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UE2 v9.1.17 released - updated

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

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JvdL

Aha, so you just put one of each eco object (trees/bushes/grass and what not) on a flat track (or what ever) to make your own eco system package?

That is pretty cool actualy, thanks a lot!

Garasaki

You still need to just pick items from a single national otherwise the tree "billboards" wont work right (although to be honest I'm not sure how big of a problem that is)

mcm2boys

@Wake
The angle of the rider could be something in the ATY or ATYFILE that gives the rotation of the startgate and the rate of drop. I can't take a look in the files here but i might get a chance to get more info later this week

@Messiah
You need to make a folder called EcoSystems under the Media folder then copy all the game ESBs into it, then UE2 will find them and add them to a list under the Tree button in the Resources Tab. Selecting one of the ESBs from this list will open it in the Eco System tab then you can select the eco type and start planting. If you already have an Eco then selecting a new one will ask if you want to change all the trees to the new ESB.

The wrong Billboards will be a problem when viewing the trees at a distance, since you will see partial trees, the wrong trees or no trees at all from a distance. This was also true in MC2 and when it happend you noticed it big time..

I have put all the ESBs into a zip which you can download below.

http://www.twisteddirt.com/downloads/files/mva/MvaEsbs.zip

I'm hoping to get a new version of UE2 out tomorrow, but it still has a few issues but most of the issues discussed here have been fixed..

Laurie

JvdL

Quote from: mcm2boys on November 21, 2007, 04:47:40 AM
@Messiah
You need to make a folder called EcoSystems under the Media folder then copy all the game ESBs into it, then UE2 will find them and add them to a list under the Tree button in the Resources Tab. Selecting one of the ESBs from this list will open it in the Eco System tab then you can select the eco type and start planting. If you already have an Eco then selecting a new one will ask if you want to change all the trees to the new ESB.

The wrong Billboards will be a problem when viewing the trees at a distance, since you will see partial trees, the wrong trees or no trees at all from a distance. This was also true in MC2 and when it happend you noticed it big time..

I have put all the ESBs into a zip which you can download below.

http://www.twisteddirt.com/downloads/files/mva/MvaEsbs.zip

Thank you very much Laurie. Appreciated!

mcm2boys


mcm2boys

One day late but finally here, some last minute updates forced me to delay a day.

There are alot of bug fixes and updates, the Spline editor is pretty solid now, shadows are generated for the right tiles and a few other bug fixes, all are noted in the help file that comes with it. I've tried to put most of your suggestions in somehow, but couldn't do everything..

Thanks to you guys for using it and giving me useful feed back, Garasaki, Messiah, and Wakestyle.

A really big thank you to VRT_JPRLisbon for a lot of testing and working closely with me over the last few weeks.

You can d/l the new version from the first Post, hope it's in time for you to finish up yur competition tracks.

Have fun.
Laurie

wakestyle21

Can't wait to try out the new version...I'll give it a go when I get home from work today.

Two questions, will opening my track with the new version fix all the collision problems with my PCO objects or do I need to do something to update them? and did you get a chance to change the orange selection texture to something that still lets you see the object's texture?

Thanks

mcm2boys

1. i think so but i'm not sure
2. sorry i didn't have time for that one    :(

Laurie

wakestyle21

Ok, I tried the new version. The alt select function is very useful...as for the pco fix, it didn't seem to work for me. I opened my track with the new version and saved it then tested... I got mixed results. My PCO stakes have no collision at all even though the PCO file is showing up in the pak. my stock hay bale had both collisions still(static and PCO) and that PCO file is also showing up in the pak. My custom skinned bales still have no collision at all and the PCO file is also showing up in the pak. I found the fix to the stock haybale pco problem. The new version of the editor gets rid of the collision files like it should but it doesn't change the NumberOfCollisionObjects line in the scn. I used multiex to change the number and now the stock bales are working great. The problem still remains with the other PCO objects. Also sometimes the editor doesn't seem to add the lines for the PCO in the toy file.

thanks again for the update. let me know if you need any more info about the bugs.

yFMX

Quote from: mcm2boys on November 23, 2007, 10:27:28 AM
shadows are generated for the right tiles
Thanks a lot.
However, I have a problem with the perimeter texs. When I import a tex for a perimeter tile, the tex is applied on all the perimeter tiles. To import a tex on a perimeter tile I had to import the tex, export it as a tile, close UE2, open UE2, load the track, import the tile and then import the tex.

Nikhil

When I try to import a spline, all my button options become unselectable (such as move, scale, etc.). I've clicked on the imported spline from the drop down box, and mad sure it's highlighted, but I still can't do anything.

mcm2boys

#71
Sorry guys, still a few bugs that got missed.

@wake
Those notes help a lot, is there any way you can get me a copy of the SCN from that track and the custom Objects/PCOs i need to do the testing. It would be helpful to have something to test against?

The PCO's that don't work, they need the name insde the PCO changing to the name of the PCO=name of the object - if you didn't create them using Slt2Dxg eg the skinned bales.

Was the NumberOfCollisionObjects set to more or less than the actual no. of Objects?

The only reason i can see why the PCO's wouldn't get added is because they aren't mentioned in the LIB file or the PCO can't be found in the PCO folder..


