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General Category >> Totally Twisted >> TM 1+2 Modding thread
http://temp.tmalliance.com/?num=1303914644

Message started by mgruby22 on 04/27/11 at 16:02:44

Title: TM 1+2 Modding thread
Post by mgruby22 on 04/27/11 at 16:02:44
There's has been a lot of interest lately in modding TM2 for PC, so I decided to start up a thread.

It is possible to mod the sounds, the 3d models (swap them out), and the textures.

I have also created a modded version of the TM2.exe which I could distribute.

I insterted some code from TM1PC's .exe into tm2's exe with a hex editor.

Fun should be had by all.

I will upload screenshots of my own stuff, and I expect to see stuff from Shadow and Archminion as well ;) .

EDIT: Thanks for all of the support.

Hopefully the Admin (Mort), will not have a problem with this, otherwise we will have to take this to another forum.

http://temp.tmalliance.com/?num=1248715982/90#90

Here's where the fun began in the last thread.

Title: Re: TM2 Modding thread
Post by Pactmaker on 04/27/11 at 16:06:29
Work on Darkside as soon as possible, see if there is any scrap of code left for him if you can actually open up the source.

Good luck in your modding ventures.

Title: Re: TM2 Modding thread
Post by GodzFire on 04/27/11 at 16:40:11
I'll do all I can to help. My goal is to extract everything possible from both games.

I'm especially looking for all the sound effects.

I was able to get a bunch of images from TM2. I've uploaded them to photobucket to share for all:

Character Bios

Character Pics

Credits

Interface

Level Backgrounds

Level Preview Pics

Misc Items

Title: Re: TM2 Modding thread
Post by GodzFire on 04/27/11 at 16:53:57
Here's a collection of 12 WinPC tools which help working with the various formats. Some work for me, some don't. Hopefully helpful to others.

Tool Collection

Contains:
PSicture
PSmplay04_0725
PSound
psximg
PsxMC323
psxmultirip1
psxtulz003b
psxv120
tilemolester-0.16
TIMViewer104b
wotizpsx
XnView-win

Title: Re: TM2 Modding thread
Post by Pactmaker on 04/27/11 at 18:02:49
How, exactly, do you plan on melding 1 and 2? Will vehicles simply be replaced? Or will they be added, to fight amongst one another? How will the level situation work?

Basically, is it going to be replacing models and textures, and levels, or bringing all of the levels and cars of 1, and mixing them in with 2?

Or is your goal more of an open Twisted Metal, where people can make cars and arenas themselves? Either way, this is exciting.

Title: Re: TM2 Modding thread
Post by Babadingldoo on 04/27/11 at 19:02:31
Where are the character selection reactions?

Title: Re: TM2 Modding thread
Post by Kilrgrn on 04/27/11 at 19:09:23
I'd really love the selection picture of Grimm with his helmet on, if you can, please =3

Title: Re: TM2 Modding thread
Post by Luis on 04/27/11 at 19:14:49
If he's mixing 1 and 2, then that will be the first Twisted Metal mugen.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/27/11 at 20:14:52
I'm not sure if I'll be able to add in the levels, or if I will need to replace levels.

I am only hacking this game, I don't have access to any sourcecode, or anything like that.

This project is still in the early stages!

http://img202.imageshack.us/img202/5707/detaillevel.jpg

Uploaded with ImageShack.us

I added a little bit of TM1PC functionality to TM2 PC.

You can now select between low, medium and high detail level (it effects the draw distance aka from how far away the game renders 3d models).

The game now has a max resolution of 640 by 480.

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 04/27/11 at 20:36:29
Would it be possible to make, let's say,  custom skins for the vehicles? Would it work like Doom or Carmageddon, in that sense?

Title: Re: TM2 Modding thread
Post by Pactmaker on 04/27/11 at 20:36:45
You can already change detail level. I can go to the options menu and configure that. It's built in. And didn't you say you had TM1 Outlaw already replacing TM2 Outlaw? I don't see TM1 Outlaw. TM2 PC already has a resolution of 600x480, that's the default windows resolution, I believe. You don't seem to be really doing anything, other than lying about changing things. Already any hope I have of this being a real project are squashed.

