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DE Objects --> Missing .package

Started by GHeTTo_RaceX, February 03, 2013, 12:16:49 PM

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GHeTTo_RaceX

Hello TD guys !

It's been a long time I haven't post here  :D

I'm currently playing with the Reflex editor. I have to say you did a wonderful job with it. It's pretty awesome to be able to play custom tracks on Reflex.

But, I have a problem... I can't place any object on the track. Every time the editor tells me I'm missing XXXX.dx9.package

Also when I generate the Beta track I have to manually copy the files from the editor folder to the database folder of Reflex. Is it the normal way to test the tracks?

Thanks in advance for your help.


JamieT

Hi Ghetto,

Does the eror message say "XXXX" or is there a file name in the place of those X's ?  I don't think there is such a package named XXXX.

The editor should automatically find your Reflex install folder when you save as a beta track, so there is something wrong there, with you having to move the files yourself.  Every time I save a track, I always save the compiler file first, and then save the beta file afterwards.  The compiler file can be saved to where ever you want.

There is a help file that contains details of the installation process of Digital Earthworks.  You might need to take a look at that because there are some nvidia files you must download, in order to get the editor to work properly.  I don't know exactly what happens when you don't have those files, but I'm sure it will cause some kind of problem.

Let us know how you get on, hope that helps.

GHeTTo_RaceX

Hey,

About the error it's a file name (depending of the object I'm trying to place). "X" was an example.

I thought about an installation problem. It seems DE can't find Reflex path.

I'm going to look in the help file.

For the drivers, no problem PhysX is working correctly.

I let you know if I can find where's the problem.

JamieT

Ah ok, yeah I just re-read the help file, and you need the PhysX and Direct X files, which is probably nothing to do with the problem you have.

It seems that the editor isn't finding you Reflex installation folder properly, which explains the beta track saving, and also the missing package errors, as those are located in the Reflex installation.

This seems like a problem that only mcm2boys will know how to fix, so he is your best bet.  I think he is quite busy at the moment with things going on away from Reflex, so I'm not sure how soon it will be until he can find a solution for you.  I wouldn't know where the editor stores this information about your Reflex installation, so I'm sorry I can't help you.

I'm interested to know which location the editor actually saves your beta files to though?

GHeTTo_RaceX

Hello,

To answer your question, DE is saving the Beta files in its own directory.

I'm starting to enjoy playing with this new editor  :) Too bad i've lost almost all of my old dispmaps...

al167

#5
usually the "not saving the beta slot files to the database problem" is caused by using a non genuine copy or having your reflex installed in a not standard location.
the editor will try and put the the beta slot files automatically into this location C:\Program Files (x86)\Steam\SteamApps\common\m­­­x vs atv reflex\Database. you will maybe need to  make a dummy folder in this location and then manually copy them to your reflex install location.

for your model problem in DE it sounds like your problem is as above(cant find the model because its looking in the wrong place), but try the usual graphics card driver update ect.
another one to try is to run DXSETUP from the installers folder in you reflex installation. it will reinstall directx.
i had to run DXSETUP once before after installing another game made reflex stop working.

anyway cool to see another reflex track builder!
hope you get it working, if you havnt seen my tutorial vids heres the link http://www.youtube.com/watch?v=ge5dVi3-M0k

cheers al

GHeTTo_RaceX

Thanks for the answer al167. As you say it must be due to the fact I'm not using an original version of Reflex at the moment. I'm going to get my copy today !

I've already watch your tutorials to understand the new way of building tracks. The texture part is really different than MCM and MVA.

Right now I've understood the mask map (also its alpha channel for dry/wet feeling). The next step is to understand the crm_lum map as it seems to be the most importat one for a great looking track.


JamieT

You shouldn't have a problem installing Reflex in a different location to the one that Al posted.  I've got Steam installed in C:/Games.... and everything has always worked just fine.  Looks like that's the problem though - an illegitimate copy :)  Let us know if that solves the problem.

The Chrome Lum's RGB channels give your terrain texture a different Hue.

Chrome Lum Alpha channel give you highlights and "low-lights"(?) on the terrain.  This is mostly used for giving the appearence of darker shadows on the terrain, or subtle changes like "blue groove" appearance for example.

