|
||
mcm2 |
||
This is a tutorial for using .slt model objects in Motocross Madness 2. Here is what to do with MCM2 objects after you have collected them on the net. I am starting with the basics. The really important stuff involves understanding how Armadillo uses Custom objects differently than Stock Rainbow Objects when the Bundle command runs. Special credit needs to be given to the twisteddirt.com crew for figuring out the particulars. This tutorial explains what I have learned while following the instructions offered in their Original Breakthrough object tutorial. The Multi
Object Assisitant Utility has automated most of the details shown
here. The MOA works so well you may not need to bother with info
this detailed.
To begin; Make sure the .slt object file is accompanied by a 24bit .tga texture map and a 24bit _art.tga Armadillo preview file. Place the Object's three files in: ~yourMCM2directory~/TrackEditor/UserModels folder For example here is an object and the necessary targa files: IMPORTANT:
HOT TIP: Note the file name on the .slt file, It uses a suffix: "01_01" A naming convention like this is very useful when using multiple instances of an object. SLT FILE BASICS: A .slt file is a 3d object in a file format called Soultree. It primarily describes the geometry of the model. It contains the texture mapping coordinates and addresses a associated .tga texture map. You may copy and rename .slt files and think of them as unique models as long as you maintain their association with a texture map. Armadillo requires a 24bit 133x103 pixel ~_art.tga preview image for each ~.slt file in the /UserModels folder so it can display the object as a choice in the Armadillo Custom Objects menu. If a ~.slt file is unaccompanied by a ~_art.tga preview image than the menu will display a default image that reads: "art not available". The model may still be available for use. END INTRO Take a look at a .slt file in a text editor. Here is the top part of hchaybale01_01.slt viewed in Notepad:
I have highlighted
the line that targets the texture map. i.e. hchaybale03_01 is the first object placed using the "03" texture map while hchaybale04_08 is the eighth object using the "04" map etc. END TEXTURE
MAPS *********************************************************** *********************************************************** The Big
Secret.....My compliments to the twisteddirt.com
crew for sharing the goods. Armadillo seems to work OK with Custom Objects.
You can preview, place and edit instances of a custom object in a project.
They appear and behave just like the stock static model objects. But.......
There is a surprise when you try to bundle a track with a Custom Object.
END BIG SECRET
*********************************************************** ***********************************************************
Now you must edit and update the ~.scn file. Here is what a portion of a .scn file looks like in a text editor: I have highlighted the lines that Identify each object instance. Notice that instances are listed with location coordinates, etc. The stock objects provided by Rainbow Studios have .slb extensions while the Custom Objects use a .slt.
Multiple instances of the the same stock .slb objects all use the same name and share the geometry of a single .slb file. BUT, and here is the tricky part, Multiple instances of the same custom object must be reassigned to unique .slt object files. You must create and name additional copies of the custom .slt files in your TrackEditor/UserModels folder. The easiest way to determine how many copies you require and what names to use is to work through the text of the ~.scn file
A Objects
Tutorial Stunt Project:
For the sake
of discussion here is a list of the models shown:
Now lets look in the Project Directory and see the collection of files that make up this project. The aobjtutorial.tga and the aobjtutorialS.tga image files are the preview ID images presented in the MCM2 event menu. The images must be created and placed in the project folder BEFORE running the bundle command. If you forget to add the ID targas then Armadillo will use the default Race ID Artwork and you will need to re- Bundle. The ID images are both 16 bit .tga format. The full size picture is 452x220 pixels and the smaller ~S.tga is 286x139 pixels. This project uses Custom Objects so the Usermaps.cmp and Usermaps.tex files need to be added before running the bundle command. These 2 files are generated in a separate process using the MakeCMP.exe freeware and must be added to the project directory manually. The files can be added at any time but it is easy to wait until you are ready to bundle. The MakeCMP process is discussed in detail later. Its time to inspect the text within the original aobjtutorial.scn file: click here to open a blank window with the .scn file displayed as text. Take a quick look and indentify the Custom .slt Models and the Stock .slb Models. The editing is only required with the .slt Models. Leave the .slb stuff alone. The next step is to search the entire contents of the .scn file in order to identify and rename MULTIPLE INSTANCES of a custom object so that each instance addresses a uniquely named .slt object file. !!!!! The files that are addressed must, of course, be created at some point.....it is easy to do this after going through the complete ~.scn file. !!!!! Use the Search/Find function in Notepad to work through a .scn files text and carefully rename each instance of every object file. HOT TIP:
AhaaaaaaaaaaHHHHHHHHH..... !!!This step
is very important any oversight or error will result in a track that crashes
MCM2.!!! Compare the original aobjtutorial.scn file on the left to the edited aobjtutorial.scn file on the right:
Now you must inventory the Object Instances so that you may make copies of the actual .slt files, name them appropriately, and place them in your \TrackEditor\UserModels folder. A count
from the updated .scn file shows the project uses these custom .slt files: Its Ok to run the MakeCMP process now but you can wait a while as well. The MakeCmp process is discussed in detail later. END EDIT
.SCN FILE ***********************************************************
*********************************************************** The "bundle-ready" aobjtutorial.scn file points to unique .slt files in the TrackEditor/UserModels folder. Take a look at the contents of this UserModels folder. This view has been simplified because only the models used in the project are in the folder. A typical UserModels folder can have a lot more stuff in it. Use the model count from the .scn file as a reference. Copy, paste, and rename the actual .slt files in order to assemble a appropriate number in the UserModels folder as shown here.
