Motocross Madness 2 Intro

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Leroy Turcios

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Aug 4, 2024, 6:34:10 PM8/4/24
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Thisis 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 the Original Breakthrough object tutorial.


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.


A Objects Tutorial Stunt Project:

Here is use a simple project to use as an example in this tutorial, it is named "A Object Tutorial" Stunt Quarry. The project file is named aobjtutorial.prj. The picture shows a few models placed close to each other. These are the only models in the whole project so it will be easy to keep track of everything.


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.


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.


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.


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.


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.

Do not include the _art.tga preview ../images.

Place a copy of the UserMaps.ini file in the same temporary folder. The UserMaps.ini file may be used as is with no modification.


The temporary folder should contain ONLY the texture maps and the UserMaps.ini file.


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.


Take note of these three lines in the .ini file:


1)TotalFileSets=7

This line lists the final count of the Filesets used by the project. The number shown should correspond to the Number of Filesets in the .ini file. Fileset_ lines will be added and the number must be edited to reflect the final count. Its easy to update this line after all the other changes are made. 2)RootPath=J:\motocross madness


2\TrackEditor\Projects\aobjectTutorial

This line identifies the RootPath to the project. The first part of the Path:


J:\motocross madness 2\


points to the directory you have installed your MCM2 game in. This path will be unique for each computer system but will probably be similar to what is shown here.


The middle part of the Path points to the:


TrackEditor\Projects\ directory which all Armadillo users should have within there MCM2 Game folder.


The last portion addresses the directory which contains the actual project files. In this case the directory is named:


aobjectTutorial


3)FileSet_

This sequence of lines lists individual Filesets that the project needs when the bundling process is run. The basic files are already listed in the file but extra lines have to be added.




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?


The .scn file lists all the Models and their positions, as well info about Terrain Scale, lighting etc. The edited .scn file addresses the unique .slt files so the appropriate files must be available in the UserModels folder throughout the editing process. Armadillo does not overwrite the data in the .scn file when Save is run. Custom Models can be repositioned normally and the .scn file will be updated by 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.

Keep backups of your "bundle-ready" .ini file so you can quickly paste over the simple .ini file Armadillo writes to your project folder.


Every time you save in Armadillo you KILL the .ini file.

If you Save an edit in Armadillo after the bundle preparation you must repeat this five step process:


1)Save the project,

2)Exit armadillo,

3)Edit and prepare the .ini file, Can you see how having a "bundle-copy" that is ready paste can save time?

4)Launch Armadillo,

5)Bundle the project.


Here's is a brief synopsis of the steps described in this tutorial:


1)create and edit and Save a project using Custom Objects.


2)Exit Armadillo. Edit the .scn file to inventory and address unique instances of .slt models


3)Create copies of the .slt Objects in the UserModels folder so there are unique models for the project


4)Use MakeCMP.exe to Create the UserMaps.cmp and the Usermaps.tex files and paste them in the project folder.


5)Edit the .ini file, add paths to the named .slt files listed in the .scn file.


6)Launch Armadillo.


7)Bundle the project.


