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UE2 v0.9.2.1 released

Started by mcm2boys, May 03, 2008, 10:15:34 AM

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mcm2boys

After a few diversions i finally got back to UE2 to make some of the changes you guys were asking for.

As well as quite a few bug fixes some of the highlights are:

Using the model.lib to list the models in the Resource tab.
Added experimental displacement map importing.
Fixed the texture lines at the side of texture after importing.
Re-worked the spline editing functions.
Added tile cut&paste in the tile map.
Added a TGA import for textures in the Files tab.
Changed the way the Start/finish gate is selected in the activities.


There's also a help file that lists the new features and a little how to use them, and i put all the DLLs in there this time. :)

You can find the new version here: UE2 v0.9.2.1



Laurie

wilsonatv

Thanks man, i posted the link to your foums on mgf for ya.

Factory BR21

Hey laurie , big thanks for you keep working at Uetoo
:)

mcm2boys

You're welcome, but it's what i do for fun..

yFMX

Thanks man, I was waiting this release to start another track.

Garasaki

Dude, the disp map thing is huge.  It makes working with multiple tiles so much easier.  Even though the tears are there, you can still test with the click of a button, instead of having to open a 2 different programs, 3 files, export import etc.  So awesome!!!

mcm2boys

Hey Garasaki,

I'm glad to hear you like, ;D it would be cool if i could get it to create terrains without the tears but i don't think i'm going to get that completely worked out for a while yet..


Laurie

Nikhil

Good stuff Laurie, a huge thanks for all this work you've done.

mcm2boys

Thanks Nikhil i hope this version gives you a few less headaches than previous versions, but if you find problems let me know..


Laurie

logan81

alright i dont get the password to unlock a TRN file? whats the password?

mcm2boys

because you can import TRN files in UE2, something you can't do with the RBW editor it's possible for someone to MultiEx your TRN from your track and import it into there own using UE2, so i added a password for TRN files when you export the TRN from UE2. So you can only import TRNs that you exported yourself and added a password..


hope that helps..

Laurie

Nikhil

Hey Laurie, I just wanted to let you know that the disp map import function doesn't work perfectly atm. There are "holes" in the disp where you can see the sky cube through it. These holes are only visual, so you don't fall through them. However, there are quite a few of them on the screen at one time, maybe 15-20, so it's pretty noticeable.

Also, I was wondering if friction maps are saved inside tiles. So if it's possible to pack a track in the rbw editor with a friction map applied, and have it load in UE2 when you import a tile.

mcm2boys

The help file gives some info about the holes, this is because i haven't worked out all the details of the TRN file properly, but like you say i don't think it affects the ride.

For the FMs yes they are saved in the TRN file and UE2 will load the FM as it is saved in the TRN file. If you load a TRN file saved with the RBW editor and click the friction map button under the terrain tab you'll see the FM. You should also be able to import them in this mode using UE2..


Laurie

Nikhil

Sweet, should be able to release San Diego soon now!

yzmxer608

Hello everyone.  aFACEdismembered had a question about friction map modding over at MGF.  Garasaki suggested that it would be a good idea to post it up over here as well.  Here is a link to the topic: http://www.youtube.com/watch?v=_1GHzkAUSwk  I am posting it here because it might be something that you can do with UE2, I don't know for sure. 

Fixer

I must be missing something? I can't see anything related to friction maps there.


yzmxer608

aww sorry, I must of copied the youtube address after and not even have noticed it, sorry again.

yzmxer608

so do you guys know anything about how each friction zone points to what animation to use (ex. the water frictionmap pointing to the water animation ect.)  That is what aFACEdismembered and me can't figure out.

Fixer

I would just lay down all the different colors for the friction on a new flat terrain and mark the texture file to match the colors used and see which does what. Laurie can probably just tell you though... ;D