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Unleashed Editor Too - First release

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

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Fixer

No, sorry that's my own track "TD-Risk" MCM2 HI Def track with working train- ;)


Looks like it's not listed as availablein the downloads here anymore :-[
Link to MCM2 track:
http://www.twisteddirt.com/fixer/TD_Risk.zip

BPh

It was a great creation , I remember some places, it was like an enduro special stage, something like 3 min a lap, jumps over the train track, sometimes it was dangerous cuz the train was coming haha

Fixer

I am sure I'll enjoy this remake more than most people but it finally runs great in MVA with the original 1920x1920 disp map-(made in leveler) it has a disp height of 250 ft .

Thanks to Laurie we are now really close to getting all the track building options we had in MCM2 but the downside is it takes a lot of different programs to make it all happen and even more time then before.

VRT_JPRLisbon_

#23
That track will be a good ride in mxa . i remenber jump the metall lines of the train .

Got the spline problems fixed . (i was working with mxa spline , not mcm2 spline)
About the mcm2 esb:
  im not doing a mcm2 remake right now but when i import a mcm2 esb file  i dont see the trees in the editor and when i go save the pak i have a error , i tryed with the mcm2 florest and one of the mcm2_mxu veg .
The mxa veg works fine.

About mxa objects i think this will be more hard , mxa bales dont have colision (and movement) , maybe i need edit the pak files to put the colision and the axis of them are in the midle of the bale (to use the "orient objects to the terrain" buton) but on mxaeditor work well (not very important , just telling you Laurie) .

To UEtoo is important have the stock mxa model.lib file or we can have other (now im with other model.lib , for MXU objects)  ?

now i can build a hidef track , is good use some bales and some other objects but i think i gona just use small nº of objects right now  because im with some objects problems .


GHeTTo_RaceX

Quote from: Fixer on November 12, 2006, 01:38:53 PM
No, sorry that's my own track "TD-Risk" MCM2 HI Def track with working train- ;)


Looks like it's not listed as availablein the downloads here anymore :-[
Link to MCM2 track:
http://www.twisteddirt.com/fixer/TD_Risk.zip


Wow, that looks great. I can't wait to have a look into this .pak  ;D.


VRT_JPRLibson_, if you're using the MXU bales, you need to have on your .pak, a Col\ folder with the needed collisions files. Example:

using a stock MXU bale:

For Geo\bale_triple_01.dxg you need to have Col\bale_triple_01f.col and Col\bale_triple_01m.col.

using a reskin bale:

For geo\My_bale.dxg you need to have Col\My_balef.col and Col\My_balem.col.

You also need to have the right .pco file in the .pak and the .toy edited so it can load the .pco file.

Fixer

Quote from: GHeTTo_RaceX on November 13, 2006, 08:48:40 AM
Wow, that looks great. I can't wait to have a look into this .pak  ;D.

I think that was the most troubling part of spending all that time figuring out the MXU tracks- People being more interesed in unpacking the tracks than riding them.....

The way this game works actually discourages development and new ideas, knowing that any inovation that you put into a track will be disected out the moment you "share" it.

I'd much rather discuss how it was done and help someone use an idea or feature than have tracks "reverse engineered" and parts "borrowed" in whole or in part.


GHeTTo_RaceX

#26
I can feel and agree your vision of the thing but if we couldn't unpacked the tracks and have a look to the code, the developpment of this game will be near by zero.

Quote from: Fixer on November 13, 2006, 10:25:30 PM
The way this game works actually discourages development and new ideas, knowing that any inovation that you put into a track will be disected out the moment you "share" it.

Each time I figured something, and if you check the forums a little you know that I found many things, I was more than happy to "share" it to the public. My english is pretty bad but what I can read in your lines is that you want to show people what you can do with the game but you don't want people to see the "code" of it.
Most of the people can't recreate any of these stuffs whenever they have the code for it. I know you can help people using features (you proved me it with the funnel bloker thing), and I appreciated it but don't be discouraged because we'll se the code of them features, most of us can't use it...

...and no worry, i'll ride the track before opening it ;)

Fixer


mcm2boys

You can use custom model.libs but the objects Col or pak files must be in the folder:

%mvaroot%\data\usertracks\usermodels\ else it won't find the models or  col files.

for mcm2 esbs you  will need the new pak file

Laurie

VRT_JPRLisbon_

Thanks for the explanation Laurie , i go try that.
RaceX , Once i get the bales placed i will try that if needed or for custom bale skins , Thanks.

