https://mtm2.com/%7Etraxx/downloads/traxx_164.zip <---- updated 8/23
Sorry Kmaster about hijacking the traxx from you, but this was needed in order to be able to make traxx compatible with the new limits and the .png/.tga formats + some of the crazy stuff I envisioned.
First up, I fixed the openGL renderer crashes. So people should be able to use it now and it is definitely the preferred way. The shenanigans that I added in terms of light fixtures, the placement works best if you use openGL. It works in software renderer too but placement has always been more finnicky using that. I'm just going to copy paste what I said in the main thread but if you have any questions, please ask. I am definitely going to miss out on details.
- it is HD aware and it allows you the option, when importing HD textures, to create raw/act as a fallback. Then when you save the pod it asks you if you want to save the .pod with the raw/act fallback or just the HD textures. The reason for the fallback, if you want to make it legacy compatible but honestly, I strongly feel that people should be moving to the updated engine instead.
- You can set it as preference that when importing HD textures, it does NOT create additional raw/act files.
- Traxx has updated limits that mirror what the engine supports. Check it out to see what the new numbers are.
- fixed view pod. It now actually loads ramps and top-crush models.
I tried making top-crush models more intuitive to load. I will try and explain tomorrow what my thought process was.
Traxx will automatically ignore _N.png normal mapping textures. It will refuse to load them inside traxx itself HOWEVER, when you build a track, if it detects a _N.png in the same folder as the textures it is adding to the pod, it will automatically include the _N.png as well. One restriction: Terrain normal mapping will only work with .png/.tga textures. Due to the way the renderer was built, making it backwards compatible with .raw was not possible (unlike the objects/trucks which have backwards compatibility). But just like before, if you do a .pod with HD textures that simply updates pre-existing tracks, if you have _N.png alongside, it will be loaded as well.
Traxx 1.6.4
Re: Traxx 1.6.2
can you open a pull request from SLOFila/Traxx_OnGoing_Updates (not sure if your latest working branch is main) to juanputrerasm/Traxx:develop? that way I can keep your latest updates on the source branch "develop". I will create version tags for 1.5.1.2 and 1.6.1 (beta2) and now for your 1.6.2, then push everything to main, to keep everything documented.
Re: Traxx 1.6.2
by the way, the zip file has the wrong files. its a pattern file (TXP). maybe it is a good time to take a break lol
Re: Traxx 1.6.2
fixed the zip
Re: Traxx 1.6.3
https://mtm2.com/%7Etraxx/downloads/traxx_163.zip
One functional change, in track components you can now enable the info pop up when creating pods, ala mtm1 style. It's pretty self explanatory and the txt box also gives you a warning if you go out of bounds. This only works with the MTM2 engine, not with the original mtm1.
Everything else is mostly UI QoL. Track components, models, texture frames are now user resizable. Model window has been switched to OpenGL and the models also have a zoom feature. Texture page now loads as many textures as it can dependent on the actual frame size and you can zoom in or out the textures themselves.
Also added CTRL+SHIFT+ move_object_keys to nudge objects 1 unit for better accuracy.
One functional change, in track components you can now enable the info pop up when creating pods, ala mtm1 style. It's pretty self explanatory and the txt box also gives you a warning if you go out of bounds. This only works with the MTM2 engine, not with the original mtm1.
Everything else is mostly UI QoL. Track components, models, texture frames are now user resizable. Model window has been switched to OpenGL and the models also have a zoom feature. Texture page now loads as many textures as it can dependent on the actual frame size and you can zoom in or out the textures themselves.
Also added CTRL+SHIFT+ move_object_keys to nudge objects 1 unit for better accuracy.
Re: Traxx 1.6.3
Some significant changes that I silently added to the 163 (in the meantime, they weren't there this morning).
Upon trying to fix the mtm1 drags I realized that Traxx never wanted to work properly with ramps. It refused to load the MTM1 ramps. Just for reference, in MTM1 ramps can be assigned a model and the model gets the ramp attribute. In mtm2, or rather traxx, this was never possible. So you had to make a ramp and then overlap it with a no-collision model.
But MTM2 DOES render the mtm1 ramps correctly so I brought that ability over to traxx. You can now assign models to a ramp. I haven't tested what the limits are, so I am not sure at which point it breaks but using the mtm1 models as a test, it works perfectly. You can also load ramps correctly now, so a track with the assigned ramps views correctly.
I fixed orienting models around by using numbers in the properties. It broke at some point and wasn't working.
Fixed a crash related to my previous work that went silently until I started working on the drags.
And just for funsies, I asked the AI to give me feedback, do all those digits after a dot (so let's so 10.16 above ground) actually make a difference in the engine and the answer was a resounding yes. Up to 3 digits it makes a difference, after that you're wasting time. And now with the switch to openGL, it is much easier to work and place models correctly.
Upon trying to fix the mtm1 drags I realized that Traxx never wanted to work properly with ramps. It refused to load the MTM1 ramps. Just for reference, in MTM1 ramps can be assigned a model and the model gets the ramp attribute. In mtm2, or rather traxx, this was never possible. So you had to make a ramp and then overlap it with a no-collision model.
But MTM2 DOES render the mtm1 ramps correctly so I brought that ability over to traxx. You can now assign models to a ramp. I haven't tested what the limits are, so I am not sure at which point it breaks but using the mtm1 models as a test, it works perfectly. You can also load ramps correctly now, so a track with the assigned ramps views correctly.
I fixed orienting models around by using numbers in the properties. It broke at some point and wasn't working.
Fixed a crash related to my previous work that went silently until I started working on the drags.
And just for funsies, I asked the AI to give me feedback, do all those digits after a dot (so let's so 10.16 above ground) actually make a difference in the engine and the answer was a resounding yes. Up to 3 digits it makes a difference, after that you're wasting time. And now with the switch to openGL, it is much easier to work and place models correctly.
Re: Traxx 1.6.4
https://mtm2.com/%7Etraxx/downloads/traxx_164.zip
Instead of working on fixing the drags, I ended up doing a detour at improving traxx to allow me to improve the drags, lol.
- reduced the wireframe/painted object offset in traxx but according to the AI, always trust the wireframe for correct placement.
- added tiny X/Y placement incrementals. So now you can position the models up to .XXX on the X/Y axis because the engine can read it (the .sit/si2 file itself reads up to .xxx)
- added in options the choice to switch between using traxx X/Y numbers or the actual engine X/Y numbers (the same ones that show up in the .sit/.si2 files)
- in regards to the above comment, Traxx has been butchering object placement since day 1. It was taking the values and multiplying them and rounding them. So cloning an original TRI track (or one done with tracked2) and immediately saving it was shifting ALL the models around.
- updated the write pod window. no longer you are stuck with a tiny window where you can't see anything
Instead of working on fixing the drags, I ended up doing a detour at improving traxx to allow me to improve the drags, lol.
- reduced the wireframe/painted object offset in traxx but according to the AI, always trust the wireframe for correct placement.
- added tiny X/Y placement incrementals. So now you can position the models up to .XXX on the X/Y axis because the engine can read it (the .sit/si2 file itself reads up to .xxx)
- added in options the choice to switch between using traxx X/Y numbers or the actual engine X/Y numbers (the same ones that show up in the .sit/.si2 files)
- in regards to the above comment, Traxx has been butchering object placement since day 1. It was taking the values and multiplying them and rounding them. So cloning an original TRI track (or one done with tracked2) and immediately saving it was shifting ALL the models around.
- updated the write pod window. no longer you are stuck with a tiny window where you can't see anything