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UE2 v9.1.17 released - updated

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

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wakestyle21

First, when I try to import a new texture for my track it comes in upside down...not just rotated but flipped upside down. Yes I can fix this in PS but it's a hassle.

Second, the PCO for my objects still isn't working correctly. The skinned object (MVA bale) with PCO has no movement at all while the custom model (AMA stake) moves but is way too heavy. And the stock object with PCO (MVA hay bale) seems to move correctly but the collision remains where the bale was originally placed so the bale will get knocked out of the way but if you try to ride through where the bale was you run into an invisible wall. I've tried editing the PCO files both inside the editor and using notepad. The PCO files are being placed in the PAK in the editor but it doesn't seem to be using the values. I changed the AMA stake weight value from the default value (151 I think) to 1 and it still felt like it had the original weight of a bale. And Yes I saved the text and I saved the track after editing the values. 

Third, sometimes when I try to delete an object it will delete a bunch of them.

And last just a comment on the replace object tool, it is working...before when I was trying to replace my makeshift stakes with custom AMA stakes the new stakes were showing up under the terrain where I couldn?t see them. It's going to be rough selecting all 300+ stakes and raising them back up but it?s better than re-placing them all. A cool feature to aid in this would be the ability to select multiple objects using a list box. With the ability to hold ctrl to select multiple and shift to select many it would make for a great addition to this program.

Thanks for all the hard work.

mcm2boys

Thanks for the info, i am working on the invisible wall at the moment, i have a few other fixes already done. I will add these to the list and hopefully i can get an update to fix most of these problems out some time soon.

I'm aware of the multiple deletes, but the non-moving skinned bales i haven't heard of, i'm wondering there is a problem with finding the PCO name in the LIB (maybe a naming issue), is there a PCO file in the PAK for that bale after packing, if not that will be the reason why it's not moving.

I can take a look at the PAK if you like.


Where did you edit the PCO weight, in the PCO file in the media/PCO folder?

You can use the Shift key to select multiple objects by clicking on them, i was thinking of adding select all of clicked on objects type type using the Alt key. Hadn't considered using the Drop down list but i'll look into it, depends on how much work it is..  :)

Laurie

wakestyle21

The PCO files are showing up under the files tab inside the editor...I tried editing the PCO file there and in the media/PCO folder, nothing worked. The PCO values appear to be saving because when I edit the PCO in the media folder then save my track in UE2 the PCO files inside the editor reflect the changes I made. I'll have to check inside the PAK

I wouldn't use a combo box for the item selection, I would use a list box...something like this:



Also when you select an object it wraps it with the orange TD logo...this makes it hard to rotate circle objects because you don't know which side is the front when it is selected. would be much better if you could just apply a light tint to the selected object so u can still see the texture.

mcm2boys

Ok thanks again, i tried checking it last night but my laptop is playing up trying to run MVA at the moment, so i'll have to wait til i get on my desktop  later in the week.

I'm talking about using the drop-down that is already there for the selection, i won't be addign a new selector - or am i missing the point somewhere..

I had the same thoughts about the TD wrapper, i'll have to find another way to highlight selected objects..

yFMX

#44
I think I've found a way to avoid the static col of the bales. When you place them in UE2 set the "has collision" setting to False so you can go through the bales. Then, after you've exported your track, edit the toy file and add:

[PhysicsCollection1]
Name= nat10_bale_hay*

Make sure you have the pco in the track's Data\UserTracks\yourtrackname\
That's how I got them working fine.

Now I have a problem with the shadowmaps. The shadows appear only on these 2 tiles:


On the other tiles it's either the same as one of the tiles which are working or one of the perimeter tile

wakestyle21

Quote from: yFMX on November 10, 2007, 09:34:06 AM
I think I've found a way to avoid the static col of the bales. When you place them in UE2 set the "has collision" setting to False so you can go through the bales. Then, after you've exported your track, edit the toy file and add:

[PhysicsCollection1]
Name= nat10_bale_hay*

Make sure you have the pco in the track's Data\UserTracks\yourtrackname\
That's how I got them working fine.

This worked for my custom stakes and the stock hayBale...hopefully this bug will be fixed soon...casue I don't feel like selecting each of my stakes and making them ride through

I think this is the problem:

The pco objects have 2 collisions each: a static collision where the object was originally placed and a pco collision that stays with the object like it should. so to fix this the staic collision needs to be removed which is what yFMX's method does.

This method didnt work for my skinned bales...I think this is because they are not being treated as pco objects at all. They seem to only have 1 collision(the static one) because they dont move at all when I hit them. When I tried yFMX's method on these they had no collision at all.

Hope this helps ya out Laurie.

Thanks yFMX for figuring it out.

