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Sik Trix Unleashed ..

Started by mcm2boys, January 26, 2007, 05:31:57 AM

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mcm2boys

#20
Looks like i need to take another look..

Mike can you explain what those keys do, i haven't used max in a long time.

Laurie

suzuki98

i have deleted the editor downloaded again and still can't save the bike animation.  I even checked the box to save it to common pak. and the bike still does the stock animation.  any help would be appreciated.  thanks

mcm2boys

I have to make some changes to which files it saves/mods, i hope to have another version up soon..


Laurie

suzuki98

thanks for all your hard work will be looking for the new version

MX45

middle mouse botton pans or moves or your veiw port
alt+middle mouse button rotates your veiwport
ctrl+middle mouse button moves your view port twice as fast (not really needed for this)
ctrl+alt+middle mouse botton zooms in/out]

The stock Unleashed editor uses similar controls, but they are slightly different from max. Ctrl instead of alt, left button instead of the middle one (I believe). It may be better to use those controls since more people will likey be familiar with that navigation.

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

UFO_Showtime

Just thought I'd mention that I got it working after a fresh install of MVA.

Thanks again, Laurie. :)

mcm2boys

Thanks Tanner, can you tell me what you tried before going for the complete re-install, and maybe what you had modded - probably a long list but it could help me work out what the problem is..


Eg did you have anything installed in the common.pak like custom textures?


Thanks Mike, I can probably add something like that without too much trouble..

I have the backflip added in, and fixed the bike motion re-load problem but need to make a few final tweaks, you're bike motions have been saved it just misses them when it tries to load the modded tricks ..

Laurie

GHeTTo_RaceX

#27
Laurie, you are really THE MAN    :)

Edit: Concerning the trick save system, I would go for an individual save system, so we could share them individually or make ourself a .pak (if that's possible; I haven't tried to export a trick yet). Concerning the ripping, u know, once this game and all these tools came out, almost everything can be ripped: skins, dispmaps, textures, objects, etc..., so I don't think it really cares. Just my toughts

mcm2boys

Thanks RaceX,  :)

I'm leaning towards a track pak, that you can load tricks from the $siktrix.pak into. I'd prefer to build all the functionality into STU, i don't want to leave people depending on multiex, not everyone has it or can use it, it also bugs me a bit that he's charging $6 a hit for this small facility, but that's another story.

It'll probably be another window with 2 lists 1) $siktrix.pak & 2) trik.pak that you can swap files in and out of..


Laurie

Fixer

Quote from: mcm2boys on January 30, 2007, 09:00:46 AM
i don't want to leave people depending on multiex, not everyone has it or can use it, it also bugs me a bit that he's charging $6 a hit for this small facility, but that's another story.
Laurie

It bugged me when the first time I saw a small update and install it I find out my old key won't work! :P

mcm2boys

I have fixed the issues with the bike motion not reloading in the editor after it's been edited, and also the bike motion cut and paste problem that some people were having. I also too kthe time to add the 360 and backflip animations to the list, these are only available for the MX bikes, they aren't there for the ATV or Fast Fifty.  .. and finally i added the Alt and Ctrl key functions that Mike asked for, these work with any mouse button pressed to rotate or shift the whole view.

Note: if you release the Alt or Ctrl key while dragging the mouse, then the currently selected parts will be rotated as normal.

I have changed the link in the first Post so you can download the new version from there.

I haven't added the trick export functions yet, i might try to do that this weekend but it probably won't be finshed by this weekend, until then you can always distribute your $siktrix.pak


Laurie

UFO_Showtime

#31
Quote from: mcm2boys on January 30, 2007, 04:36:49 AM
Thanks Tanner, can you tell me what you tried before going for the complete re-install, and maybe what you had modded - probably a long list but it could help me work out what the problem is..

Eg did you have anything installed in the common.pak like custom textures?

Well, I probably should've taken the time to figure out exactly what was causing the model-loading error before reinstalling, but that should tell you how excited I was to start using SikTrix Unleashed. ;) 

As far as my common.pak goes, it really wasn't drastically modified.  I'd substituted some bike/rider skins, and altered a few camera angles.  That was about it.  And, actually, I did try swapping it out with the stock common.pak (straight from the MVA CD) - to no avail. 

I had the Rainbow Studios' patch installed, as well.  Maybe if I would have reinstalled JUST the original MVA.exe file, perhaps it would've worked?

mcm2boys

Ok thanks,

as i said before somewhere, STU only reads the common.pak out of all the game files so nothing else would make a difference. The error message tells me it failed trying to load up the models, which since it was the first run were the default models - NoFear06 for the rider and MX KX2501  for the bike, so my guess is that you substituted one of the textures in these sets.

If you have the time and somewhere to put it, I would like to take a look at your old common.pak, i have a theory that the custom textures might be a little different to the RBW textures, and STU is more sensitive to the difference than the game, which i'd like to check out.


Laurie

UFO_Showtime

I had backed up my modded common.pak before reinstalling MVA, so I went ahead and uploaded it (if you're still interested in looking at it). 

Check your PM's for the link. :)

MX45

Great fixes and additions Laurie. The bike animations saves and exports fine for me.
The viewport navigation is nice, but I've got a few bugs with it. 

Quotei added the Alt and Ctrl key functions that Mike asked for, these work with any mouse button pressed to rotate or shift the whole view
It seems like alt or ctrl is supposed to work WITH a mouse button? For me, I just have to press ctrl or alt, and move the mouse. No mouse button is pressed and the view moves. Not sure if this is how you meant it, or if its just a bug with me. But I'd rather have to press a mouse button along with a key.

Also when rotating or panning, the view jumps to my mouse position as soon as I hit ctrl or alt. For instance, Ill be in the left view and go to rotate and jump to a twisted underside view if the mouse is in the bottom of the screen. I meant for the view to rotate (or pan) relative to your current view. As it is, it seems to be based on your mouse position, not movement.

So how about a ctrl+z, and more than 1 undo step? :D

Thanks again

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

j_bob_28

quick question here

Is it neccessary to have the actual MVA game on my computer for sik trix to work??

mcm2boys

QuoteIs it neccessary to have the actual MVA game on my computer for sik trix to work??

Yes, it uses the game files..


Mike i have a new version to fix most of that, sorry no extra undo's..
Laurie

Crashnburn11

this is awesome!
i have one question though: how do you switch back to stock, or export you tricks to give to other people?

MX45

Hey Crash, good to see ya. To go back to stock rename, move, or delete your $sicktrix.pak from the data folder. Next time you open STU it'll read from the stock files. Just save in STU and you'll have a new $sicktrix.pak file created. This worked for me. To share tricks give them your $sicktrix.pak file. I do not think there is a way to release single tricks.?

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

VRT_JPRLisbon_

Just rename the "$sicktrix" to other name it´s "dangerous" or in other words, we still may have the custom tricks in game but if you rename "pak" to other thing will work.

i think single tricks to release work , save your trick and rename the "$sicktrix.pak" to something like "$sicktrix1.pak" , build your 2º trick , save it and rename to "$sicktrix2.pak"  (we can use the names of the tricks also)     .... . . .. . . . . ..

for the people that dwl  , is better they remove the $sicktrix.pak  they use because the alphabetic order must be followed.
I didnot tryed this but i think works.



1 friend of me still can´t make the skins pak work on his game (looks like his game dont read extra paks) , with the info saved in the $cummon pak i think will work but that make some problems when we search for online races , any1 know why his game dont read paks ?   
he have game patched and nocd andthe skin pak files  in data folder (he sent me pic´s) .