BPh

Well, I'm fully outdated now, already too old maybe.
I 've forgotten how I did MCM2 tracks lol. And now you are still improving with MVA, I'll just follow the story so, good work everyone.

VRT_JPRLisbon_

#31
its almost the same as mxa Phill , import disp, import tex , set sizes , make sx spline , done ;D  in armadillo but not so fast as write this <<< lol.


•In UEtoo \ activities tab\activity\race Map : My_New_Track_National_Map (national)
Here´s my question , how i can import my race map to UEtoo ? or with help of some folder ?   ... (i think i can do that with multiEX but i think we dont have transparecy)
EDIT:
got the race map working with MultiEX but there is a problem with the red arrow (and no transparecy´s) . EDIT: Red arrow fixed !!!

• i m working with nat15 esb , i place the trees and bushs in UEtoo ok , in game all the trees and bushs are not right , exemple : i place treeA in a mountain and in game in the mountain i have a bush or other tree (not treeA) , this hapen with all trees and bushs of NAT15 esb , others i didn't tryed .
(what i did to have the veg ok in my track was i placed the veg all wrong in UEtoo and in game i have the veg right.)


___________________
Laurie , here somethings that help on track build in UEtoo , just in case if we will have a new version in the future:

1• you think is possible UEtoo lock the trn file in the track pak while save the pak so that UEtoo can´t open it and UEtoo just open mcm2 trn files ? 
So trn files saved with UEtoo have some lock and dont open with UEtoo but open well mcm2 trn files , with this just the creators can open their own track maps with mcm2 trn file  , i dont know if this is hard to do or not but a lock in UEtoo trn files may be good.
If someone want to look at other people track and texture or know how he did it or use some parts  , need ask the creator or email him .

2• orient objects to terrain (objects tab) - not working . (this help alot placing bales)

3• rotations relative to object (options tab\general) - not working


• The keyboard controls to fly around the track work great , helps alot and is fast.
___________________

Thanks.  :)



edit:

• Shadowns , UEtoo create shadowns in 2  of the maps (ex: A and D maps)  , the other 2 maps (B and C) UEtoo does not create shadowns (UEtoo show us shadowns in B and C but they are not correct , they are A and D shadowns) .

mcm2boys

You can use the Files tab to import extra files, like the track maps, into the PAK file. You will need to have a map already in the track before you can add it to the right folder since i haven't yet added the possibility to create new folders in there yet. (That's for the train tomorrow :) ). Once you have added the maps you should be able to find it in the drop down list when you select a map for a specific activity..

If you have your MXU model PAK file in the UserModels folder i described above along with the COL files (which can be in the PAK file or just 'loose' in the folder) then UE2 should find them and add them to your PAK file when it bundles the track.



Laurie

OCR_SmoknGrn

When I try and open a project file, I get an error that says "cannot open data/env.pak"
Any ideas?

Scott

mcm2boys

I'm guessing that you're opening a project called env.project?

UE2 really works on the PAK file, it uses the PROJECT file to make sure that you are opening a track that you have the PROJECT file for and so it is one that you created. So in order to open a track you need to pack the track in the RBW editor first so that you have both a PROJECT and a PAK file in the same folder. Then when you open PROJECT it will open the track for you..  Make a back-up of the original PAK before using UE2 on it just in case, since UE2 will overwrite it when you PAK using it.

If that's not the problem then maybe you can give more details on what it is you doing to help me out..


Laurie

OCR_SmoknGrn

Thanks for the reply Laurie.

No matter what Project file I open I get the same env.pak error.
Track pak and Project file are both in same folder. I open the Project file and enter in a password, then I get the error. When I click the error box away it says "detecting stadium" and hangs.

Scott

mcm2boys

I just realised that it looks for the PAK file in the UserTracks folder not the same folder that the PROJECT is in, if it can't find the PAK file then it will ask you to find it..

hmm..
I'm not sure why you would get that error, does it come up in a UE2 styled message box or a plain grey Windows style message box? I think it might be something to do with file sharing, UE2 won't like you using other programs with the files it uses because it can't open files that are in use by other programs. eg the stock editor or MultiEx.

It sounds like you might have a corrupted or missing (or in use by another program) ENV.PAK in your MVA installation, that is probably what it is trying to load but can't..

Is the ENV.PAK modified on your installation?

Laurie