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Unleashed Editor Too - First release

Started by mcm2boys, November 08, 2006, 10:42:25 AM

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mcm2boys

I haven't got as far with this as I had hoped, but the time has come when I have some things in it that offer added value to what you can produce with Rainbow's editor. It still has a long way to go and for a lot of different reasons hasn't been tested as much as I would have liked but i think there is something here for you to use.

To install it just unzip the file anywhere you like, either create a folder for it under program files or use the MVA root folder, it's up to you. There's no installer with this one so you will have to make you're own icon on the desktop if you want one. Download it from the link below, unzip it, read the help file and have some fun with it. I will be around for the next few days but i am going away for a couple of weeks, hopefully by the time i come back you will have run it and i can answer any questions and start fixing the bugs.  :)

Unleashed Editor Too v0.90

Have fun..

Laurie

PS To anyone who has used Dillo Too before, this is obviously based on Dillo Too, but there are a lot of functions from D2 that are missing from this, and a few new ones that aren't in D2, so don't expect to be able to do so much with this editor as you could with D2.

VRT_JPRLisbon_


GHeTTo_RaceX

Awesome. I'm gonna jump on it when I'll get home  ::)

BPh

Thanks Laurie, already tried it, looks well done, some bugs appeared but I must be sure if my lib and RaceX objects conversions are compatible.
TBH I'm a little lost yet.

VRT_JPRLisbon_

#4
the editor load well a highdef trn of mcm2   ,
in mxa the game crash , i will try diferent ways , anyone of you did it and work in mxa ?

edit:
the track load and is possible ride (test ride buton is what i used) but dont have texture and dont have detail texture .

MX45

sweet. Im gunna mess with this tonight. But at first glance I see there is a spline editor, yet you must import a spline. My hope is you can edit a spline to go onto the perimeter tiles.

Mike | If you never fail....you will never succeed.[/color]

VMX_SKYmx99

Thanks for all your hard work Laurie.  I will definately be giving this a try. 

VRT_JPRLisbon_

#7
with save buton of unleashedTOO the HIDEF paks i save crash in mxa (maybe i need do in a diferent way)  , but with help the of multiex , HiDef tracks work (just tried in freeride) , other thing is now is possible have acess to every mxa track dispmap and texture , i gess is the price we have to pay to have HIDef tracks.  The objects , trees didnot match the track now but thats other thing to see other day.
I think this is a big stepup in mxa custom tracks ...

Fixer

I've been working on this track off and on and since it's not quite ready to test I thought I'd post a screen shot instead. ;D

This is a remake of an old MCM2- Hi-Def- track of mine.



BPh

What do you mean ? Is that a MVA hi-def project with MCM2 objects (+animated copter) and veget or a MCM2 project with MVA waters ?
lol, back to the bed, I'm too sick for now.

mcm2boys

Sky, MX45

I was just going to drop you guys a line to let you know it was out, but you beat me to the punch.

JPR
I'd be interested to know what you did with to make the track work? MVA tracks have a lot of inter-connected files which means UE2 would need to do a lot of checking to make sure every track worked every time, and i don't have the time or interest to add all those checks in at the moment. If the track works with the test button then the track works, if it doesn't ride in-game then there is a good chance the track is missing some files it needs for the activity you tried to ride. If it works in Test mode it should work in Free ride, is what i found.

You can do quite a few things with UE2 but it's up to yu to make sure everything it needs is there - so from that point of view it really is a bit of an experts tool right now.

BUT there are probably a few bugs in there and it is possible that the crash is due to one of those, so if you can let me know what you needed to change then i will try to take a look.

Bob that's looking good..  :)

Laurie

Phil  - since fixer is probably in bed himself right now, that is a MCM2 hi-def track converted to MVA, the rest he will have to answer.

GHeTTo_RaceX

#11
Hey mcm2boys,

I tried UE2 and the first thing I tried was importing an High Def map. The first time it made the track to load but there wasn't anything to ride on. After some trials I figured that UE2 changed the sart, sun, ... positions. It also add a camera.lck (if I'm right) in the .pak. I removed this file and replaced the .scn with a valid one and got the track to work perfectly.

mcm2boys

Thanks RaceX

are you importing the TRN into UE2 without loading up a good MVA track first? Because that could leave a lot of the track files invalid. You need to load a valid MVA project first which will initialise the basic file set, and then change the TRN file. I have created a blank SX and Nat track using the Rainbow Editor and i always start from that when i'm testing.

