Traxx 1.6.5
Traxx 1.6.5
https://mtm2.com/%7Etraxx/downloads/traxx_165.zip <---- updated 9/09
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.
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.
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
Re: Traxx 1.6.4
Instead of going to bed to get ready for work... I'm doing this. https://mtm2.com/%7Etraxx/downloads/traxx_165.zip
You can now load the masks in your traxx file and have it render to give you an idea what areas you cover. It kinda works inverse to the map, so the darker the shade the higher the strength (white in the grayscale map) And it shows all the various shades for the various strengths Also accurately shows what happens when you use a soft brush (see the edges are less dark so less intense)
One note: Areas that are painted full black do not show up. But remember, those areas are a the floor intensity of 10, so it still gets something, just very little.
You can now load the masks in your traxx file and have it render to give you an idea what areas you cover. It kinda works inverse to the map, so the darker the shade the higher the strength (white in the grayscale map) And it shows all the various shades for the various strengths Also accurately shows what happens when you use a soft brush (see the edges are less dark so less intense)
One note: Areas that are painted full black do not show up. But remember, those areas are a the floor intensity of 10, so it still gets something, just very little.
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Re: Traxx 1.6.5
Traxx webpage looks great. Post above says I don't have permission to view the attached files, so I just see picture names.
Re: Traxx 1.6.5
No idea what's going on. Can you see now?
Re: Traxx 1.6.5
Still not showing for me. I'll be able to check on my pc bit later.
Re: Traxx 1.6.5
I have a small qol feature request. In the program options, I would like to be able to have my Traxx art and models folders settings stored in my Traxx folder. I sometimes have separate versions of Traxx in different folders and changing these folders in one install of Traxx changes them for all the rest.
Re: Traxx 1.6.5
Did a quick update involving the new fancy HD backgrounds. Turns out traxx was not too happy if you imported .png only background. It still saved and wrote the .pod file correct but it gave random errors that would make you think something was wrong.
Re: Traxx 1.6.5
Suggestions / Requests:
-When you go to open a track .txx, it should automatically look in the folder you saved the last .txx in, or it should look in the folder you last opened a .txx from. Mine opened to where I wrote my last pod.
-When you clone a .sit, all the models are generally in the correct place with correct elevations. If you move one a tiny bit, the z drops to the center of the object. There should be a "snap to terrain" (or similar) option that can be toggled on and off.
-We need multiselect for objects and the ability to move several objects as a group.
-The ability to vertically scale terrain. E.g. 1.3* all elevations rounded down.
-Ability to lift all terrain by a fixed amount. E.g. all elevations + 5.
Edit:
-Ability to set .sit / .si2 name separately from the track name. Example: I'm working on Terramar Speedway by OOPS;) and I want the world to be called OOPSTERR.si2. As of right now, I have to make edits by hand in Notepad to accomplish this.
-The image support in Traxx needs an overall update. Icon and Browse bitmaps should be upgraded to png, and potentially higher resolutions allowed at the same aspect ratio. I haven't tried, but paste composite in the texture window should allow .png / .tga now too and ask about tile size.
Errors:
-When a .bin specifies a .raw as its texture, and there is only .png in the art folder, Traxx tries to create the corresponding .raw and .act files, but they often have broken filenames. Not sure if it was Traxx or BE doing it, but I think Traxx as it seems to have stopped after checking "keep hd art only."
-When you go to open a track .txx, it should automatically look in the folder you saved the last .txx in, or it should look in the folder you last opened a .txx from. Mine opened to where I wrote my last pod.
-When you clone a .sit, all the models are generally in the correct place with correct elevations. If you move one a tiny bit, the z drops to the center of the object. There should be a "snap to terrain" (or similar) option that can be toggled on and off.
-We need multiselect for objects and the ability to move several objects as a group.
-The ability to vertically scale terrain. E.g. 1.3* all elevations rounded down.
-Ability to lift all terrain by a fixed amount. E.g. all elevations + 5.
Edit:
-Ability to set .sit / .si2 name separately from the track name. Example: I'm working on Terramar Speedway by OOPS;) and I want the world to be called OOPSTERR.si2. As of right now, I have to make edits by hand in Notepad to accomplish this.
-The image support in Traxx needs an overall update. Icon and Browse bitmaps should be upgraded to png, and potentially higher resolutions allowed at the same aspect ratio. I haven't tried, but paste composite in the texture window should allow .png / .tga now too and ask about tile size.
Errors:
-When a .bin specifies a .raw as its texture, and there is only .png in the art folder, Traxx tries to create the corresponding .raw and .act files, but they often have broken filenames. Not sure if it was Traxx or BE doing it, but I think Traxx as it seems to have stopped after checking "keep hd art only."
Re: Traxx 1.6.5
Here's an interesting one: I was working on TeamDeath's Snake River Canyon today in Traxx 1.6.5, and as I edited art, models, etc... I had Traxx running the whole time. Initially, my models weren't showing the normal maps in game that I added after first opening Traxx, so I edited them in BE (separate issue), and throw the models into the pod with Poddy. Normal maps start showing in game. Note: all files live in the Traxx folder of the track I'm editing. Next, I edit the AI routes a bit, and write the pod with Traxx, assuming it will use the models from the folder when writing the pod. When I fire up the game, AI routes have changed, but models are back with no normal maps. So, I guess what's going on is that Traxx loads everything into memory on first opening the track, then never looks back at the folders for changes when writing the pod at the end. Closing Traxx, then reopening the txx file refreshes Traxx's memory, and writing the pod included all the new models again.
The change I suggest is having Traxx write the pod from the models, art, etc... from the folders rather than memory, in case things have changed since first opening the track txx, and potentially refreshing the memory on pod write.
The change I suggest is having Traxx write the pod from the models, art, etc... from the folders rather than memory, in case things have changed since first opening the track txx, and potentially refreshing the memory on pod write.
Re: Traxx 1.6.5
Hmmm, I will have to look into this when I get a chance. Traxx is supposed to look in the art folder that you have set up in the settings.
Re: Traxx 1.6.5
It did bring in the normal maps to the pod, but there is an issue with one or more of the model converters where normal maps aren't displaying no matter the face type I choose (the separate issue mentioned above). I tried 0x18, 0x29, 0x40 on several models with the Blender plugin after converting the models with another script, and the normal maps weren't displaying. So, after opening the model in BE and saving there, they would display with both 0x18 and 0x29 types. I did all of this while Traxx was open, and because I had edited models after opening the track in Traxx, it did not write the updates to the bin models that finally worked when writing the pod. It seems to have written the bin models that it had originally loaded in memory.
Re: Traxx 1.6.5
Also, every time I load the track, I get a "Bad model" warning complaining that it's missing .raw files since I only have .png files in the art folder. It still load's the pngs fine but gives the warning.