helmet  Tinsleys Tutorials  helmet


   Working with the Objects Button  

Click on these to go Directly to that Step

Back to Tutorials

In this tutorial i will be using the Motocross Madness 2 Track Editor (Armadillo)

Step 1
Placing your Object

 
Step 1 Part 1

With the Objects button you can add 3D objects to your track
this includes Hay Bails, Tents, Billboards, Stands, Stadiums, Trees, and
whatever else you can Download, or Make yourself

Now i will show you how to add some simple objects that are already in your Editor
First you must click what kindof object you want to place

There are More objects than you see there (Scroll Down)

Just click on the Golden Square and move it up and down to see more things
Like Structures, Race Items, Trains, and Vehicles :)

now click the kind of object you want i am gonna add a Vehicle

look through the objects in the collection and click the Object you want to use



You see that the object you click on has a little Blueish-Purpleish line to the right of it
and the Place Object Button will turn blue that means you can put this object on your track
Right above the Place Object button it tells you what object you have selected

Ok now click Place Object and move your cursor to where you want the object on your track
you will see that your cursor looks kinda like a weird target thingy
that means when you click the mouse, whereever your cursor is the object will be placed there

Now click where you want your object you can still use the keys to move around
Q- Up W- Forward E - Down
A - Left S - Backward D - Right





Step 2
Adjusting your Object

Step 2 Part 1

ok now that you have placed your object it is time to Adjust it to the position you want it

look at this (top of your Screen)

To ROTATE the object click the Rotate buton
now to rotate your object just go down and click (hold the mouse button down) anywhere on your track
and move the mouse Up and Down

When you click the Rotate button you will see the Y get pushed down too
That is the Axis you are rotating the object on
just click the X, Y, or Z button to change the axis
on your keyboard you can change the axis too click X, C, and V


Now for the Move button
just click that you will see that ALL the X, Y, and Z axis will be selected
you can move the object on
just the Z Axis
just the X Axis
Or Both X & Z, X & Y, and Z & Y

to move on Just Y axis you must Have the Move button down
and push the Plus (+) Key to move Up on the Y axis and
they Minus (-) Key to move Down on the Y axis

To move your objects faster Up and Down Hold down Shift with The Plus or Minus keys

the shortcuts are:

F5

MOVE Button

F6

ROTATE Button

X

Rotate or Move on the X axis

C

Rotate or Move on the Y Axis

V

Rotate or Move on the Z Axis




Step 3
Adding Custom Objects

Step 3 Part 1

I will show you all the steps you need to take to Add some Custom Objects

First you need 3 files
a targa (.tga) Skin for an object this can be 8, 16, 32, 64, 128, 256, 512x512 smaller the better
a targa (.tga) _art file for the picture in the Editor for selecting the object 133x103
a (.slt) the object parameters
all of them HAVE to have to SAME NAME

So if the object is called
House
then the 3 files will need to be called
House.slt
House.tga
House_art.tga


that is what ya need

ok now that you have these files
move them to your TrackEditor/UserModels folder



Just Paste those 3 files in there
now you can go into the Track Editor and go to
the objects section and go to Custom in Object Collections
and you should see a picture of that object in there
now just do what you did for the regular objects

ok when you have the custom objects you want on your track
you now want to make your objects work in the game

for this you must download the Armadillo Project Manager from Jeff Hamblin
>Click Here to go to the Download Page
Click Armadillo Project Manager (APM)
its under My MCM2 Custom Utilities



Here is what Jeff Hamblin says about using this Tool
1. Run ArmadilloProjectManager.exe but do NOT open a project
2. Launch Armadillo from the button on the APM user interface (it is under Quick Launch it says Armadillo) and work on your project
3. Place custom user made objects (if desired)
4. Save your project (in the Armadillo)
5. Switch to your desktop (Alt-Tab or Ctrl-Esc)
6 .Open your project in APM (by Clicking the Browse Button)
7. Make any desired changes using the APM user interface (you don't need to do this for this tutorial)
8. Click the Process button in APM (Top Right)
9. When finished (assuming no errors), switch back to Armadillo. Don't worry if your textures appear messed up, this is normal
10. Click the Bundle button in Armadillo (it is under File > Save)
11. Exit Armadillo but do NOT save the project again

well that is it now go try it out in MCM2
you can click that MCM2 Button under Quick Launch
after you exit from the Armadillo

 

Back to Tutorials