JvdL

Quote from: yFMX on November 10, 2007, 09:34:06 AM
Now I have a problem with the shadowmaps. The shadows appear only on these 2 tiles:


On the other tiles it's either the same as one of the tiles which are working or one of the perimeter tile

For me, the shadow render technique in EU2 isn't working at all. Unless I"m doing something wrong ofcourse...

In any case. When I attempt to let EU2 render shadows for me. It will only render a solid black image?

Been doing my best to solve the issue here on this end. But I ended up at the point where I'm clueless and do not know where to possibily look anymore.

John.

wakestyle21

Shadows wont work for me either...All black.

mcm2boys

#48
I'm working on the collision problem now, so thanks for the info good timing.

As for the shadows, JPR Lisbon gave me this info (passed on from MDX_Chris using D2):

i set the grafics of the pc to 16bits and next i open UE2 and i render the shadows and work fine , this also work with Dillotoo of mcm2.


The shadows work ok on my machine which uses a ATI gfx card so i'm not sure why it doesn't work for most of you. Are you using ATI or nVidia?


I have added a  new selection control key ALT, so you can select every model of the type you click on, which i hope helps you out a little wakestyle it should make moving all your stakes up a foot easier.

wakestyle21

Im using nVidia...I'll try the 16 bit thing when I get home from work today.

When multiple objects are selected is it possible to change their properties in the properties editor? It would be nice to select all of a type of object and set has collision to false just as an example.

As always thanks for the hard work.

yFMX

I'm using a ATI gfx card. I've tried with the grafics set to 16bits but nothing more happened. Still 2 tiles only.

mcm2boys

yFMX

The 16bit workaround is for the all black shadows only. I'm not sure what you're problem is caused by. UE2 should create a shadow map for the selected tile only, it doesn't create a shadow map for all tiles with one push of the button, is this what you're doing?

So the process is to select a tile, generate the shadow map and then Export it for use with the texture for that tile. Then select the next tile etc..

Laurie

yFMX

Quote from: mcm2boys on November 13, 2007, 04:22:38 AM
So the process is to select a tile, generate the shadow map and then Export it for use with the texture for that tile. Then select the next tile etc..

Laurie
That's what I did but the problem is not the shadows, it's where the shadows are generated. I have the same shadowmap for the 2 left tiles of the track and the same thing for the 2 tiles on the right no matter which tile I select. Same thing happen with the tiles from the perimeter.The shadows work with all the tiles but the thing is that it generates the same objects shadows in 2 or 3 tiles and some objects shadows are not rendered because UE2 seems to use another tile so I have shadows but not the good ones. I don't know if I'm clear...

JvdL

Quote from: mcm2boys on November 12, 2007, 02:37:54 AM
The shadows work ok on my machine which uses a ATI gfx card so i'm not sure why it doesn't work for most of you. Are you using ATI or nVidia?

I'm using a nVidia Geforce 7900 GS GO 512mb. Giving that 16-bit thing a try though.

Will get back on this as soon as I have some more info.

Thanks for the help!

John.

wakestyle21

16 bit workaround worked for me. I cant change the shadow strength slider though...no big deal

thanks for the tip.

No hurry but do you have any idea when the next installment of UE2 will be? lookin forward to the fixes.

Thanks

mcm2boys

@wake
I'm trying to get it out before the end of the competition, but like everything with a deadline all sorts of other stuff that have to be dealt with first. I also have to run it past the TD guys first before i release but i'm hoping maybe the end of this week or the beginning of next week, but that depends on what comes up before then.

@yFMX
ok looks like something i need to take a look at..

Laurie

wakestyle21

Does anybody know what causes the THQsxdropgate to drop slow when using UE2? if you havent experienced this you can download this track and check it out:

http://www.mcmfactory.com/display.php?cat=mva_tracks&id=1130

JvdL

#57
Hmm, do not have any experience with that I'm afraid Wake. Only problem I had was the rider aligment with the dropgate. Front wheel was floating up in the air.

I have encountered two different problems though. (still talking about a HD track here.)

Trees. For some reason, I can not see the tree's while riding the track in game. But I can see them in the EU2 (they have been placed in EU2 aswell. This has been done through the object placement tab, as the eco system is not active/working yet?). They are not set to invisible, and there isn't collision on the places where a tree should be either.

Shadows. I have tried the 16-bit mode on EU2. This is working properly and it renders my shadows (though having the 2 tile problem most of us have). However, the shadows it renders are false. As in, they do not match object placement. It seems as if the objects get twisted in a way, as the shadows of objects point out to all kind of various angle's, but the right one.

yFMX

@MessiaH
To see the trees you have to place them with the eco system tab but first you have to put the trees you want in the RBW editor, export the project, extract the esb file with multiex and then load this esb file in UE2 and it should work.

Garasaki

I think you could also unpak one of the stock tracks to get the esb file - saves a little work that way potentially - or use a track you've already made.

Although I did exactly what yFMX described.