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UE2 v9.1.17 released - updated

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

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DirtTwister

I plan to give Vista a shot again after SP1 comes out.  There are some fixes that can be applied now, but I am going to wait.   I have an NVidia graphics card.

http://www.hanselman.com/blog/VistaPreSP1PerformanceAndReliabilityFixes.aspx

Bruce

ElDiablo (Paul)

Laurie is correct...I did originally have problems with MVA running in Vista (and I have an Nvidia BFG7900GTOC 256mb video card)...but have since found that the graphics driver updates have fixed the problem.

HOWEVER, since the problem with MVA has been fixed I have been experiencing artifacts in World of Warcraft which previously never had a hickup at all. So hopefully these pre-SP1 updates help to address that problem. I've updated my driver just about on the day they've been released for about the last 2 months trying to see if it would fix my problem. So far...they haven't although some versions have had less artifacts than others.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

JvdL

#22


I'm on a widescreen res. 1440x900px. And have the same problem with Siktrix and Dillo Too.

Changing font sizes, or setting the theme of windows to default does not solve the problem either.

Thanks in advance.

John

mcm2boys

You already looked at my best guess which would have been the font size, so i took another look at the settings possibillities because it really looks like a font size issue. I found another setting you should check in your monitor settings.

If you right-click on the desktop and goto the display settings, then select the Settings tab and then advanced (not sure if that's the same but this works under XP) you should see somewhere near the top a drop down labelled DPI settings, this needs to be set to 96dpi for my progs to be scaled properly. If this is the problem then know this is irritating to set just to use these programs, but this is normally the default setting under windows.

I probably need to add some resize bars to the side panels but i have just never got round to it yet..

JvdL

#24
Thanks a lot. This fixed the problem. Now that I can see everything clearly in the editor it became a lot more usefull too!
(+ I don't have a font you can read from miles away anymore either! *cheers* I'm a minimalist and always have the font size on 7, had that on my old desktop too. But when I switched to this laptop, I was wondering why the fonts were bigger and thought it was just part of the whole widescreen thing. Never would have thought about the DPI setting.)

Another question though. The object list. Right now, I only have one large list in EU2 called "Common". Is there any way to change this to a more organized list?
(Like for example the modified Model.lib with the MXU objects in made by BPH? That one had all objects named properly and had object trees. Makes searching for a certain object a lot easier at least.)

Thanks again! And my appolegies if I ask too many questions. Just really want to pick up EU2 as it offers a LOT more possebilities than RBW's editor.
John.

mcm2boys

No problem, that screen shot seemed cramped for 1440x900 i guess that's why.

I haven't got round to adding the model.lib organisation to the Object list yet either, you should find the models are in alphabetical order, altough they are in 2 or 3 groups each group starting again from 'A', so if you know the models name it is easier to find, most of the models are in the second group.

UE2 uses the LIB to add physics and collision files to the PAK file but not the organisation.

You can add organisation to your custom objects using sub folders in the CustomModels folder that UE2 uses in the MVA Media folder, and you can add other peoples PAK files in the CustomModels folder as well though you will need to add the LIB extract to your model.lib as well to get the collision and physics to work.

If you want to use the MXU objects in UE2 you will need a copy of that PAK in the CustomModels folder and the update to the model.lib.

JvdL

Thank you very much for the extra information on the usage of (custom)objects.

mcm2boys

Well that's the best i can do since i have no plans to add the extra features in the near future..  :)

wakestyle21

I just started using this editor and when i import my track everything looks great except my custom skinned bales, which use a custom PCO file, don't move when you hit them...they work in the RBW editor. Is there something special i have to do with the PCO file so that my bales don't act like they are chained to the ground?

mcm2boys

If you are using PCO's they must be added to the LIB file otherwise this is where UE2 gets the PCO filename from. If you're not sure which one to add then: 

   |MyModel|_SAME_|_SAME_|_PCO_FILENAME_|MY Model

add/change the PCO_FILENAMME entry.


I'm guessing your custom object worked ok..


