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Reflex compiler v1

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

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aFACE

explains why the compiler kept giving me an error.  ;)

mcm2boys

The compiler shouldn't give you an error.. Can you give more details of the error?

Fallguy

#22
Author..Author..
Nice work guys..

aFACE

put the new dlc tracks in. Still didn't work so I started a new project. Worked. Now I keep getting this every time I try and do exactly what I just did that worked.

"Compiling package file.
(Error) The database and package files failed to compile.
Track failed to compile."

Let me get this right. If I'm putting down a disp map called deadmembeta.png I just put the file in the same folder and "deadmembeta.png" on the disp line, 1024x1024 but when I go to save it I always get that message. Just worked for me once though... nothing showed up in game however. I'll give it a little more time once I get back from work.

mcm2boys

#24
Yes, all your image files go in the same folder as the track definition file (*.track) that's where the compiler looks for the files that you specify in the Track file.

Ok you're explanation tells me more.

The compiler only uses BMPs at the moment, so you're probably getting that error because it can't use the PNG.

Hope that helps.

aFACE

It does. I asked that last night but I guess you just missed it in all of the other text. I was crossing my fingers hoping it wasn't just .bmp's but didn't have time to go back in to PS and convert everything over to find out. I'll post some screens when I get it working. I have a few 4-6 tiles tracks from MVA that I'm actually having to convert DOWN to fit on the SX grid, base textures and all. Wake's old Red Bud layout too.  :)

mcm2boys

@aFace
I did miss your earlier post, should have put my glasses on before i opened the forums.

1024x1024 sounds like a lot, but the grid scale is fixed to 1 pixel = 1 foot (at least that's what we believe at the moment) so if you had a 257x257 disp map in MvA with a grid scale of 3 (ie 1 pixel = 3ft) it's a tight squeeze.

DirtTwister

So far I have been resizing my disp maps to 1024x1024 and placing them in a 2048x2048 bmp.  I haven't tried converting an SX yet.  The tracks that I have done have been ones that were scaled to 5 in MCM 2 instead of 3.  A normal scaled MCM 2 track should be resized about 2.5 times bigger as a starting point.  I recommend getting the right size nailed down before putting much work into it.

A direct translation would be 756x756 for a 3.0 track, but I find that too big for my tracks.  A simple formula might be 256 * MCM 2 scale * .8

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aFACE

You know the rough conversion percentage from UEtoo?

Xtrem

  Thanks a ton guys.....  now if you'll excuse me im going to burry my head in this *#*#*er and see what i can do  :) 

  mvamaniacs.com will have a beta track section for uploads.....  Reaper and Myself are going to review each upload so that we dont get a bunch of garbage ....   Im sure it will be awhile before we see "quality" works

mcm2boys

UEtoo uses the same gridscaling as MCM2 so Bruce's figures should hold up for them as well. I haven't made many tracks for either MCM or MvA so i can't really give you anymore than that.

Xtrem

Im going to experiment with the Unleashed Editor and make a chart of scale sizes for using it as i know alot of people liked using it to start a displacment and then went to photoshop and other programs to finish it.

DirtTwister

Please post your findings on the size that you end up with.  I figured I would try one of my SX tracks and one of my normal 3.0 Nats tonight and post if my estimate holds up with them.

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aFACE

Physics will be a factor as well. My 6 tile tracks are scale 1 for each tile in UEtoo but it was for SIM II physics. They didn't work with REV physics. Wondering how the SX's will flow with Reflex physics, different preload like Unleashed and better handling/scrubbing. Speaking of have any of you found out how to extract the physics to work on making them more real like mxrider did with Unleashed?

DirtTwister

We haven't experimented with physics.

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DirtTwister

Quote from: DirtTwister on May 16, 2011, 01:18:16 PM
So far I have been resizing my disp maps to 1024x1024 and placing them in a 2048x2048 bmp.  I haven't tried converting an SX yet.  The tracks that I have done have been ones that were scaled to 5 in MCM 2 instead of 3.  A normal scaled MCM 2 track should be resized about 2.5 times bigger as a starting point.  I recommend getting the right size nailed down before putting much work into it.

A direct translation would be 756x756 for a 3.0 track, but I find that too big for my tracks.  A simple formula might be 256 * MCM 2 scale * .8

Sent from my DROIDX using Tapatalk

I just did a quick test of my Baatkips track and HangOn which are a 3.0 SX and Nat from MCM 1/2 days. I found that .8 was good on Hang On and more like .7 was good for Baatkips.  So on a 3.0 track that is 2.1 to 2.4 times the 256x256.

I also created a utility to help create the topdown texture from the MaskMap.  The MaskMap is key to laying your dirt textures down. It controls what you see when you ride. The topdown is what you see in the distance.   The utility is called Create Top Down and I moved the thread to this forum.  The thread is here: http://dirttwister.com/smf/index.php?topic=2980.0

aFACE

#36
*For people who have multi tile maps from MCM2 and MVA.

For anyone who has multi tile maps from previous games I just tested a few of my SX tracks. 6 tile Scale 1 is about a 130 scale in game and my disp is at around the 640x640 range inside the 1024x1024 square (Mine started at 769x513 due to tile overlapping MVA). Those numbers are rough but they get you where you need to be). Wake's Red Bud was a 4 tile on scale 4 if memory serves and the scale in the compiler is up around 30 or so. Again, the disp needs to be shrunk.

The good thing about the SX tile is that it's still very large. I'm able to get two full scale SX tracks on one tile and have room to spare (for anyone out there who wants finer resolution for smaller nats)

Xtrem

#37
  Well i took a very small scale AX heightmap from Unleashed and loaded it into the compiler and after playing with the scale value some i came up with this...

 http://www.youtube.com/watch?v=IzWHp-gH6yQ  720p HD

 Laptimes were in the 30-35 second range....  Arenacross times  :)

DirtTwister

That scale is related to how tall it is.  What did you do for resizing your disp map to get it the correct size.  I did a quick test with an SX track and I ended up resizing it to 540x540, put it in a 1024x1024 image and ended up tweaking the scale (height adjustment) to 62.

Mace-x

i cant tell how hapy i am, been waiting for it since i got reflex!
i`ll be checking it out as soon as i can, thanks a lot for the big effort, the support and the willing to share :)