You should be able to change the Start and Sun positions yourself using the properties sheet on the Scene tab, or using the Sun controls.


Laurie

GHeTTo_RaceX

#13
I used the same method as you do. here is what i exactly did:


  • I made a blank National track using Rainbow Editor with a spline, and exported it.
    I extracted it in a folder using MultiEx to have a basic version of the files.
    I opened the track with UE2, imported an HD.trn, then exported it (using the same name)
    I tried the track: it loaded but i was out of the scene
    I extracted the track in another folder using MultiEx, then compared the files: the values in the .scn were set to 0. and there were a file (camera.lck) in the .pak
    I erased the camera.lck (but i think it doesn't matter) and I replaced the new .scn with the original one. The track worked perfectly

I need to make more trials but this new editor looks good. And I like how you reorganized the activities and the .mst files

mcm2boys

#14
Thanks again RaceX

the camera.lck is an internal UE2 file it shouldn't have any effect on the track. Great feedback i will look into it.

I haven't had a chance to look at the code yet but i've been thinking about this and i've saved 100's of tracks and never had the sun or start position Reset to 0 before, so there must be a way to make the track differently so that it doesn't reset these values until i get a chance to make same changes.


Laurie

VRT_JPRLisbon_

#15
here is what i did to race a HiDef track (freeride because i was working with a track without spline , i will try with spline later) .

• I open a mxa stock track (13mbs) in UnleashedToo (i have a backup of this file) and import a HiDef mcm2 Trn file (grid of mcm2 trn file  half of the grid of the stock mxa track i opened in UnleashedToo , this nº´s are UnleashedToo and mcm2 trackEditor , not mxa editor) .
• I save a pak file (34mbs) and with multiEX exported the trn file (34mbs) .
(insted of do this i tryed just use the export trn buton of UnleashedToo but after i save the file i go to the folder and the trn its not there where i save it , so this is not working here , but i will try diferent way this weekend) .
• I put the stock mxa pak file (13mbs) of my backup file on userTracks folder and with MultiEX import the trn file (34mbs) of UnleashedToo pak into the stock mxa pak.

conclusion is im racing with a stock mxa track pak but with a  UnleashedToo trn file inside , in mxa game the objects and trees are not in the right places  , the objects of this track are some mxu bales (mxu not mxa) because i tryed this things with a beta track , i will try all again with spline and stock objects and trees .

I also tryed diferent ways but 1 (just saving the pak with  UnleashedToo) didnot let me ride the track (crash)  and other (starting a new track in UnleashedToo)  i was riding the track but didnot have textures and no detail textures , but i will try again with spline , some trees , and with a blank Nat track using the Rainbow Editor ...... diferent ways and like racerX said to see if i can have all in right place.
(If there is something u dont understand let me know , my english is not very good lol)

nice mix of mxa and mcm2 fixer , that means we can use all the mcm2 objects in mxa ?   ;D

HiDef  R o c k s...

VRT_JPRLisbon_

tryed now with a blank Nat track using the Rainbow Editor with spline and just with the UnleashedTOO and works .
The spline is not on the track , i moved it to where i want and save but in game still out of the place , but free ride works fine.

mcm2boys

Sorry i haven't got much time but here goes..

Not sure what's going wrong, but a MVA Nat is 5x5 and an MCM2 HiDef is usually 6x6 so you need to do some calcs to make the grid line up. (can you make a 3x3 in MVA editor??) Also if you make changes to the spline you need to save the spline before you PAK the track..

To make an mcm2 remake i would use a MVA nat blank to start, then import the TRN, then import the mcm2 tree file (ESB) and the MCM2 spline TDF file - PAK.. If the spline worked in mcm2 it should work in MVA..

For the models, open the MCM2 scn in notepad change all the mcm2 model names to MVA models, and then use MultiEx to import it into the PAK file, or place each model using manual placement in UE2 and the position values from your mcm2 scn file..

Looks like i need to look at some stuff but  i'm gone for 2 weeks now so it won't be til i get back.. sorry, it seemed to work ok when i tested it..  :-[


Laurie

_MUD_Drifter0

 :o hey Fixer... is that track pic by chance of King of the Hill?
::)

BPh

Quote from: _MUD_Drifter0 on November 12, 2006, 06:10:10 AM
:o hey Fixer... is that track pic by chance of King of the Hill?

I second that, there were version 1 and 2 if I remember well.
http://www.mcmfactory.com/display.php?cat=tracks&id=547 ? ? ?