Nice try, though.

@PIB-
I believe there is a skin selector somewhere around here, but all you need to do is edit the TIM files, I believe.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/27/11 at 20:51:37
I'm not lying about anything you moron, you are just too dense to understand what I'm telling you.

Everyone else on this forum who has tried to hack TM2 knows I know what I'm talking about.

Archminion hasn't called me a liar.

Shadow hasn't called me a liar (the guy who made your beloved skin selector BTW.)

You have!

You should seriously pipe down, before you make a bigger ass of yourself.

And if you can't recognize the difference between the TM1 texture and the TM2 texture, that is your own fault and not my own.

I have been very clear and open about the techniques and tools I've been using on the game.

You have been an ungrateful turd.

Please stop it!

But way to try and be ahead of the curve by calling bullshit on me, you have actually put yourself way behind the curve.

I'll release my hacked .exe to shut you up.

You ignoramus.

And by the way, I'm using nothing but a hex editor to make my changes, so when I swap code between the 2 .exe's, I don't know what the effects will be, so if I say something changed and it didn't that's just a simple mistake of communication.

Sorry for the miscommunication. ;)

Title: Re: TM2 Modding thread
Post by Pactmaker on 04/27/11 at 20:57:39

mgruby22 wrote on 04/27/11 at 20:51:37:
I'm not lying about anything you moron, you are just too dense to understand what I'm telling you.

Everyone else on this forum who has tried to hack TM2 knows I know what I'm talking about.

Archminion hasn't called me a liar.

Shadow hasn't called me a liar (the guy who made your beloved skin selector BTW.

You have!

You should seriously pipe down, before you make a bigger ass of yourself.

And if you can't recognize the difference between the TM1 texture and the TM2 texture, that is your own fault and not my own.

I have been very clear and open about the techniques and tools I've been using on the game.

You have been an ungrateful turd.

Please stop it!


I'm sorry, but I really don't see much of a difference. In that screenshot, all I see is outlaw 2 looking off the side of nyc rooftops, with the options menu open, something I could easily replicate without modding. If there is a different texture, please point it out.

Not to be an ass, but I honestly don't see you changing much but a few textures and sounds. Prove me wrong, give me some video or photo evidence of this proposed outlaw, or new options.
I can't necessarily be ungrateful, because I was given nothing.

I'm guessing, the reason nobody else has called you a liar, is because this is the first thing you've really shown that you hold up to be significantly changed. So, if I'm wrongs, the mods will backhand me for being an uninformed asshole, but until then, I stand firmly by my point:
It's just a few sounds and skins.

I'm going to sit tight for now, and see how your work goes, but if it turns out to be as I suspected, a bunch of empty promises and lies, I'll say I told ya so.  ;)

EDIT -

AM I A LEET HACKA NOW?

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/27/11 at 21:05:48
I haven't changed any sounds at all yet (that was Shadow's video).

I'll upload a full working beta version of my mod soon, I hope you enjoy.

EDIT:

My file is uploading right now.

It is almost 300 MB so it is a somewhat hefty download.

It should be uploaded in about 20 minutes.

It should be fully functioning after unzipping it.

If it is not, then simply substitute the files in your existing TM2 folder, with the ones found in my .zip file.

The .exe that I messed with was a no-cd crack .exe, so there should be no issue playing this game.

And sorry for my nerd rage before.

People accusing me of stealing work (or lying about it in this case),

is one of my biggest pet peeve's.

People at GTA forums routinely accuse me of stealing 3d models I release there. (I do not lol)

I'll also upload a video to my youtube account showing me playing the game, you can pick out any changes yourself ;).

Title: Re: TM2 Modding thread
Post by Deathtracker on 04/27/11 at 21:11:25
Is there a place where I can download a safe TM2 pc?

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 04/27/11 at 21:19:22

Deathtracker wrote on 04/27/11 at 21:11:25:
Is there a place where I can download a safe TM2 pc?


Pirate Bay or any other torrent site.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/27/11 at 21:22:30
12 minutes until my file is fully uploaded (and you are proven wrong, partially anyway  ).

