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Reflex compiler v1

Started by mcm2boys, May 15, 2011, 04:16:02 PM

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mcm2boys

The Reflex Compiler is now ready for you to try out.

This is a compiler and not a track editor. It uses a track file which defines which files it should use to compile the track with, with a file extension of *.track. We are still working on the format of the splines so at the moment it is only possible to create free ride tracks, but it will allow you to experiment with ttrack making for Reflex.

Reflex tracks are very different to Unleashed or MCM tracks. SX tracks use a disp map of 1024x1024 and Nats use a DispMap of 2048x2048. You will need  4 detail overlay textures and 4 detail bump mapping textures. These are then laid over the disp map using a mask where each color channel, Red, Green and blue are used to mask on one of these detail/bump textures over the main texture. You will also need a softness mask and 4 zone maps that control friction, audio and particle information.


To install the compiler, download the following file and extract it into it's own folder anywhere you like:
Reflex Compiler 1.09 Updated 13 October

The following files you need to extract into the Database folder of your Reflex installation. Anyone who wants to run any of your beta tracks will need to install these files before they will appear in their track list under the Free Ride section. The files define 8 beta track slots. When you compile a track you can select which of these 8 beta slots the track will appear under in the menu. Then to run the track just select it from the menu. You can select any of the 8 beta track slots from the menu but if you haven't got a track compiled in that slot the Reflex will crash to your desktop.


To share your track with other people send then the Beta_Track_Slot_X.level, Beta_Track_Slot_X.scene, Beta_Track_Slot_X.database and Beta_Track_Slot_X.package file to them to copy into the /Database folder of their Reflex installation.

You will find your Reflex installation in the folder 'X:\Program Files\Steam\steamapps\common\mx vs atv reflex' where X is replaced with the letter of the drive that you installed steam on, which will usually be 'C:'.

You can download the Beta Track DLC files from here, unzip them into the /Database folder of your reflex installation:
Beta track DLC files



Have fun

DirtTwister

#1
We have a wiki started that describes most of the textures.  It's at:

http://dirttwister.com/wiki (moved from twisteddirt.com on 5/16 because of problems with PHP and MySQL on the twisteddirt server)

Bruce (DirtTwister)

VRT_McD

Awesome to hear, Thank You!!  I'll have to get the game still, but the tools you're making will force me to buy it now.  Let me know if you want beta testing done.  I have some old ideas I've wanted to try for making another track too.  Good to see you still in action.  Take Care  ...  Thrash Hard!!

DirtTwister

It's only $19.99.  You can't go wrong.

VRT_RIDEBLUE

OMG! Marc!!!!   How you been bud??

figuare9

Amazing progress, thank you soo much for this

aFACE

Does every category (masks, maps, preview images, disps, texs) have to be filled in order for the compiler to do its magic? Also, when you go to compile do you just need to have the associated image files in the same folder as the compiler (and does it take just .bmp or other formats)? Just trying to understand this process.

Thymas1

#7
i cant get the tracks to work, ive put the in the right folder(C:\Program Files\Steam\steamapps\common\mx vs atv reflex/database), but they still dont apear ingame. Do i have to do anything else to the beta tracks before they work?

DirtTwister

Quote from: aFACE on May 16, 2011, 04:59:20 AM
Does every category (masks, maps, preview images, disps, texs) have to be filled in order for the compiler to do its magic? Also, when you go to compile do you just need to have the associated image files in the same folder as the compiler (and does it take just .bmp or other formats)? Just trying to understand this process.

The compiler provides defaults. The minimum that you probably can get by with is the displacement map.  The compiler isn't using the the track name or image it uses the beta slot.

Sent from my DROIDX using Tapatalk

DirtTwister

Quote from: Thymas1 on May 16, 2011, 07:48:16 AM
i cant get the tracks to work, ive put the in the right folder(C:\Program Files\Steam\steamapps\common\mx vs atv reflex/database), but they still dont apear ingame. Do i have to do anything else to the beta tracks before they work?
You need to install the beta track DLC also. It contains the MXTables and MXUI files.

Sent from my DROIDX using Tapatalk

Thymas1

i have done that, but i cant find them under free ride ingame

mcm2boys

My apologies, i messed up the Beta track DLC files. I have fixed them now, so if you re-download them it should work.

Anyone who downloaded these files before this message should re-download the BEta track DLC files.

Thymas1

Ill check them out now, thanks :)

Thymas1

They work now, sweet, thanks you guys are doing a great job :)

mcm2boys

Thanks for letting us know..

Thymas1

Will you post the tracks you have already made?

mcm2boys

#16
I haven't made any tracks but some of the other guys who have probably will, but they'll have to tell you themselves. They might want to wait until we can place objects and splines to give the full effect.

Thymas1

Alright, im trying to see how it works myself, hope i can manage to make some tracks :P

mcm2boys

#18
If you leave the default track definition blank then it will build an empty flat SX track to Slot 1. So you can very quickly check if it is working for you. Then just add different bits, starting with the DispMap then the detail mask - after that you will at least have something that looks like a track. Check the Wiki for more info on the different files..

http://dirttwister.com/wiki

Thymas1

ye i saw :) not that hard really