@yFMX
This is just how the game render engine works. The perimeter is really only 1 tile, 1 geometry and texture that is repeated around the track. So when you replace the texture on one perimeter tile you replace it on all perimeter tiles. It's very unusual to have different texs on different tiles with the same geometry, so the way to achieve this is to create a new unique tile like you said above. If all you want to do is add different shadows to different tiles with per tile textures you will run out of gfx memory pretty quickly..

@Nikhil
There is still a bug in the spline loading which i think might be causing the problem. Otherwise, try right-clicking on a spline node this should force the buttons to activate.

I hope to have a quick fix release for the PCO issue later today, but i need something to test against first..  :)

Laurie

wakestyle21

I'm at work right now but when I get home I will send you a copy of my track which should have all the files you need to look at, right? As for the SCN the NumberOfCollisionObjects was set to more than there were. My guess is that when you are writing that line you are checking for every object that has it's "RideThrough" property set to false and using that total but when you are deciding whether to write the collision block for each object you check to see if it has PCO.

I'm not sure what you mean by changing the line in the PCO file but here is what my stake PCO looks like:

[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000

[PhysicsPart1]
Type = RigidBody
Name = acr_amaStake
Weight = 151.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5

and here is the skinned bale:

[PhysicsParts]
NumberOfPhysicsParts = 1
NumberOfConstraints = 0
NumberOfIterations = 1
SimulationHz = 55.000000

[PhysicsPart1]
Type = RigidBody
Name = sBale
Weight = 253.0000
GravityScale = 1.0000
InertiaScale = 0.75, 0.75, 0.75
CollisionEnabled = TRUE
SpringStiffness = 5.0000
SpringDamping = 0.3000
MaxPenetration = 0.2500
DefaultVelocityDamping = 1.0000, 1.0000, 1.0000
DefaultAngularRateDamping = 1.0000, 1.0000, 1.0000
ImpactVelocityDamping = 1.0000, 1.0000, 1.0000
ImpactAngularRateDamping = 1.0000, 1.0000, 1.0000
FrictionZone1 = 0.33
FrictionMomentScale = 1.0000, 1.0000, 1.0000
ImpulseAngularRateScale = 1.0000, 1.0000, 1.0000
SpringMomentScale = 1.0000, 1.0000, 1.0000
Radius = 1.0000
Restitution = 0.0000
Create = FALSE
ResetTime = 5.0000
LimitAngularRate = FALSE
SpeedThreshold = 0.5
AngularRateThreshold = 0.5

mcm2boys

Thanks, they look good to me so not sure what the problem is.. hmm,

wakestyle21

Right now I am using the sBale pco for many different bales...is this ok with UE2 or do I need different PCO files for each bale? right now sBale is used for sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1

Thanks

mcm2boys

It should be ok, if you use sBale in the LIB file. Then you should get an sBale* entry in the TOY file which i think will match all of those Model names. This is mostly guess work with some testing a while back to check i'm on the right track. One thing to note is that the stock bales that use this method only have numbers after the root of the bale name, which might make a difference, but if you've got it to work with MultiEx then UE2 should deal wth it.

So TripleBale31.dxg, TripleBale32.dxg etc  all use TripleBale* in TOY file and TripleBale.pco

It might be wise to use the same pattern with your custom bales ..

If it should work and you can't get it to work with UE2 then if you give me the way you get it to work i will try to add support for it..


Laurie

mcm2boys

Ok I have (i think) fixed the CollisionObjects count problem, wkae your explanation is pretty much right with a few extra 'if's' for reading the LIB file and static/moving etc..

Also fixed a problem reading and simplifying the RBW editor made splines, so this should work now, although JPR tells me that sometimes the Spline node AI tuning settings don't get saved..

I haven't had time to update the Help file, but the bug fixes are pretty much the only changes. I have added a mini map generator asked for by a couple of people and recently by TD members so that's in there too. It automatically creates the Map Coords at the same time but this isn't done quite right, so the rider indicators sit in a bunch at the top left hand side of the map in game, something else i need to look at..

You can get it from the top of the thread..

Laurie

wakestyle21

The collision count is in fact fixed which means stock PCO now works for me. My other 2 PCO objects still arent working. It's weird because before when the collision blocks wernt removed from the SCN the PCO stakes had both collisions, now they have none at all. The skinned bales also have no collision but the PCO for those has never worked at all with UE2 they have always been either ride through or static collision. Whats weird about that is they work when using the RBW editor. Maybe you could look at the track file i sent you and see if you can figure those PCO issues out when you get a chance. The 2 problem PCOs are acr_amaStake, and sBale. The objects that use these are: acr_amaStake, sBaleDnlp1, sBaleFMF01, sBaleKawi1, sBaleMon01, sBalePU001, and sBaleRnth1

Let me know if you need another copy of my track that I saved with the updated UE2 editor.

Thanks for your help, also if you want me to beta test I would be happy to help out.

wakestyle21

Ok I found the problem...UE2 isn't adding the COL files of the custom or skinned PCO objects to the pak. I added them with MultiEx and all the PCO works perfect. So UE2 just needs to add the COL files to the pak and all the PCO problems will be fixed.

mcm2boys

I just logged in to tell you the same thing. You just need to add the *f.col files to the PAK. I have a fix for this but i am in the middle of working on some other fixes so i can't release it just yet.

Laurie