If it seems like I'm bumbling around and unsure of what's going on in the games, it's because I am.

It will not be many huge changes (I've only been working on this a couple days).

There will be enough noticeable differences to quiet the chattering though.

And if I'm lying, then archminion must really be lying, he's the guy who sold me the (burnt) copy of TM1PC I have now.

He claims to have already put darkside into TM2.

I have not yet gone that far.

If you are interested in swapping the .dpc files yourself (only real breakthrough I have made so far BTW),

then go right ahead.

Just swap the 32 bit header of the tm1.dpc file with the 32 bit header of the tm2 .dpc file and enjoy.

*FULL TM2 PC download link*

some of the stuff is changed from the original.

Play the game to see what!

Nothing major is different yet.

Just a couple things here and there that you will see!

I think both .exe's in the folder, my version (which doesn't really change anything lol), and the original .exe are no-CD cracks, so this should run right out of the box!

http://www.sendspace.com/file/d6dc00

I hope (for my own sake lol) that this works for everyone who downloads it.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/27/11 at 21:36:27
EDIT: Okay, I forgot to include the "Terrain" folder with my download.

Whoops...



It seems (as I feared)

that my opponent is half correct.

My hacked .exe doesn't really change anything lol.

My promises may very well be half empty.

I say they are half full!

I will not be doing this alone.

I will have the help of both shadow and archminion!

Second edit:

The tim files from inside the TM1 pc .tpc files, are somewhat strange.

When I try to open them in photoshop I get an error message, involving the CLUT.

I have no such error with the TM2 tim files.

Looks like I'll be studying color look up tables a bit, or stealing the textures from TM1 some other way!

Title: Re: TM2 Modding thread
Post by GodzFire on 04/28/11 at 00:13:08

Babadingldoo wrote on 04/27/11 at 19:02:31:
Where are the character selection reactions?


I can't find them

Title: Re: TM2 Modding thread
Post by RoaDiE on 04/28/11 at 03:06:48
About 7 years ago there was a tm2pc mod Rabid made. Called TM2PC Re-twisted. It had level mixing where swapped skins of one level were put into another exactly as you are doing now. Bios and all that jazz was changed as well.

Side effects for some levels included the whole insta fall death being removed from NYC, Antarctica, and LA roofs; as well as Antarctica not falling away piece by piece. The problem was this sort of overwrote some levels we wanted to keep and added invisible ramps and shit... while other levels we were glad to be rid of. Like Antarctica without falling ice was awesome, but to keep that level we had to get rid of something else.... so it wasnt worthwhile.




Title: Re: TM2 Modding thread
Post by Archminion on 04/28/11 at 05:16:45
The skin ed some of the guys (Mort & Soltakr I think?) was very good and easy to use.

It allowed you to start a game with a near perfect replica of every skin type from classic car versions.

So you could see Shadow/Thumper etc in a Small Brawl skin.

Spectre in the blue TMB skin- very good fun.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/28/11 at 05:42:16

RoaDiE wrote on 04/28/11 at 03:06:48:
About 7 years ago there was a tm2pc mod Rabid made. Called TM2PC Re-twisted. It had level mixing where swapped skins of one level were put into another exactly as you are doing now. Bios and all that jazz was changed as well.

Side effects for some levels included the whole insta fall death being removed from NYC, Antarctica, and LA roofs; as well as Antarctica not falling away piece by piece. The problem was this sort of overwrote some levels we wanted to keep and added invisible ramps and shit... while other levels we were glad to be rid of. Like Antarctica without falling ice was awesome, but to keep that level we had to get rid of something else.... so it wasnt worthwhile.


I think I remember that. I've been lurking TMA since I was just a wee lad and I used to browse the archives of the old website.

This will be alot like that, except I can swap any of the files I want (.tpc .dpc etc) , and swap between TM1 and 2.

With the textures/skins (.tpc) I can just outright replace them with whatever image I want.

The the .dmd found in the original psx version of tm2 are probably similar to .tmd files, which are the basic 3d format of the psx.

