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Posted: Tue Jul 31, 2012 3:12 am
by e-cobra
Is it because reverse light object is not set to 'glowing' type?

Posted: Tue Jul 31, 2012 3:15 am
by NiAlBlack
I have no idea, lol. I kinda don't understand most mm1 things :P

Posted: Tue Jul 31, 2012 3:31 am
by Franch88
It's like if the texture hasn't the alpha channel, but really isn't so. Maybe that's because of the software rendering that you're using? Probably with the hardware rendering this problem there isn't.
Is it because reverse light object is not set to 'glowing' type?
Can't be so if the ZModeler filter to export in GEO format works like the PKG one, that doesn't consider this thing in the materials settings.

However, is better if Aaro gives an update about this project, because now, it looks like put on hold or even cancelled. Toty showed to be able to make cars add-ons for MM1, and was great if was he to do this carpack; he kinda gave this input idea.

Posted: Tue Jul 31, 2012 3:33 am
by dummiesboy
Does that happen in hardware? It almost looks like it's using only the black as an alpha channel, something reserved for dashes.

Posted: Tue Jul 31, 2012 3:38 am
by NiAlBlack
I can't test it at the moment cuz a friend borrowed my XP's screen cuz his screen is broken. Someone else may test it.

Posted: Tue Jul 31, 2012 5:27 am
by Toty
Actually, I did noticed that, it should work fine on hardware.
I don't know if Aaro is still interested, a few weeks ago, we decided to make this a group project, I even sent him the American LaFrance Fire Truck, but Aaro hasn't responded.

Posted: Tue Jul 31, 2012 5:50 am
by aaro4130
Sorry, i've been busy with IRL things, family is suing people, buying new houses selling old ones and yes one(S) on both of that. Anyways, I'll start work again after 1.1 of the GT500

Posted: Tue Jul 31, 2012 1:26 pm
by NotoriousA
Could this also be uploaded to MMArchive, please.

Posted: Tue Jul 31, 2012 4:11 pm
by NiAlBlack
Better to put it on https://www.midtowngarage.uk.pn cuz the tt and the aston martin were published there too.

Posted: Tue Jul 31, 2012 9:06 pm
by NotoriousA
I'm sorry, I always have to be careful with those sites...

Posted: Tue Jul 31, 2012 10:02 pm
by aaro4130
Or to Dropbox -.- . Anyways, the ZModeler GEO filter exports a few sections:

1 Materials
2 Vertices
3 Vertice Normals
4 Faces with a structure containing texture coordinates
5 Objects labelled "Patch", sections containing only vertices numbers, 2 face example:

patch BODY_H {
1 2 3 2 3 4
}

Then when you build the car in to the binary object format using angel's tools, it will ask you what you would like done with the materials, in a dialog box, such as snowable and glowing and transparent . After that you just make the AR and it is done. So i say it could possibly be a materials issue on setting it, or just an improper TIF or DDS .

Posted: Wed Dec 12, 2012 5:41 am
by Toty
It's been quite a while with no news. I contacted Aaro and he told me that he lost interest in this project because it requires a lot of time. So I decided to continue the project by myself (I'm in summer break, I have PLENTY of time).

A long time ago, I made the American LaFrance Fire Truck, here are some screenshots:

https://i.imgur.com/auX9x.jpg

https://i.imgur.com/hEBdf.jpg

https://i.imgur.com/F4W7H.jpg

It has some bugs:
- It has to be used with speed loading, or else the trailer's shadow and taillights won't work, and the game will crash if you try to play at night. However, if you're using MM1 Revisited, the game will crash if you play with snow (this is not because of the car), which is why I posted this: https://www.mm2x.com/modules.php?name=Forum ... 8&start=60
- The trailer and the wheels don't change color.
- The smoke from the Freightliner Century is present.
- The trailer's bound has a few bugs.

Does anyone know how to make a custom bound for a car? (the db7 and the tt had bounds from other cars :) ), this would fix the last problem. And, of course, if you know how to fix any of the other problems, please tell me.

Posted: Wed Dec 12, 2012 11:21 pm
by Franch88
Good that you're continuing this mod, this idea is yours, then. Very good work with the firetruck converting, and can always be expected problems because of the trailer.
In MM2 to get the vehicles exhausts smoke are used two objects which generates the respective .mtx files, maybe in MM1 there's something similar? Look into objects and also files to find them, and try with removing them. About the bound, shouldn't be like with MM2 vehicles (BOUND object)?

Posted: Thu Dec 13, 2012 12:51 am
by dummiesboy
I'm pretty sure the .info flags control that smoke. Try using MM2's value, or just mess around with it.

Posted: Thu Dec 13, 2012 8:19 pm
by Toty
I've been trying to remove the smoke, and I discovered something interesting, this is from the MMCARSIM file:

Code: Select all

SlushRule asBirthRule :075ad040 { Position 0 0 0 PositionVar 0 0 0 Velocity 0 1 0 VelocityVar 1 2 1 Life 0.8 LifeVar 0.4 Mass 0.2 MassVar 0 Radius 0.15 RadiusVar 0.1 Drag 1 DragVar 0 DRadius 0.03 DRadiusVar 0 DAlpha -20 DAlphaVar 0 DRotation 0 DRotationVar 0 InitialBlast 4 SpewRate 0 SpewTimeLimit 0 Gravity 3 TexFrameStart 1 TexFrameEnd 1 BirthFlags 0
Now, I don't know what any of that means, in fact, If I set all of those values to 0, nothing happens, except for two lines:

TexFrameStart 1
TexFrameEnd 1

If you set both values to any number from 0 to 3 (same value for both), the smoke will change color, which I think it's related to the picture FXPT8.DDS:

https://i.imgur.com/cI11v.jpg

If you set them to 4, the smoke will dissapear, but as soon as you drive into the grass, something weird appears, and stays there until start another game:

https://i.imgur.com/Q0vfx.jpg

I've tried setting different values, massive numbers, negative numbers, irrational numbers, complex numbers, and you get all sorts of weird results, but the smoke never dissapears completely.

Maybe there is a combination of numbers that will remove the smoke, or maybe there are some other lines that need to be changed, but I don't know what they are.

And the .info flags does control the smoke, but it also controls the trailer, I think this is how they work:

1 = Six wheels
2 = Trailer AND smoke
4 = Fenders
8 = Cop
16 = Camera drops on tunnels

And for the bound, I really need to make a custom one, I was lucky that the tt and the db7 had similar dimensions to some default cars. For now I'm using the bound generated by the game, this is form the VCK's instructions:

Code: Select all

Asset Manager message: "BODY not present in c:\vck\shop\geo\*.geo". This message is displayed to indicate that there is a group missing from the car body model files. The BODY group defines the bounding box used by Midtown Madness to assist in collision detection. When the BODY group is not present, Midtown Madness uses a rectangle sized to the geometry of the custom vehicle as a default bounding box. This may affect the accuracy of collision detection for that vehicle.
... which is what causes the trailer to hit curbs under some circumstances. The tt and the db7 always hit curbs when this "default bounding box" was used.

However, these bugs are really not that bad, you get used to the smoke after some time, and the bound bug happens rarely, so I think this could still be released as it is now. The reason I'm worried about the bound is because I don't know the bound I'm going to use for the Double-Decker Bus, for example.

Oh, and this is one of my attempts at creating a custom bound:

https://i.imgur.com/Djjdw.jpg