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Daytona

Started by Nikhil, March 08, 2007, 05:47:54 PM

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Nikhil

Hey, I was going to try and make Daytona this year, but it's not big enough to fit onto one tile. We don't have double displacement maps, so I was wondering if you had figured out a way to spline the perimeter tile.

mcm2boys

you can build the spline in the MCM2 editor Dillo/Dillo2 and import/export it using UE2. Or make a really small version of it in the MVA RBW editor and then scale it or move the points around using UE2 .

Just some ideas..


Laurie

Nikhil

Thanks, I'll give those a shot  :)

Nikhil

#3
Splining the perimeter isn't going to be enough, I still don't have the room I need. Is it somehow possible to make separate perimeter tiles?

I had tried to make the disp 512x and make the disp at a 256x scale, but when I went ingame everything was twice as small...

SHANO

I'm also making daytona nikhill...

  It is very hard to get the right scale for it.  So far i've found using a track path of about 7 or 8 and setting the grid size to max is close.  The path is max distance on a 257x257 map (top to bottom), but The path might have to be fudged alil in order to get the right distances (as in not exact as the race).  Anyhow, let me know how its going for you,and i'll do the same.

  later

SHANO

mcm2boys

Sorry for the late reply but i've been away.

How big is the track (in feet just to get an idea of how many tiles you need), you can make a track that has more than 1 track tile if that helps, but you will have to use some other terrain builder than the RBW editor if you want it to flow properly from 1 tile to another. That will mean using something like:

Terragen or leveller to build the terrain,
then slice it into tiles using something like PS and
import each tile into the RBW editor using POVinjector,
then export the TRN for each tile
use UE2 to extract individual tiles from the TRNs
and finally patch together all the tiles into a single TRN in UE2.   :)

Sounds like a lot of work, and it is the first time you set up the whole TRN file, but after that you will probably only need to tweak single tiles. You could also use the MCM2 editor (Armadillo) to build an MCM2 6x6 terrain and then import the TRN from that directly into UE2 - which i guess is much quicker if you have MCM2 installed.


Laurie