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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'm thinking the clump is the dirt texture preview, is it in the bottom right side of the 3D view? That's so you can see what the particles you selected look like against your track colors - if that's what the clump is..

hmm, for the other thing that's useful to know but it hasn't given me any ideas. I hope to have a new version out in the next couple of weeks hopefully that will help a little..


Laurie

yzmxer608

Yep thats what the clump is! I'm just wondering, is displacement map and texture importation fully supported or no? I don't remember if it is or not, I know some of the earlier versions you couldn't.

mcm2boys

Texture import is supported, and Dispmap will be 'experimentally' supported in the next version. I say experimentally because it's not right yet, it's good enough to import your dispmaps and ride like the final terrain, but there are problems with the rendering terrains when UE2 imports DispMaps, so the final terrain will still need to be built using the tiled RBW editor method.

Texture import is handled in 2 sizes using UE2 the stock 960x960 but as each tiles texture in the game really overlaps by 8 pixels on each edge it also supports textures of 976x976 so you don't have to rely on the RBW editor or UE2 to build this overlap for you from the tiles that surround it - you get to control the textures in the overlap.


Laurie

yzmxer608

so your sayin its better to import tex's as 976x976 so you wont have to worry about the overlap?

mcm2boys

In last released version of UE2 (0.9.18) there is a problem with importing 960x960 it gives a black or white line on some edges (maybe all),  the RBW editor is good with 960x960 but i think it uses the perimeter tile texs to add the overlap to all imported tiles.

From some angles and distances tiles show just a bit of the overlap so if you use these tiles in a HD track where the track tile might be next to a different track tile (not a preimeter) then this bit of the overlap could look weird - giving a line.

So, if you're making a regular track from the RBW editor then 960x960 is ok, but if you're importing texs in UE2 then i would use 976x976, until the next version of UE2 comes out..

Laurie

yzmxer608

#125
Ok I get what you are saying, thanks for helpin me.

EDIT: also how do you modify the track files [.aty, .toy ect.] in UE2? I thought there was a way to do it but I can't figure it out.

yzmxer608

also it seems that my haybale's with the hay skin [just plain hay, no logos or anything] don't work right. The textures don't show up, would you know why? I can't figure it out, all of the other bales work fine, its just those ones, unless theres a conflict with the MxU objects with a same name or something.

mcm2boys

In the files tab you can edit some of the text files, mainly the SCN and i think the TOY file. You can't edit the ATY or ATYFILE yet since they need some special processing when they are saved back to the PAK which i haven't written (yet/maybe)

To edit them just  click on the file in the File list under the files tab, if you can edit it it will appear in the edit window. The file is saved back to the PAK when you change Tabs again, or if you click the Save button..

As for the bale, this might be a problem with the model you selected. UE2 just lists all the models it finds in the Common.PAk and the Custommodels folders, it doesn't list only the models in the LIB file. There are some models in the common.pak that aren't complete (usually no texs) if UE2 tries to load the model and a file is missing it usually just removes it from the track but invisible texs could also happen. If you switch the logging option on in the Options tab and then check all the options in the Log tab it will tell you what happens when it tries to load each model, and it should give some idea why that model isn't working n the log output..



Laurie
Laurie

yzmxer608

Thanks once again, I figured out the file editing. I also enabled the logging options as you said and I placed two of the bales that weren't working, then I went to the log tab, this is what it said:

===  Logging track loading: 4/18/2008 11:58:02 PM  ===

Material hay01.dxm
Material hay01.dxm failed

It seems like the material doesn't load properly for some reason.

mcm2boys

my guess is some files might be missing you could look up a hay bale in the LIB to find the real name for a working model and use that. I had problems with some of the triple bales..

clint83

hey wen i download the ue2 update on the top of this thread wen i go to open it n unable to locate component message comes up saying it cannot locate D3DX8d.dll    do you have this file anywere i can download?

mcm2boys

if you get that message then you'll probably get another similar one about the other dll. If you download an earlier version, then you will get the missing DLL files from there..

the d3dx8d.dll is also available from the first pinned thread in this section..


Laurie

pokeboy97

Quote from: mcm2boys on August 01, 2007, 07:51:58 AM
The next version of UE2 is now available for download. The program comes in a ZIP file which you can unzip wherever you like on your computer, and UE2 will find MVA and the files it needs. If you haven't used the official MVA installer or have moved your MVA installation from it's original folder without re-installing it, you might have problems starting UE2.

The ZIP package contains:
  UnleashedToo.exe - program files
  UnleashedToo.chm - help file
  d3dx8d.dll - program support file
  xbxgrph.dll - program support file

If you want to use custom objects in your tracks you will need to put the files (either the PAK files or the individual DXG, DXT, DXM and COL files in a folder called 'CustomModels' in your '%MVA%\Media' folder.

If you need help then ask here, i don't have the time to trawl all the MVA sites like i used to, but i do check in here most days.

You can grab Unleashed Too v9.1.18 here..  Update  31 Nov 2007


Have fun
Laurie
Link is offline :( upload please?