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Reflex tool progress

Started by pulse, November 29, 2011, 03:42:47 AM

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mcm2boys

Just a quick update to let those interested where the development of the editor has got to. I have objects compiling into the files now. It's possible to add and delete them. Selecting objects in the track is via a dropdown list, so it's a little clunky but will get changed to click on the object before general release. Reading and writing the objects to the *.track file is next, and then it should be ready for the beta testers while the rest is cleaned up and the bugs fixed before the general release.

Laurie

JamieT

That's great news Laurie.

There's something I have been wondering... How will the object rotation matrix work?

If I remember correctly, (it has been a long time), UE2's local rotation matrix for an object, would remain in the same orientation as the world matrix. I will try to explain this a little better, because rotation matrices, and the correct words to use, confuse the crap out of me...

For example,

I place a bale, and rotate it 45 degrees about the Y axis. (eg. rotation for marking out, the outside of a turn)

I then rotate the bale around it's Z axis ( eg. tilt the bale, because the outside of the turn is sloped, like a berm)

I then encountered a problem, because rotating around Z axis, would cause a rotation in the local X axis.

This is because I rotated the object first in the Y axis. But the local rotation matrix for Z & X axis didnt not adjust with the Y axis rotation.

I hope this makes sense?  :-\


-Jamie

mcm2boys

Hey Jamie,

Sounds like you know a fair bit more than most.. I think there was an option in Dillo Too to switch between local and global rotations for objects. But i can put the same thing into this - it uses the same code base so it's probably still in there somewhere and just needs wiring up. There will also be a number of object assistant functions like 'orient to ground' so you can rotate it and it should stay oriented to the ground. That used to also be in Dillo Too so should just be a case of connecting it up. The early beta version may not have these functions working but they will be by the time it's released..

JamieT

I must have missed those functions back in Dillo Too, or maybe I forgot they were there... Like I say, it has been a while. I just remember it being a problem for me at one point, whilst I was making tracks.  But it's good to hear that you have the code for such features, and that it will be included eventually. :)

Also, the feature in Dillo Too that allowed shadows from objects, to be cast on to the ground, and then rendered to a black and white image, would be great too for the final release :) I noticed that not many unleashed track creators used this feature, but it really gives a more professional and complete look to the environment.

Cheers

- Jamie

mcm2boys

I don't think the option was in a very handy place - the options tab - not the first place you think to go look for it. I'll add a button on the Objects tab this time. The shadows for Reflex are completely different, it uses it's own form of shadow map which is a form of Height map so the shadow function from D2 won't help here.. I will need to look into those too otherwise it's all going to look a bit a flat.

I don't think many people used UE2, there was no need with the stock editor being pretty good, since it didn't add much. Not many people wanted to learn a new editor just for a few minor tweaks, which is fair enough..

Laurie

JamieT

Yeah that is true... but UE2 allowed for "HD" displacement maps. which I thought it was well worth learning, just for that! :)

Well, even though the shadows are different, I think that the rendering function I mentioned, could still be useful, because that black and white image can be added into the chrome lum, to give the appearence of shadows being cast on to the ground. I think the stock tracks feature this in their chrome lums. (Although I may be wrong, as I haven't gone back to look as write this).

So if it's possible, and not too much work, I think this would be a very useful feature.

mcm2boys

I hadn't thought of that, i'll take a look at doing something with it..

mcm2boys

As some of you might have seen the editor can now be used to place objects. It is stil being tested and the last few issues are being cleaned up. Then the help file will need updating before it gets released.


Gagnetan

It looks really cool :) Glad to see you do it! The first track I saw is nice. I am angry against the fact of not having free time as before to make new tracks ...

mcm2boys

Hey Gagnetan.

It's getting closer to release. The last function being added is system to place groups of objects, so that stadiums can be placed in the right place with a single click instead of trying to place and line up each part of the stadium. Then i will need to add more to the help file and then it should be ready to go..

Maybe by then you will have more time for track making..

Gagnetan

Ok it looks good ! I hope I will have more free time. I think I will try something... My dream was to make the Replica of the SX of Bercy for reflex, because with objects I think it can be really good. But it take very much time, and now i'm in an ingineer school, so the time is counted.
I think I will try to finish a track I had begun...

I have a question, do you know more about the textures ? Because I never succed to make texture like in the tracks of the game, with really cool colors and real look definition : like sand very different than a wet dirt... and I never found how add the tire tracks like bulldozers

I also want to know if you will work on the lights, and if it will be possible to make new skins for bikes and riders, because I think with a track editor, these are the two things that make a game alive...

I hope you will try to do it !

Good luck and again : VERY BIG THANKS :)

The Frenchman Gagnetan