo for the HD. I made a stunt quarry, gridscale 1.75. I placed the objecs in the rainbow edior as a naional, terrain scale 6.

Yeah, adding 256 didn't work, the objects didn't move to the right place.

mcm2boys

I'm not sure what the RBW editor grid scale values translate to, i just looked in UE2 at the RBW version and it has a Grid Scale of 3.5 which is 2:1 ratio - what i would expect.

I don't think there is any easy way to get the objects into the track at the right positions working from a 5x5 track, because the tiles won't easily match up. You need to make the whole track -including placing models- in armadillo according to the HD method for MCM2, then export everything including the SCN file. Then you could either use MXU models in Armadillo, or change the model names from MCM2 models to MVA model names and generally make an MVA SCN file from the MCM2 SCN using notepad (the positions should all be ok so they don't need to change). Then rebuild the whole PAK using UE2 and RBW editor.. and since i haven't tried it myself i'm not sure if this method would work completely or what else you might need to do.

The next version of UE2 that i'm working on has a built in text editor so you can edit the SCN file directly which would make the whole thing a lot easier but that's some way off release..

Laurie

Nikhil

Damn, I guess hd tracks take a lot more time than I thought... With school I just don't have the time to do it.

If you could add an option to move multiple objects in the next release of UE2, it would really cut down on the time to make an HD track.

Thanks for all your help.

mcm2boys

Another option would be to place the objects in UE2, but until i find the cause of the problem you're having in the first post that might not be ideal. I have placed models using UE2 without any problems so it must be possible, but the stadium would be a difficult one..


Laurie

Nikhil

Well, the problem with that is the mxu objects don't show up in UE2. So I wouldn't be able to bale the track; I'd only be able to add the cameramen, stadium, etc.

VRT_JPRLisbon_

#9
They show in UEtoo but u need do this ,
create a new folder in "usertracks" folder with name "usermodels"   
ex: ...data\UserTracks\usermodels 

put the mxu objects and the "pco" folder inside the "usermodels" folder , thats it , about the mxu bales you
will need to add the bales phisics or dont use them (the phisic´s ) .

Laurie , any idiea how to add the bales phisic´s with UEtoo ?

without the bales phisics is igual to mcm2 , if we touch the bales we crash , i like that but is good to see the bales movement also.

We need place all objects and trees with UEtoo , i just use mxaeditor to do some test rides when im working on the jumps ,after that i just use UEtoo .



mcm2boys

I've made some changes to UE2 in the last few weeks so i can't remember whether this is true for the released version, but the physics and collision is added to the PAK file during the Packing process.

I am just tryig to clean up the code at the moment and hopefully there will be a new version out some time soon so you won't need to place the trees in UE2 unless you want to.



Laurie

suzuki98

#11
i am not sure if this is nikhil's problem but on the hd track i am working on i can ride the track in free ride but when i pick race it crashes might be something with the spline.  on the objects i moved all my objects on the the lower left perimeter time in mva editor and rotated my dismap and texture clockwise right for armadillo and just had to adjust the objects a little in ue2 but the mxu bales don't move so i am going to look into that but that is no big deal my main problem is it works in free ride but does not in race.

i figured out what was making my game crash on race mode.  i opened up the pak and changed the activity.aty files to what they are supposed to be and that is Free Ride.aty and National.aty and it worked.

mcm2boys

hey suzuki98

Thanks for letting me know, when i get back to work on UE2 i will take a look. I think i have made a few changes in that area in the new version so it might already be fixed.

UE2 uses it's own naming system for the activities so you will have to be carefull if you mix and match ATY files from the stock editor because they use a different system and a mismatch will cause the problems you found. However, UE2 should rename all the ATY files and remake the ATYLIST when it packs hich means all the file names should match so it looks like something went wrong somewhere.


Laurie

suzuki98

i have another question for you.  on the shadows for me it is only making shadows for the upper right square and the lower left square on the dismap can't get it to do shadows on the other two squares.  have to say thanks for all the hard work that you are going i like the unleashed editor 2 alot and to me it is giving alot more options for track making now.

mcm2boys

Do you mean the upper/lower squares on the track tile or the track tile and a perimeter tile, maybe a screen shot would help..

I'm not sure why that is, sometimes large objects cause shadows to cover big parts of the track that you don't expect, or underground objects can do something similar, but no shadows is unusual.


Laurie

suzuki98

in the ue2 when you go to terrain and click shadows you have the 4 squares on the main tile and it is only generating the 2 tiles and not all 4. will see if i can get a screenshot tomorrow