• Welcome to Twisted DIRT Forums.
 

Custom Objects for MVA - Release of SLTtoDXG converter

Started by mcm2boys, July 04, 2007, 04:38:13 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

mcm2boys

We have been working for some time on a tool to convert MCM2 SLT model files to MVA DXG, and finally we have something that we think is ready for release. We are still putting it through some final testing but here is a screen shot and some information on how to use it.

Click here to download it:

NEW Download SLTtoDXG converter  NEW - 3 May '08



Click on the image to see a fullsize screen shot.

More info..


This program converts SLTs to DXGs and will
also generate a COL, LIB,  PAK and PCO files.
You can batch convert more than one SLT at
a time by selecting multiple files in the Open file
window.

To use:
Make the option selections that you want. The
PCO files are based on the single bale values.
The LIB file will put all of the models under a
'My models' entry.

The scaling will reduce the size of the COL file
similar to the MVA bales which are 80% of
the size of the bale model.

The color box lets you pick a color to replace the
pink for the transparent parts of an MCM2
texture.

Press the green button to select the
files to be converted. The Log window should
give progress messages during the conversion.

If you want to add a prefix (eg 'td_') to either your
model names or texture names then enter the
text into the Prefix edit box. If you want a
different prefix for the DXG and the DXT then
separate them with a comma otherwise the same
prefix will be used for both.

If there is a problem with the converted model try
again without the Optimize faces check box
checked. This performs some extra poly culling
after the conversion which might cause some
problems in a few cases.

There were some problems converting models
with multiple LODs so the 'Only use 1st LOD'
check box is checked by default, but this may
work on some models, so give it a try and let us
know how it works.

Once you have converted the models you can
rename and place the mymodels.pak in the
'Media\CustomModels' folder so that UE2 can
find it. You will also need to cut & paste the LIB
extract into your models.lib file so that the
editors can find the new models. If you have
created PCO files they will need to be copied to
the 'media\pco' folder.

A TwistedD.I.R.T. production includes code from
Laurie, Jeff and Bruce. Have fun.


Laurie

VRT_JPRLisbon_


MX45

Very cool. I can't wait to check this out.

Thanks for everything TD.

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

NATIVE


VMX_SKYmx99

Thanks a lot guys.  This is definitely what MVA was lacking.  You guys ROCK!

Crashnburn11

it's too bad MVA wont work on my laptop or i could make use of these great tools you guys continue to make

wilsonatv

ah.. not sure if you guys know of this or if its just me but when you get the objects and test them ingame they have some very wierd phy. like when you bump or ride on them them they like blow up.lol  like i said idk if its just mine or what?

mcm2boys

If you don't want objects to move then don't check the 'Generate PCO' box when you build that object, or don't copy the PCO file into the media\pco folder.

If you check the 'Generate PCO'button and generate a LIB extract then teh LIB extract will reference the PCO file and if there is no PCO file present I'm not sure what the RBW editor will do..

Looks like i might need to adjust the default PCO values, they are taken from the stock single bale PCO file so if you need different physics you are going to have to hand edit the PCO file..


Laurie


mcm2boys

I hope to release a new version of UE2 soon that will deal with custom objects adding model files to the PAK when necessary..

You will need Max3.1 and the Unbastard plugin to create SLTs or Milkshape3D which now ships with the MCM2 SLT exporter i wrote for it..


Laurie

Crashnburn11

Quote from: mcm2boys on July 11, 2007, 05:31:33 AM
... or Milkshape3D which now ships with the MCM2 SLT exporter i wrote for it..



wow, thats awesome! Its cool that you are recognized for some of the stuff you are doing and it is being integrated into programs!!!

mcm2boys

thanks crash, it's a shame that not many people like to use Milkshape.. :)

I forgot to mention another option for creating SLTs is to use any version of Max export as a 3DS file, import into Milkshape3D and then export with the plugin..


Laurie

wilsonatv

could you give us more info on UE2.like what you have done to it.

aaron.270

Just wanted to say thanks to the TD crew for all the hard work.  You guys don't get as much credit as you deserve. 

mcm2boys

It's been a while since the last version of UE2 was released (the first i think) so i can't remember exactly what's out there now, but the improvements i can think of are:

Quite a bit of bug fixing, so it is a lot more stable now.
I added a file editor, so you can edit the SCN and TOY file directly.
I added a VUE file importer, to create spline MOTs for vehicles.
You can generate terrains from 2x2 to 7x7 tiles in the editor.
You can export/import any tile in a terrain.
I have added some extra options to the bale placing tool, including a fence placing tool.

The custom models folder has been moved from  %mva%\data\usertracks\usermodels to %mva%\media\custommodels.

That's about all i can think of now.


Laurie

BPh

wow, just saw this and I would say THANKS guys.
I'm actually off with MVA but it's still a great tool released.
Congrats.

mcm2boys


Crashnburn11

any chance of dillo too having the terrain functions that UE2 has?

mcm2boys

I doubt that i will be able to add them to D2 easily since i still can't get it to compile since i moved on to UE2, but i might be able to add an MCM2 TRN file export to UE2 that you could then import into D2 - now i think about it you might be able to import MVA TRNs into D2 already since i added that for the MXU conversions that we did.. you could try it and see..


Laurie

cR

SLTtoDXG works great for me, no errors or anything but it's lacking one thing... it can't convert 32bit TGA's. Is it going to support them in the future? It would be usefull for skinners aswell.

mcm2boys

#19
Hey  cR

It should support them already. You might need to set this line in the SLT under each [Material - X] entry that uses 32bit TGA:

TextureFormat=4444

i think that's what it is, i might have the wrong parameter name.

i'm lookng forward to seeing some tracks with custom objects in  or maybe i need to take a trrip to Factory already..

Laurie

If this doesn't fix it, can you explain what happens when you try to convert a 32bit TGA?