HOT TIP: I use and recommend a Marvelous piece of freeware known as CKRename. It is a file renaming utility with great sequential numbering features. I use it when making and renaming multiple copies of files, it saves a lot of time. You can download and learn more about CKRename at the official CKRename home page.
Here is the same folder after all the models have been copied. Notice that there are no additional texture maps. The .slt copies share the original .tga image. Notice as well, that there are no additional ~ _art.tga images. The 133x103 pixel preview images are used in the objects selection menu. You may create and name relative copies of the preview image for each unique model or you may not. Armadillo will display a default image stating "art not available" for any .slt model in the UserModels folder that is not accompanied by a _art.tga. The _.tga is a 41KB file. Redundant use of the preview image in the Custom Objects menu seems to strain Armadillo's memory management. The model will be available to the editor and bundler even without the preview picture.
!!!!!!!!!!!!Tips for Managing data in the UserModels folder!!!!!!!!!!!!!!!! Consider the workflow suggested and described in this tutorial... Armadillo works fine with multiple instances of a custom object but the MCM2 game does not. Armadillo gets cranky when you fill the UserModels folder with multiple copies of models and preview images. So..... it seems reasonable to avoid adding the extra copies until absolutely necessary. This is why the tutorial recommends completing all the editing before preparing to bundle. In practice this can be difficult to do, there always seems to be some tweak, change or edit that you wish to perform after you have added all the object copies and overloaded Armadillo. For the most part you can reopen the projects and work normally. Just be sure to keep track of your instances and model names if you add or delete a object. You will probably notice Armadillo is sluggish. If you amass a large collection of UserModels (its easy to do, 130 haybales goes like THAT :-} ). you will certainly see Armadillo get slower. This situation can be managed by creating Temporary UserModel folders that can be switched out as different projects are active. !!!!!!!!!!!!Tips for Managing data in the UserModels folder!!!!!!!!!!!!!!!! END UPDATE
the UserModels FOLDER ***********************************************************
*********************************************************** The MakeCMP process may be performed when ALL the Custom Object texture maps are identified. The process compiles a collection of the Custom Textures maps and generates two files: UserMaps.cmp and UserMaps.tex Here is the way to do it: Locate a copy of MakeCMP.exe and the original UserMaps.ini file that is included with the download. Create a folder and name it something like: "Temporary_MakeCMP"
Place
a copy of each .tga texture map used in the project in this temporary
folder.
Run MakeCMP.exe, Click the ".ini file" button in the dialog box to browse and select the UserMaps.ini file in the temporary folder. Click the "process" button. When the script is finished you may exit the program.
Open the temporary folder and note the addition of several files. Copy the Usermaps.cmp and UserMaps.tex files.
Place Copies of the Usermaps.cmp and UserMaps.tex files within the project folder as shown:
That is how you perform the MakeCMP process. You may discard or store the temporary folder. You may continue to edit within the project normally. The MakeCMP process only needs to be repeated if you want to change a Texture map. END MAKECMP
*********************************************************** *********************************************************** Look at the contents of a recently saved .ini file: |
The ~.ini file is a text file that lists Configuration Settings for the project. Essentially it is a list of the FileSets and the Paths directing Armadillo to all the data required for the bundling process. !!!!!!!!!!!!!!!!IMPORTANT
CONCEPT!!!!!!!!!!!!!!!!!!!!!! Take note
of these three lines in the .ini file: TrackEditor\Projects\
directory which all Armadillo users should have within there MCM2 Game
folder. Note that
the provided fileset lines all point to files stored in the RootPath.
|
The .ini
file is now ready for the bundle process. It has gotten a lot longer and
you might imagine it can get very complicated with a large project that
has been edited repeatedly.
END EDIT
.INI FILE ***********************************************************
*********************************************************** It is important to understand the implications of the bundle preparation described in this tutorial. Most of the edits and updates suggested here must before performed AFTER you have saved a project but BEFORE bundling, This seems inconvenient because when working with stock objects in Nationals, SX and Quarrys this step is not necessary, just Save a race and immediately run the Bundle command. This does not work with Custom Objects. You must save your work, EXIT armadillo, make all the edits and updates, relaunch Armadillo and immediately bundle your project. What happens
when you have bundled your Race and wish to continue editing in Armadillo?
Placing additional or Deleting existing Custom Objects will require more editing of the .scn and .ini files. Special care must be taken to manage and coordinate the editing of both files so that they match. The .ini
file is overwritten each time you save. END Editing
IN ARMADILLO AFTER BUNDLE PREPARATION: *********************************************************** Here's is
a brief synopsis of the steps described in this tutorial: *********************************************************** I hope this tutorial helps MCM2 track designers make use of Custom Objects. Please contact
me with questions, thoughts, or suggestions.
END CUSTOM
OBJECTS IN ARMADILLO ***********************************************************
*********************************************************** |
||
|
||
|
||
site index |