So in order to really be able to understand the .dpc files I'll have to read up about the .tmd model format, which is documented.

http://www.romhacking.net/?category=&Platform=17&game=&author=&perpage=20&page=documents&level=&docsearch=Go&title=&desc=

If I can figure out a way to convert dpc to dmd (very similar already), and then dmd to tmd (which should also be similar), I'll be able to convert the files into .dxf format (a more common 3d format which can be read by some program or another I'm sure)


Shadow can also do the texture stuff, and replace the sounds as well.

And archminion seems to be doing well himself.

I think that maybe just maybe, we could get this thing really going.

It's just going to be a ton of grunt work on my part.

So all in all I think we have this game pretty much on lockdown.

Title: Re: TM2 Modding thread
Post by Archminion on 04/28/11 at 06:47:03
Hey thanks for the kudos.

But I think you must mean someone else?

Me and Shadow have talked in the past about modding and we've been involved in other transactions as well but I'm not modder.

Anything I've tinkered with was someone elses work.

I can't even get TM2 running in MP mode on my pc :(

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/28/11 at 08:55:39
Oh gotcha lol.

I've been hacking away lately.

I was messing with Tony Hawk's pros skater 3 before I was doing twisted metal.

THPS3 uses the renderware engine (same as gta3-san andreas), so it wasn't a very big task to tamper with files I exported from 3ds max with a script written for GTA3, and then convert them to the tony hawk format. But that's an entirely different topic.

With the documentation from the link I posted, and with some help from my father (professional computer programmer), I should in theory be able to make a conversion process for the .dpc files.

I use a program called quickbms, and a script written by a nice guy from over on the xentax forum to extract the .tim images from the .tpc files.

http://forum.xentax.com/viewtopic.php?f=10&t=3901&start=0&st=0&sk=t&sd=a

Here's the thread I made there 2 years ago about the topic.

I'd suggest that anyone seriously interested in modding tm2 texture learn to use quickBMS, it is available for download from xentax.

As for the .dpc files...

That's going to be a lot of hard work on my part.

I'll need a very simple .tmd object to begin my work.

Sorry for all the miscommunications everybody, I have way more energy than I know what to do with lately, so I've been reading way too far into things ;)

I have plans for this game, once the .dpc/tmd file formats are completely figured out (if I can do it that is [big IF]), this game will be fully moddable.

EDIT:

I just compared a dpc file to a tmd files, not very close.

I'll need to tamper with the .dmd files as well.

This task is looking very ugly.

It will take a lot of time before I can even think about converting the TM2 files into any kind of usable format. And after that I would need to find a way to convert files back to .dpc format.

Ugly stuff.

I'm gonna try though, it's worth a shot.

Title: Re: TM2 Modding thread
Post by iSKREEM on 04/28/11 at 11:03:59
I've been ripping sprites from Twisted 1 and 2 for awhile now, peds, weapons, whatever you need. Lemme know if you need help, I'd love to provide some original texture artwork as well...

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/28/11 at 13:30:25
I'm very adept at ripping the graphics, but thanks for the offer.

The .exe hack, while it's currently is not performing it's task fully, when used in conjunction with the 'setup' folder of tm1 pc, can really have an effect on the looks of the graphics, and can also (hypothetically) add some other functionality which I won't yet expound upon.

What I will say (because I have confirmed this ability myself), is that I was able to make tm2pc read the .avi files from tm1pc, even though they are encoded in a different codec.

I will upload the TM1 setup folder so you guys can test it for yourself.

I was in a big rush last time I made the big upload.

I'm having strange issues with the files, due to the nature of the editing I'm doing (complex low level computer BS, which I A) will not bore you with and B) will not even attempt to explain.)

I have big plans, too big for me to complete on my own.

So I need people to volunteer for various positions!

This is going to be a 3 step process.

step 1. Hack the games apart and put them back together

I'm already working on that.

step 2. Port texture's and .dpc files from tm1 to tm2.

I believe shadow should be able to port the .tpc/texture files himself.
I could write up a quick tutorial of my methods and tools to distribute for this purpose.



step 3.

