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Custom Objects for MVA - Release of SLTtoDXG converter

Started by mcm2boys, July 04, 2007, 04:38:13 AM

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cR

Ahhhh I forgot about that line! (It's been a long time since I textured any SLT's  :P). I'll try that out in a bit.

Edit: 'TextureFormat=4444' did not work  :(

And I just ran into a problem. I've modeled 2 bales wich are both use the same texture (512x512) and 2 ramps sharing 1 texture (1024x1024) aswell. They all show up in the editor and look perfect but as soon as I try out a testride or export the editor (Unleashed Editor) crashes. Any idea why it crashes? I tried it with the model that comes with UniBastad and I had no problems with it.

mcm2boys

I need to take another look at the code and think some more about it. Can i maybe take a look at the DXG and DXTs that it creates, or maybe the SLT and TGAs so i can try the conversions here?

Do you have problems if you use just 1 of the ramps and the shared tex?


cR

Quote from: mcm2boys on August 24, 2007, 01:46:49 AM
Do you have problems if you use just 1 of the ramps and the shared tex?

placing just 1 of the ramps or bales didn't work either.

Here's a rar with all files for the ramps, bales and the test object for 32bit textures.

www.cr-creations.net/uploads/models.rar

mcm2boys

thx, i tested it here and they all seem to work ok for me in game. I used UE2 to place and pack the track but they all work together in the same track fine - i didn't try with collision. The transparent boxes as well..

Nice models..

Looks like it's something to do with the RBW editor and i don't have the experience with it to help you out with that..

VRT_JPRLisbon_

#24
I tryed all the 5 objects on the mxa editor and tested on the "test track" button and work , and i see transparency on the box object , tested with UE2 and work also .

Before use the test ride button of UE2 make sure you save the pak file (i think thats the way it must be done) and make sure your pak dont have spaces , If the track pak have spaces i see a error box after clik the test ride button , i save my paks without spaces or with _ insted of spaces.

cR

I got them to work now, I forgot to place the PCO files in the pco folder.

Yeah this object is transparent but not how it should be (the alpha has a gradient).

And why are there 2 collision files (f and m) for every object?

mcm2boys

thx JPR

you do need to save the PAK first before the test ride..


cR
why are there 2 files you'll probably need to ask RBW to be sure but my best guess is that one is for 'f'ixed models ie - no PCO and one is extra info for 'm'oving - with PCO..

When i look at the alpha TGA i don't see a gradient..


Laurie

cR

Quote from: mcm2boys on August 25, 2007, 02:25:00 AM
When i look at the alpha TGA i don't see a gradient..

That's weird... oh well, I'll give it another try. Thanks for looking at it anyway :).

JvdL

First of all, thanks for making this all possible. Really appreciated.

I do have a question about the exporting of these objects however. As i'm getting closer and closer to complete all objects I need for my new track. I started wondering about texture dimensions the old SLT exporter supports, and the texture dimensions the SLTtoDXG exporter supports.

In short; Is it possible to export and use a 512x1024px texture map?


mcm2boys

No need to worry about the old SLT exporter since the SLTtoDXG converter will pick up whatever texs that you put in the folder with the SLTs to be converted, and the converter supports non-square texs - so in short 1024x512 should be ok. Just drop the TGA you want to convert with the SLT in the same folder and the DXT/DXM will also be created..

..and thanks for the thx..

JvdL


Mitch...71

 :-\ Who's can makeing a TUTO for the "SLTtoDXG_Converter" ??? Please...
Where goes the .DLL's Files ?   ::)

VRT_JPRLisbon_

Mitch , extrat all the files of SLTtoDXG_v117.zip to any folder you want  , next launch the file SLTtoDXG.exe

mcm2boys

Just like JPR said, just extract the whole ZIP into a folder, either in the MVA main folder or it's own under something like C:\Program files\SltToDxg\  and then you just have to run the EXE. The DLLs should be in the same folder as the EXE.

Not sure that a Tutorial is needed for the converter, just tick the boxes and select the model(s), the hardest part is the modelling and there is a lot of info about that already. Some you can find on this site http://www.twisteddirt.com/tutorials.php and there are plenty elsewhere just a google away..


Laurie

cR

I just teamed up with Wake and we started working on a Maxscript that will get all coordinates from objects in a scene and write them to a text file to be copy/pasted into the .SCN but what is UpVector? I take it that LookVector is the rotation? Oh and Max uses XYZ but how does it need to be formatted for MvA? XZY right?

mcm2boys

#35
UpVector is the direction of the objects local global y axis (the y axis in DX - i think it's the z axis in Max).

cR

I just made some new objects and exported them to SLT's using 3D Max 3 following the except same steps I allways did but the convertor keeps saying 'there was a problem reading the SLT'.

Here are 2 bales that I can't convert:

www.cr-creations.net/Bales.rar

Can someone have a look at them and see if anything is wrong?

Edit: I believe the SLT's I made aren't the problem. Someone else tried to convert them and it worked. I just formatted my pc a week or so ago and it doesn't work on it anymore (used to work). I also tried it on my new laptop and same error there.

mcm2boys

I don't have WinRAR on my work machine (winzip) which is locked down so i will take a look tonight and let you know what I find. I haven't heard that you can convert on some but not other machines, if it works on one it should work on all of them so long as you have DX8 or above installed and you have the DLL supplied with the program. You will also need the d3dx8.dll as well..

cR

I have DX 9.0c installed on both and I have the d3dx8.dll

ElDiablo (Paul)

What Operating System are you running cR?

I am running Vista and for a lot of programs that create new content I have to run them as Administrator to get them to work right. Try running the proggy as the admin (right click the icon, properties, compatibility, run as admin.) and see if that doesn't fix it for you.

That's my guess anyway.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc