 |
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Wed Mar 22, 22:04 |
  |
 |
After MTKit2 release few days ago next version released.
In 2.0.1 I've included COB import/export/editing. Few minor improvements. Damage still not complete. LWO export still not presents. Though MOX>LWO will appear soon.
Link at my site news.
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Mon Mar 03, 21:39 |
  |
 |
MTKit2 is under deep refactoring now. Finally I have enough motivation to rip off pieces of old crappy code and replace them with scratch made new ones. New version (2.3.0?) will take a lot of time to make and will bring little to modders. But whole internal structure will be a lot better and hopefully versatile enough to meet current AFC11 and upcoming Synetic games.
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Mon Jun 30, 14:28 |
  |
 |
MTKit2 re-factoring is mostly done. Big parts of it's code are rewritten and cleaned up. Now what does that mean to user?
- Improved MOX > LWO export (damage parts aligned better now, still not perfect)
- Added 3DS import (for those who want to convert 3DMax models to WR2)
- Added CPO format support (now you can make/edit AFC11 collision shapes)
- Added UV map view (this makes creation of vinyls for cars much easier and you don't have to contact car author)
- Improved UI and added some new minor features
WYSIWYG is still unfinished, I don't have enough patience/time to replicate WR2 shading, although all required coding in MTKit2 is done and only shaders code incomplete.
I may add other import/export formats if anyone can supply me with extensive format descriptions 
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Sat Jul 12, 12:22 |
  |
 |
MTKit2.3.1 is finished. Half a dozen of bugs were fixed. Wireframes can be any color you like now.
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Sat Jul 26, 08:47 |
  |
 |
Good news everyone!
MTKit2.3.2 is out. From now on you can preview all WR2 models with all textures displayed.
Speaking professional talk MTKit2.3.2 loads and displays packed PTX textures.
Where did that came from? Well, PTXTool gets refactored from very basics. Part of that is all it's routines are easily accessible now.
Along with improved versatility PTXTool will also have built-in DXT compressor (no more troubles with nvdxt.exe). It's almost done actualy 
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Tue Aug 19, 22:26 |
  |
 |
Well, working with self-made tools is always a good way to find weak spots and ways to make them better (make better tools, not weak spots ).
This time, after a long pause in modeling practice, I realized MTkit2 needs to be able to handle quad polys, just like STKit2 needed it, cos splitting the model into tris and trying it out in WR2 and then going back to original quads version is taking too much time and distraction. I mean wtf, this can be programmed right into the tool.
Another thing, that actualy catched my eye and made me think about quad support is that triangulated mesh looks worse than quads mesh. I explain - it has to do with normals, see, there are many ways triangles can be placed, but there are quite few ways to place them the way that polys are evenly distributed per vertices, which is necessary to normals to be generated evenly. Polyflow is an important thing to overall smoothshading and reflection. So far there are no ideal triangulated technics. Most of the time that means that after you split quads into tris you need to check and spin some triangle pairs to make smoothing really smooth and even. Thats another load of work needs to be done before converting.
Well, there's another solution here - compute normals based on quads mesh and split quads to tris after that. This will generate nice and smooth normals. And thats what MTKit2 does now 
So next MTKit2 version gets quad support (atm only for LWO import).
P.S. Cool, such a long post I wrote for G.R., I shall mirror it into other MTKit2 topics 
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |
Krom


Joined: 02 Mar 2004
Posts: 74
|
Posted: Thu Sep 04, 09:50 |
  |
 |
There was a bug in "Save COB" function which made result COB files crash WR2 in older version, so here comes v2.3.4. There are no changes apart from this bugfix.
As usual you can download MTKit2 and all other WR2 tools from https://krom.reveur.de > WR Editing section.
_________________
Original MBWR/WR2 tools at: https://krom.reveur.de/ |
|
|
Back to top
|
|
 |