Create higher resolution textures for the game.
Any old slouch with photoshop and the .tim plugin should be able to export graphics in .tim format.

Step B. Beta testers.

The more the merrier, I want this to work on all operating systems!


Title: Re: TM2 Modding thread
Post by GodzFire on 04/28/11 at 14:18:03

Manta Ray wrote on 04/28/11 at 11:03:59:
I've been ripping sprites from Twisted 1 and 2 for awhile now, peds, weapons, whatever you need. Lemme know if you need help, I'd love to provide some original texture artwork as well...


Well I for one would appreciate if you could rip whatever is possible from both games that I wasn't able to.

I noticed that some images on the PC version were higher resolution than their PS counterparts: 640x480 instead of 320x240.

Title: Re: TM2 Modding thread
Post by Mr.slam on 04/28/11 at 15:55:13

Archminion wrote on 04/28/11 at 05:16:45:
The skin ed some of the guys (Mort & Soltakr I think?) was very good and easy to use.

It allowed you to start a game with a near perfect replica of every skin type from classic car versions.

So you could see Shadow/Thumper etc in a Small Brawl skin.

Spectre in the blue TMB skin- very good fun.

Is there any videos of you guys playing with these skins? I've seen the black Slam and darktooth skin for Sweet Tooth, but thats about it.

Title: Re: TM2 Modding thread
Post by Pactmaker on 04/28/11 at 16:12:51
Well, maybe I was too quick to jump the gun. I'll wait a while and see what you can do. Good luck....*calypso quote*

Title: Re: TM2 Modding thread
Post by Shadow on 04/28/11 at 16:33:00
mgruby22 I would like to clarify some things about modding TM2 'cause I'm working on a mod hack since 2006 now. I made a lot of investigations those last years in order to use proper programs for each file composing the TM2 engine. Here is a summary of my knowledges of how does the game work :

Folders carsdb and levelsdb :

In PC, 3d models ONLY use the DPC format, whereas in the PS1 version they use the DMD format (which is container of both 3d models and TIM textures files). For the moment I'm unable to extract the 3d models from each system (moreover we don't know for sure if the PS1 version use the same file format than the PC's one - DPC in this case).

I tried a lot of program which handle the TMD format (similar to DMD at first sight but totally different at the end for some reasons...) like TMDrip, Milkshape 3d (it can open TMD file) and e3d (a PS1 3d program). None of them is able to deal with the DMD/DPC file or even to extract any TMD file from those archives. So, I think we're going to a wrong way.

Another parameter to take into consideration may be the byte order (Little-Endian/Big-Endian). I have to check if the PS1 files use the same order than the PC.

Now, about the memory and size allocated we should know that the game crashes if we increase/decrease the size of any file (for example the UA2C.GRY file sized 2,19mb or 2 299 952 bytes and MUST absolutly keep this size to avoid a crash). Same thing for the DPC/TPC file (I know there is a tolerance of +/- 500 bytes when reinserting a texture into a  TPC file). That's why it's impossible to make high resolution texture since it will crash the game.
The biggest texture for the cars is located into BB.TPC (Dark Tooth) with a size of 256x256 pixel. Others cars have a bodywork texture of 128x128 pixels max. So if you insert the Dark Tooth texture into Sweet Tooth without resizing it will crash and vice-versa.

Another point to clarify is the Color space used. TIM files in TM2 are encoded in 8 or 16 bits (Title and option screens in this case) but in BGR (and not RGB) which means the red and blue channels are inverted (ex : Roadkill is blue in the TIM texture whereas we all know he is red in the game) and should stay like this before any insertion.

Now for the audio hack (which is my little pride as I never saw someone able to hack this part before), all can I say is the game uses a RAW audio format with all sounds mixed into an audio waveform file. The game engine plays each sound like a music score. Try to imagine how a dvd player plays a dvd : the movie is a full lenght file with chapters. If you skip a chapter defined between a time range, the player will instantly reach the next one defined between its own time range... That's the same process encountered here.

Modding this part of the game is extremly difficult due to the size problem. You have to use an audio editor able to handle advanced raw format and to work at a byte scale. Hellish part...

