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UE2 v9.1.17 released - updated

Started by mcm2boys, August 01, 2007, 07:51:58 AM

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mcm2boys

I'll take a look at the friction maps, it's possible that it doesn't seem to work because the friction map is applied to the terrain upside down?

QuoteIs being able to import HD textures without going through the Dillo process something we can expect in a later update?
You can import tex's on a per tile basis already if that's what you mean, otherwise as far as i know the 960x960 texs are all you can use so if you mean texs bigger than this then as far as i know HD texs aren't possible..



Laurie

JvdL

Quote from: mcm2boys on December 05, 2007, 04:24:17 AM
Messiah

Sry not sure i follow what you said, is there another problem now that the Replace function is fixed? What's the manual editing that needs doing..

Nothing to serious to worrie about.

What I ment was that before the object replacement patch was applied. When you replaced the dropgate with an object, it automatically seen that object as a dropgate and added the animation of the dropgate to it.

Now with the patch applied. When you replace the dropgate, it doesn't recognize it as a dropgate and does not add the dropgrate animation to it.

Thats all.

Friction maps though. I noticed similiar problems that Nikhil has. I only got the particles to work, for example water splatter. Traction changes were not active though.

Nikhil

Quote from: mcm2boys on December 11, 2007, 04:08:48 AM
I'll take a look at the friction maps, it's possible that it doesn't seem to work because the friction map is applied to the terrain upside down?

QuoteIs being able to import HD textures without going through the Dillo process something we can expect in a later update?
You can import tex's on a per tile basis already if that's what you mean, otherwise as far as i know the 960x960 texs are all you can use so if you mean texs bigger than this then as far as i know HD texs aren't possible..



Laurie

Well, when I noticed they were flipped, I changed their orientation in photoshop, so they'd be right side up when imported into UE2, but there was still no effect.

Nikhil

Don't mean to be impatient, but do you have an update on the FM problem?

mcm2boys

I'm working on import dispmaps right now, and i'll try to fix the friction mapping as part of that, as for release i don't know maybe if i get some time over the holidays early in the new year..


Laurie

wilsonatv

hey i gotta question for you guys,
how come i can place as many objects as i want in UE2 but when i go to place the trees none of them show up in game.Could it be that i have to many trees(+/-1300) or because of something else?

mcm2boys

Trees should use the Eco system which has it's own separate tab in UE2. The Eco System means the game engine treats them in a special way using 2D billboards when they are at a certain distance instead of the full 3D model. Placing them as objects means they are treated like regular 3D objects which will slow the game down if you use more than a few 100 trees.

To use the Eco System, select a Eco system the tree button in the Resource tab, then open the Eco System tab, select a tree from the list of trees shown there. Click the Add tree button (Icon is a tree with a '+') and then start clicking out the trees, select a new tree from the list and repeat..

I'm not sure why they don't appear as objects from UE2, because they really should, something i will need to look at..

Laurie

VRT_JPRLisbon_

Import dispmaps for UE2 is a very big improvement , will make all the process much faster and easy to test ride ....
Good job Laurie.

wilsonatv

Quote from: mcm2boys on December 21, 2007, 03:32:47 AM
Trees should use the Eco system which has it's own separate tab in UE2. The Eco System means the game engine treats them in a special way using 2D billboards when they are at a certain distance instead of the full 3D model. Placing them as objects means they are treated like regular 3D objects which will slow the game down if you use more than a few 100 trees.

To use the Eco System, select a Eco system the tree button in the Resource tab, then open the Eco System tab, select a tree from the list of trees shown there. Click the Add tree button (Icon is a tree with a '+') and then start clicking out the trees, select a new tree from the list and repeat..

I'm not sure why they don't appear as objects from UE2, because they really should, something i will need to look at..

Laurie
ok just found it thanks alot.

Garasaki

Importing disp maps would be a HUGE boost to UE2.

Any word?  :D

mcm2boys

Sorry not to get to this sooner but i got busy with other stuff and i'm not getting the time i want to spend on it. I do know what i'm looking at now with the last bits of TRN data. I just have to work out how RBW are calculating the values that they use which is well underway.

I haven't generated any TRN's from DispMaps yet but i'm hoping it won't be too long now, how long after that that there's a new release i don't know..


Laurie

Nikhil


mcm2boys

Still working on it, i might have to release something without DM import because there are few other updates that might be useful and this might take a while longer..

Laurie

yzmxer608

Well I couldn't get it to work becasue the .zip didn't have the  xbxgrph.dll in it, I got the D3DX8D.DLL from the siktrix .zip. If someone could post the  xbxgrph.dll  here that would be very cool :) I just put the D3DX8D.DLL in the same folder as the UE2 exe.

VRT_JPRLisbon_

#114
Get the xbxgrph.dll and the D3DX8D.DLL here ( just these files because the other files are old)
http://www.twisteddirt.com/download.php?file=files/mva/UnleashedToo_09117.zip

yzmxer608

#115
Thanks a lot JP, it helps a lot.

EDIT: Well I just fired it up and wow, its just like dillotoo! I'm happy to see that because I am pretty familiar with dillotoo, such as its object placing ect. Shouldn't be too hard finishing a track in this.

mcm2boys

I'm happy to see you got some help with this while i was away.. I'll have to remember to include all the DLLs in the next release.


Laurie

yzmxer608

#117
So I have been using the program and I have found some things that are weird. Sometimes when I try to save I get to the part where it asks you if you want to lock it or not. I say no then this box comes up that says invalid floating point or something. Then the loading box appears and does nothing. So when this happens I can't save my progress. It wouldn't bother me that much but this has happened a lot. Also there is always like this dirt clump that is stuck on the screen where the track is viewed. It flashed when you move your camera, I have no idea why its there. Just though I would let you know.

mcm2boys

Thanks for lettng me know, have you got a bit more info about what's happening. Is it always after you add objects or trees or a new texture or something else? Do you see any patterns in what's hapenning linking what you're doing to when it happens i guess is what i'm asking.. or any other info you think might be related..


Thanks for your patience..


Laurie

yzmxer608

Well it ws happening when I added trees and objects. It's not really doing it now but that might because I am saving more often. The dirt clump thing is always there, it never goes away.