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Friction map

Started by Nikhil, March 10, 2007, 05:54:42 PM

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Nikhil

Is it possible to use a friction map on an hd track? If so, how?

GHeTTo_RaceX

not sure but I think you have to import it in the .trn using Armadillo.

mcm2boys

Yes it should be possible to use a friction map on HD tracks. UE2 let's you import friction maps on a per tile basis (at least i think it does, i haven't tried it recently).


Laurie

Nikhil

Where's the option for it? I don't see an import friction map button.

mcm2boys

You select the Zone map view by checking the box then use teh Import buttons at the top of the Terrain tab. Those buttons change function according to which check box is selected.

So you can import Textures as well. Eventually i hope to import DispMaps but i'm just a little bit away from understanding the last bits of data in the TRN file.



Laurie

no27

So can we get a step by step process on putting f/m onto a h/d track? im held up on my anaheim rep until i can figure it out.

mcm2boys

1) Open the Terrain tab.

2) Select a tile by clicking on it. You should be able add a FM to any tile, if you select a tile that is used more than once eg the perimeter then all those tiles will use the FM, because it is the same tile repeated through the terrain.

3) Click on the 'Zone map' radio button to show the current map, probably all black.

4) Click on the 'Import' button which will only import FMs now that the 'Zone map' radio button is selected.

5) Find your FM image which should be a 16 color (4 bit) bitmap of size 257x257 and load it. UE2 should tell you if it can't load the image for any reason.


I have heard some people say that the FMs don't work when they are imported via UE2, the particles show up as hey should but the friction is wrong. I think that might be a problem caused by UE2 writing it's own friction settings in the TOY file which effectively set the friction in all areas to the stock track friction. But i need to look at that..


Laurie

You could also probably use RBWs editor to add friction using their system and then open the PROJECT file using a PAK with the FMs already in, save the tile (which includes the FM) and load the tile into your final terrain like you did already..

mcm2boys

I just took a look at the friction map stuff and also took a quick look at Phils tut on FMs and i noticed that you guys use 8bit bitmaps for FMs, and UE2 uses 4bit bit maps. UE2 converts all images to 4bit when importing the FMs which might be causing a problem. Also there might be an issue with the colors that you use for each zone depending on which color you use for each friction zone..

UE2 displays the following colors for each zone:

1: Black
2: Dark red
3: Green
4: Dark yellow
5: Dark blue
6: Purple
7: Dark aqua blue
8: Gray

which you can check against against the original colors from the tutorial to make sure it's loading the right colours..

1. Black Medium Grip (On-Track) (0, 0, 0)
2. White Max Grip (Pavement) (255, 255, 255)
3. Red Max Drag (Off-Track Sludge) (246, 40, 0)
4. Green Light Slip (Grass) (18, 194, 0)
5. D. Yellow Medium Slip (Flat Track) (238, 213, 0)
6. L. Blue Max Slip (Ice) (127, 237, 239)
7. M. Blue Light Drag (Shallow Water/Light Mud) (3, 145, 218)
8. D. Blue Medium Drag (Deep Water/ Heavy Mud) (0, 51, 155)

Otherwise i'm not sure why it isn't working..


Laurie

yFMX

You were right. With the 4bit bitmap it works perfectly. HD tracks will now be awesome with water, mud and ruts. Thanks a lot

mcm2boys

 ;D thanks for checking it out, glad to hear you got it to work too..


Laurie

Garasaki

Awwwwwwwwwwwwwwwwwww

snap!!

Another piece of the puzzle falls into place.

Freakin awesome.

Fixer

I'm interested in knowing how the info got turned around in the first place?

mcm2boys

#12
fixer,

i'm not sure what you mean by the information being turned around, but to answer what i think you mean:

i think that most of the confusion comes from UE2 using the original MCM2 traction map method ie 4bit, and then RBW came along with a similar system using 8bit bitmaps, i'm guessing because that's what they use in house, and Elliott wrote a guide to FMs which used 8bit.

So everyone assumed that UE2 used the same system as RBW and i hid the differneces by coding it so that UE2 tries to use whichever bitmap you throw at it instead of complaining about no 4bit bitmap.

.. and no one seems to read the help file that comes with UE2..  ;)

i think that about covers it.

has this been a big problem?

Laurie


Fixer

Quote from: mcm2boys on March 13, 2008, 05:51:32 AM
.. and no one seems to read the help file that comes with UE2..  ;)
Laurie
Thanks for clearing that up I figured you had it outlined in your help file.... ;)

mcm2boys

I have to be careful what i say, i have been known to forget to include the help file in the zip..  ;D


Laurie

VRT_JPRLisbon_

#15
The last time i tryed , it was importing 2 of the traction maps inverted ( or was to other tile??? ) and 2 of the traction maps ok , this in a 4 tiles HD track.
But if now is working fine so thats good  ;D

Nikhil

Sweet! Thanks for figuring this out Laurie!