So my thoughts are the following :

1) We have to search about an efficient program (like Dragon Unpacker, Extractor,... ) able to search DPC headers in binary files (the DMD files from TM1 PC for example).

2) We have to learn how the memory and size work whereas we won't be able to add extra cars/levels in case we would be able to play TM1 files.

3) We have to work with hex editors and to be very patient.

I'll post some others stuffs I made since my beginning in modding in the next days.

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/28/11 at 20:40:51
Yes , I've been waiting for this reply.

I've been going crazy spinning my wheels without much direction.

I need to study up on the difference between 32 bit windows 98 .exe's and 16 bit windows 95 .exe's.

My dad keeps telling me to decompile it into machine language.

I keep saving out files from the hex editor with very crazy parameters. Files that are hidden from the windows gui that can only be accessed through command prompt.

Also my antivirus software went a bit crazy when I tried to save out my .exe, and it deleted it/stopped it from being written.

Annoying shit, but all within reach.

I need to sleep now.

http://s1111.photobucket.com/albums/h480/gruby22/

some of the 3d art I've made.

Modding is a pain in the ass, but worth while for sure.

Title: Re: TM2 Modding thread
Post by Obliverate on 04/28/11 at 21:07:11
Are those all Axel?
I see about 2 usable ones. Sweet Tooth, and some cyber-white guy.

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 04/28/11 at 23:53:38
I know this may be off-topic, but if you can rip me Spectre ghost missile wail I'd love you forever.

Title: Re: TM2 Modding thread
Post by Shadow on 04/29/11 at 14:03:44
Here, catch Paint-It-Blak !!  :) ;)

Extract from the original file.
http://temp.tmalliance.com/?action=downloadfile;file=Spectre_-_Ghost_Missile.zip (205 KB | )

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/29/11 at 14:22:38

wrote on 04/28/11 at 21:07:11:
Are those all Axel?
I see about 2 usable ones. Sweet Tooth, and some cyber-white guy.

No, the only one there that is actually made to be a TM character is the sweet tooth.

There probably won't be any 3d models imported to the game, other than those from TM1.

I have way more stuff to show than that, I just need to upload all the pics.

I don't really plan on adding custom 3d content to the game, although if I ever had nothing better to do than study 3d formats all day I could probably do it.

I plan to hopefully add (not replace) TM1 levels to the game, as well as TM1 cars.

EDIT: And to Shadow: hopefully I'll be able to hack around the memory allocation/file size limit.

It'll be a good next thing to do.

The information you've provided me with is of innumerable value, and has saved me hours of scratching my ass and wondering WTF I'm doing wrong.

Title: Re: TM2 Modding thread
Post by GodzFire on 04/29/11 at 16:07:22

Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  :) ;)

Extract from the original file.


Shadow, could you please extract all the sounds from TM1 and TM2? They don't have to be separate files if it's easier for you, they can stay in a single file, as long as it's a format that I can actually listen to :-)

Title: Re: TM2 Modding thread
Post by mgruby22 on 04/29/11 at 18:38:03

Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  :) ;)

Extract from the original file.


Oh snap!

I C WUT U DD THR!

Time to extract some .tim (ps2 version), files from tm black\HO ETE.

If that doesn't work I'll use dx ripper in conjunction with my PS2 emulator.

Damn it feels good to be a gangster.

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 05/01/11 at 20:47:26

Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  :) ;)

Extract from the original file.



YOU ARE FUCKING JESUS.

Awesome thanks!

Title: Re: TM2 Modding thread
Post by biribiri on 05/01/11 at 23:05:33
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.


spectre.png (95 KB | )

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/01/11 at 23:55:06

biribiri wrote on 05/01/11 at 23:05:33:
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.

Could I ask what program you are using? That's really cool!

Title: Re: TM2 Modding thread
Post by biribiri on 05/02/11 at 00:10:36
This is my own program. wrote to pull resources from tm1 and TM2 and convert them into files for 3d Max.