Laurie

wakestyle21

The custom object works great now...thanks

Here are the LIB entrys for the bales:

|sBaleKawi1|sBaleKawi1f|_SAME_|sBale|Kawasaki Single
|sBaleFMF01|sBaleFMF01f|_SAME_|sBale|FMF Single
|sBalePU001|sBalePU001f|_SAME_|sBale|Parts Unlimited Single
|sBaleRnth1|sBaleRnth1f|_SAME_|sBale|Renthal Single
|sBaleDnlp1|sBaleDnlp1f|_SAME_|sBale|Dunlop Single
|sBaleMon01|sBaleMon01f|_SAME_|sBale|Monster Single

Like I said, it works in the RBW editor just not in UE2 editor

Also i was wondering if there is a way to select multiple objects.

One last question: How do you use the replace object tool? when i click it, it just deletes the object I have selected instead of replacing it with the object for placing.

Thanks

mcm2boys

PCO's
hmm, is the PCO file in the media\PCO folder? If it is and the LIB is right then it should get PAK'd by UE2, the only other thing I can think of is to try with the PCO file in the same folder as the DXG etc, but i'm pretty sure it needs to be in the media\pco folder.

The Replace tool:
1) Select the objects to be replaced in the track
2) Select the object to replace it with from the Resource tab - the name should show up in the Plac Object text box.
3) Press the Replace button..

I'm guessing that's what you did since it's pretty straight forward. Have you tried replacing multiple objects? It's possible that the new object isn't loading properly so it deletes the old one and has nothing to replace it with, have you tried different models?

Finally, might be a bug.. since not many of the TD guys make MVA tracks, i have to rely more on my own testing for QA.

Laurie

PS I'll be out of internet range for a couple of weeks from tomorrow so i might be a bit slow replying..

wakestyle21

Quote1) Select the objects to be replaced in the track

How do I select multiple objects? Ive tried holding the ctrl key but no luck.

I've only tried replacing 1 object and that is my makeshift custom skinned stakes with cR's custom model stakes.

About the PCO i'm almost positive I have the PCO file in my media folder because it works with RBW editor but i'll have to check when i get home to be sure.


wakestyle21

nvm about selecting multiple objects...I found the shift key lol. Sorry for the noob question, i'm just used to holding the ctrl key to select multiple things...anyway the PCO is still not working. I've tried everything you said and nothing has worked. I'm sure one of us will figure it out sooner or later.

I wanna let you know how much easier UE2 is making things for me...I have many skinned objects and now a couple custom models and its so much easier using UE2 than RBW editor. UE2 still has a few bugs and could use a few more features but in my opinion its already much better than the RBW editor. Thanks for all the hard work.

mcm2boys

I'm not sure why it isn't working for you, i tested it here and it worked fine for me, both 1 and more objects. 1 bug i found is that it doesn't rename the object when it replaces it. It does however delete the old before adding the new so the most likely thing is that UE2 has problems loading the replacement object..

Thanks for the kind words, if only someone at RBW would give me a little nod about the last bits of info in the TRN then i could import dispmaps too, maybe even a contract to write the editor for Untamed  if/when it comes out for PC..


Laurie

wakestyle21

Thats strange because I can place the replacement object by itself with no problem. It's just when I try to use the replacement tool that it wont load the object. O well I'll just do it manually.

yFMX

Hey,
   
   I've just figured out why I couldn't have a HD track working: when I was exporting the HD track the rider was in the air the same thing than when you are in the end of the perimeter. It happens because UEToo writes coordinates like that: "538,000,156,000,552,000" instead of "538.000,156.000,552.000" It writes "," instead of "." To fix that you just have to replace the "," by "." It's easy but very long when you have objects. I hope it could be fixed in the next update...

mcm2boys

yFMX

i just found that how UE2 writes numbers depends on your localization of your version of windows. Change the decimal separator to '.' instead of ',' and it will write the numbers as 123.111 as it should..

yFMX

UE2 works fine now, thanks. Another thing is that when I export the track, UE2 creates a "static" .col for each bale so when you hit a bale it moves but the "static" .col is still where the bale was.

mcm2boys

hmm, thanks for letting me know. I'll take a look at it. Glad you got it working, I'm  going to change the number routines for the next version ..