Motocross madness is truly unique in the fact that it supplies gamers with every aspect of motocross. Players can compete in one of six variants of the sport, ranging from all out freestyle, where players compete to perform the most tricks, or just plain old supercross on an indoor track. Additionally, for gear heads, there is the option of tweaking your bike. You can adjust everything from the amount of compression in your suspension to the amount of horsepower each part of your bike receives.When the graphics engine functions the way it is supposed to, Motocross Madness 2 looks simply amazing. The reason I mention "supposed to", is that I encountered a problem on my TNT graphics card where on one level the textures were all yellow and red (it's the stuff migraines are made out of). One of the most impressive features of the graphics engine is its ability to keep a constant and smooth frame rate. Even on a 450mhz and a TNT setup, I hardly noticed any slow down. This is quite a feat considering the amount of derbies all over the courses. Rather than just creating bland environments that only catered to big airs like its predecessor did, Motocross Madness 2 is littered with all kinds of little goodies throughout the courses (Baja, Stunt, and Enduro), such as trailers, complete with plastic flamingos in the front. Another feature I found that enhanced the outdoor environment was the implementation of a realistic sun. That is, when your facing the sun and riding up a hill the environment becomes darker and objects are less clear. Motocross Madness 2 does an excellent job of recreating some of the United States best spots to motocross at, and with locals ranging from Bear Mountain to the Arizona Sonoran desert, gamers will be hard pressed to find more desirable locations. Unfortunately, the resolution for MCM2 stops at 1024x768, which doesn't bother me, but I'm sure some people will gripe. With a bevy of complex options for the knowledgeable gamer, MCM2 doesn't disappoint in the graphics tweakability section. Only the most jaded of gamers will find themselves at odds with Motocross Madness 2's visuals, to the casual gamer this is pure eye candy.The control of your dirtbike is rather simple. I opted for a four-button gravis game pad that did the job perfectly. Tricks are done via pressing one of two trick buttons and a direction on the game pad. These single tricks can be strung together with others for huge point bonuses. In addition to stringing tricks together, you can also tweak them out by pressing different directions once you are doing the trick, for even bigger bonuses. In the sound department Motocross Madness 2 doesn't have much to offer, which is in part due to the nature of the game. The roar of the bike is done quite realistically and will sound like anything you hear on ESPN. Other than a few miscellaneous crash noises, there isn't really much else here in terms of effects. One disappointment was the lack of a decent soundtrack, which could have been facilitated through Microsoft's massive budget. The opening intro of the game features Incubus and the credits of the game feature Strung Out, but that's about it for music. I would have opted for a good punk or 80ies metal soundtrack, but I didn't make the game.During the time I spent with this game, I found myself more attracted to the stunts mode of play than anything else. With sixteen tricks, and a massive number of variants, I found myself amused for a good amount of time. Don't get me wrong, the other events in the game aren't bad, I just preferred stunts because of the massive airs and the up to date trick list. You can do just about every trick you see the pro's doing on TV, such as the judo kick and superman. Ok ok, enough about stunts, on to the other modes of play. Baja pits you against other riders in a race through a huge outdoor course via checkpoints, while enduro is on a closed course with huge burms and kickers where the racer must complete laps to win. The only event I really didn't like at all was supercross, because it was just too damn hard. I found myself losing just about every time because I was inept at controlling my bike over the humps and burms. It seems as though the computer was perfect at navigating the technical courses, even on easy mode. Despite the lackluster performance of supercross, the rest of the gameplay modes shine.Nearly every multiplayer capability is included right out of the box, even Microsoft's online gaming service, the Zone (surprise surprise). Up to eight players can compete at once in each of Motocross Madness 2's different gameplay modes. Also included is a motocross form of tag, which isn't as fun as it sounds because it's pretty hard to tag another rider going 60mph. On a dial-up connection I found Internet play, for the most part lag free. Multiplayer is a great aspect of MCM2, and it gets extremely competitive. It will be interesting to see what happens once Microsoft makes the track editor available for download (they promised it, but its still not out yet); anyone remember excite bike for Nintendo?Despite all the praise, there is a downside to Motocross Madness 2. As it stands right now, replayability isn't there. After two weeks I find myself less attracted to single player, more towards multiplayer. Even at that it's still not very exciting. If Microsoft does release a track editor, Motocross Madness 2 will have infinite replayability. Unfortunately, I noticed a lot of bugs; sometimes racers would start facing the opposite way in enduro races, and other little glitches like this. As I mentioned before, I am unable to play one level of MCM2 because of a texture bug, which makes the entire level red and yellow. Aside from bugs, there are gameplay issues. I felt that this game is marketed towards novice gamers and is attempting to cash in on the "extreme" factor of the sport. However, doing huge airs and going for the longest distance isn't rewarded much, unless you know what you are doing, in other words, a hardcore gamer. It took me a while to figure out that if I experimented with my compression ratios of my shocks I would be able to land some of these epic airs I had been busting out. But, the market this game is geared towards couldn't possibly figure it out by themselves. Why not resort to the manual or online help you say? Well I tried it, and didn't get much from it. The help manual mentions shock compression, but doesn't explain what the ratios should be in order to obtain your desired results.Motocross Madness 2 is an excellent game, but it depends on what you're looking for. It's not a simulation and it's not an arcade experience, but rather a hybrid of the two genres. MCM2 was designed to attract both novice and hardcore players. Novice gamers will find there is a learning curve; I threw some of my friends in front of the game and they took a while to get down the physics. As for myself, it took no longer than a minute to discover how to do tricks and land them. Priced at only $35 US, this game is a steal and most gamers will find themselves amused for weeks on end, possibly months if the track editor ever comes out.See the Game Over Online Rating System



Rating

• • • • • 89% • • • • •



















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