By the way, I overcame the texture you draw. I want you to just explain something about them (if you do not know):
Texture coordinates of the models are configured not float (0 .. 1 like in openGL and DX maybe), but as an integer. so if you want to paste the texture of better quality (size), then it will not display correctly. here you must change ourselves coordinates on the models.

I apologize for the clumsy English, I use the Google translator

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 05/02/11 at 00:18:14
That's wicked awesome. And you extracted my fave character too :D

Title: Re: TM2 Modding thread
Post by biribiri on 05/02/11 at 03:34:11
Glad you liked it  :). keep a full set of pieces of the spectre + combined texture. Open "*.obj" files with any normal 3D editor.

True to the textures there was a problem. On some planes incorrectly calculated texture coordinates when drawing from dmd (there at all so confusing). I'll have to look at. But at least you can see on the models  :)

Ah, yes. texture have yet to cling in the editor. just too lazy to build upon the program now
http://temp.tmalliance.com/?action=downloadfile;file=spectre_mod.zip (44 KB | )

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/02/11 at 04:51:46
Please give me your program biribiri, I can't seem to find a download for it!

You are my new favorite modder BTW!

YES!

FULL MODDABLILITY!

AND IT"S PARTIALLY MY FAULT!

AND THEY KILLED OSAMA! YEAHHHHH!

EDIT:

Clumsy english doesn't bother me one bit, the texture coordinates are the hardest part to deal with.

Your current program alone helps the community a shit load.

Give it to me please lol

Title: Re: TM2 Modding thread
Post by Pactmaker on 05/02/11 at 17:08:31

biribiri wrote on 05/01/11 at 23:05:33:
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.

Damn, it'd be cool to put those into NFS. Can you export those into .3ds and the like?

Title: Re: TM2 Modding thread
Post by biribiri on 05/02/11 at 17:18:43
i dont think my program will be useful for modding. If you want, i can do something about texture pack/unpack and changing texcoords on models.

about model changing:
It will be hard. DPC (DMD) very... how to say... "interesting" format. Many things i do not understand. Truly i can only rip the models and few info about animation, but not all info.

Title: Re: TM2 Modding thread
Post by biribiri on 05/02/11 at 17:23:57

Pactmaker wrote on 05/02/11 at 17:08:31:
Damn, it'd be cool to put those into NFS. Can you export those into .3ds and the like?


I can save it in *.obj files. (see upper, i post here full pack of spectre model from tm2).
*.obj files are very common format. its open with  many 3d editors. but as i say earler, i have a little problem with texture coordinates at export with combined texture (all in one). but if you do not need a combined textures it will be fine i think.

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/02/11 at 17:54:03

Code (]REGEDIT4

[HKEY_LOCAL_MACHINE\SOFTWARE\Sony Interactive\Twisted Metal):

[HKEY_LOCAL_MACHINE\SOFTWARE\Sony Interactive\Twisted Metal\1.0.1]
"DirectDraw GUID"=hex:00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
"Renderer"=dword:00000000
"Resolution Index"=dword:00000000


Does this provide any useful information?

The file format of .dpc differs from DMD.

The .DPC is nothing but models.

The .dmd is a container of both models and textures.

The .tmd is the PSX's native format of 3d model and it is fully documented.

My project is nearly where I want it to be.

Any additional help would be much appreciated.

Title: Re: TM2 Modding thread
Post by biribiri on 05/02/11 at 18:11:47
DPC have some differences from DMD (like a triangles description, offsets, and some "keys") but most very similar to him.

i dont know what is tmd, i not found it in my TM2PS. only DMD (models) and TMS (pack of tim textures).

DMD contains only models. TMS  textures assigned for DMD.

can you give me your DMD file? maybe we have different versions.

informaton in registry, not interesting for moding i think. its only presets what can be changed in game (except DD GUID, but it will not give something interesting in change ).

here my DMD of spectre:
http://temp.tmalliance.com/?action=downloadfile;file=SP.zip (13 KB | )

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/02/11 at 20:08:56
You have been very helpful.

I would like more information about your conversion process for DPC to OBJ.

I have .dmd files available, however I am most interested in the PC files.

I've been having a lot of success!

I will take a look at your file, I expect it to be much like the other .DMD files I've examined.