Its definitely a lot different than MCM & MVA texture building, but in a way, it actually has alot of advantages once you get familiar with it.

al167

just a hint. for my crmlum alpha image, ive been importing my heightmap into mxsimulator and using it to autogenerate the crmlum alpha. mxsim does it automatically and its called the shadingx2 map. it seems like a bit of a pain, but it only takes me about 2 minutes now.  if you need help ill point you in the right direction. ( i really need to finish off thase tutorials..)
cheers al

GHeTTo_RaceX

Thanks both for your answers,

al167, the mxsim hint seems cool. Could you post here an example of a crmlum generated with this tool?

al167

heres the crmlum alpha i used for A1, this image is basically straight from mx sim. all i have done is add a black overlay where the sand is, as it was too bright. pretty clean map isnt it!!


and here is the main crmlum image for a1


cheers al

mcm2boys

Sry for not getting to this but it looks like you got it sorted out, thanks Jamie, Al..  :)

ElDiablo (Paul)

#12
Okay...I know I'm WAY behind the "CURVE" here...but I thought that I might try my hand at some more track editing with Reflex. However...after installing GroundWorkx I can run it and open a track that I've already edited previously. BUT...the big problem is NO OBJECTS show up? Is this normal or should I be seeing a list of objects that I can place on my track in the editor?

My install MAY be an issue. I've got the game installed through STEAM on my D drive. (I install all programs and games on the D drive as it's much larger than my C drive). ANy help/suggestions?
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

JamieT

Hi Paul,

Yeah you should see a list of objects on the left hand side of the program window.  There are folders that you can expand and collapse, which have all the objects inside.  I think the space for this list has always been in the editor, so I assume this is completely empty for you?  Have you tried saving and testing your tracks in this version of the editor?

ElDiablo (Paul)

Yeah I've opened a previous track that I had edited in the 1.08 version of the Compiler. I was able to open the track, see the height map and pan around. I checked out the tabs and stuff and saved/exported a track. However I don't have a gamepad or joystick at the moment...so I have't actually tested in the game yet.

But you are correct...under the RESOURCES tab on the left the window has nothing in it at all.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

JamieT

Well I assume that you've tested the track out (in-game) on a previous version's save?  If all that was ok, I think the latest version should be ok too, but it might be worth checking anyway.  The only problem I can think of, is a similar one to earlier in this thread - where the editor wasn't able to find the Reflex installation folder.  So checking whether you can ride your track in game would certainly prove whether or not this is the case.

Also, it sounds stupid, but have you definitely installed the correct and updated version of the editor?  I know it sounds like I'm insulting your intelligence there (so I'm sorry :) ), but it can be easy to make mistakes at times, and it seems really strange that you aren't seeing any objects at all in the space where the list should be.

al167

i strongly recomend not loading a .track file that was created using the compiler or even older versions of digital earthworks. just start a new file and load the images in. shouldnt take more than a couple of minutes. create a new save in a new folder. im hoping that will fix your models problem

cheers al

mcm2boys

Hey Paul,

DE should find your install from the registry no matter where it is, so long as the install was done properly and the right registry entries created. Some people just copy the files across into a directory and that obviously leaves the registry empty. However, the model library is loaded from a DE file that is installed with the editor, so if the models are not showing up it suggests that the library file isn't there (ModelLib.database) - which in turn suggests either the DE installer failed or a pre objects version of the editor is installed.




Laurie

ElDiablo (Paul)

That did the trick Laurie! I just needed to reinstall DE with the most current version. I think that I must've installed the one that came with the tutorial and maybe that one is a "pre-objects" version as I know the tutorial seemed to be (at least in the beginning).

The funny thing is..it's been SO long since I did ANY of this that I'm basically having to watch most of the tutorial (except for displacement mapping of course)!  :P

Anyway...I assuming that the only way to control the SCALE of the track itself (speaking of the area it covers only and NOT of the height) is to resize the track inside of the 1024x1024 (or 2048x2048) square then?

Also with regard to object placement. Has anybody placed a STADIUM for an SX track? HOW do you do it? It looks like they are made of TONS of single objects placed perfectly (I assume this is to avoid using too much of the game resources)...So I ASSUME (there's that word again! lol) that you've got to place them using the GROUP placement option and just delete the stuff you don't want/need?

Does that mean you've got to delete tons of bales and other stuff? Any insight or advice here is greatly appreciated!

Does anyone know the footprint shapes of the stadiums that are available?
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

JamieT

Good to see you got it working! :)

Yeah the size of the track can only be 1024 or 2048, which are in feet.

The stadiums are already grouped up ready to use! :)  Under the 'Resources' text on the left hand side, there is a blue/white looking icon, next to the house icon.  All the bales have been deleted, and I also removed some of the floor like the tarp and wooden planks on some stadiums.  You will also find FMX Ramps and SX Bridges as grouped objects too, as those have seperate parts for collision.

A floor blueprint was something that I thought would be good to have too, but a way around it I thought, was to make your 'Top-Down' texture into a grid of some kind. Zoom out in the editor and press print screen. It's not ideal, but it gave me a rough idea of the size.