I am very tired, and need some rest...


Title: Re: TM2 Modding thread
Post by biribiri on 05/03/11 at 01:53:04

Well converted at the ordinary. just pull the information from the DPC and translate it into obj. ;D
If you're interested, i wrote what remember about the DPC. By the way, if there are somebody is wanna help me fully understand this format , then you are welcome  :D
http://temp.tmalliance.com/?action=downloadfile;file=about_dpc.zip (2 KB | )

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/03/11 at 23:03:13
BIRIBIRI

Your information is of indeterminate value...

If you release the source code then TMA will love you FOREVER!

Post source GY FGT LOL!

THANK YOU VERY MUCH

[code]<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Frameset//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-frameset.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>BIRIBIRI</title>
<meta http-equiv="content-type" content="text/html" />
<meta name="keywords" content="BY MILTOS MANETAS, 1994" />

</head>
<frameset rows="100%" id="dd_frameset_0001">
 <frame src="http://www.manetas.com/eo/whoops.swf" name="dd_content_0001" framespacing="0" frameborder="0" noresize="noresize" title="biribiri.com"  />
 <noframes>
 <body>

<br />
 </body>
 </noframes>
</frameset>
</html>
[/code]

This isn't YOUR Spam website is it Biribiri?  ;)

I'D LIKE TO GIVE A SHOUT OUT TO MR.MOUSE OVER AT XENTAX FOR MAKING THIS ALL POSSIBLE!

If anybody's virus program said I put one in MY .EXE FILE, than it was BLATANTLY WRONG!

Title: Re: TM2 Modding thread
Post by biribiri on 05/04/11 at 00:12:29
no, its not my website :). i have no websites. where you found it?

about sources. hmm... i dont love share my code for several reasons. just say what you excactly wanna do with that files and i will try to make it.

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/04/11 at 13:28:39
NEVERMIND....

Twisted metal, I now pronounce you worthy of my free time...

Suck my dick please....

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/04/11 at 13:31:08
The game has been fully moddable for years god damn it...

You all just needed by help  ;)

FOR FREE

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/04/11 at 14:52:34
Yeah, this is crazy man. I knew the answer was there staring me in the face I just didn't have the knowledge. Nor did anybody on the net really, until now. Thanks dudes!

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 05/04/11 at 22:49:30

biribiri wrote on 05/02/11 at 18:11:47:
DPC have some differences from DMD (like a triangles description, offsets, and some "keys") but most very similar to him.

i dont know what is tmd, i not found it in my TM2PS. only DMD (models) and TMS (pack of tim textures).

DMD contains only models. TMS  textures assigned for DMD.

can you give me your DMD file? maybe we have different versions.

informaton in registry, not interesting for moding i think. its only presets what can be changed in game (except DD GUID, but it will not give something interesting in change ).

here my DMD of spectre:


You pretty much lost me after this post   :P

Title: Re: TM2 Modding thread
Post by biribiri on 05/04/11 at 23:00:41

Paint-It-Blak wrote on 05/04/11 at 22:49:30:
You pretty much lost me after this post   :P


Sorry, i dont understand what you mean.

Title: Re: TM2 Modding thread
Post by Paint-It-Blak on 05/04/11 at 23:04:57

biribiri wrote on 05/04/11 at 23:00:41:
Sorry, i dont understand what you mean.


All your modding lingo made me confused, so I just gave up trying to understand lol.

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/08/11 at 15:38:46
What's new with this project? Need skinners? What's good?

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/09/11 at 14:25:52
No skinners needed, but all skinners appreciated...

Make whatever the fuck you want, and if you can't put it in the game yourself...

Then you are shit out of luck!

haha

I've got a little surprise somewhere up my sleeve.


Title: Re: TM2 Modding thread
Post by iSKREEM on 05/10/11 at 01:21:36
You guys kinda suck major dick, am I out of line here?

Title: Re: TM2 Modding thread
Post by GodzFire on 05/10/11 at 09:58:34

Manta Ray wrote on 05/10/11 at 01:21:36:
You guys kinda suck major dick, am I out of line here?


No, you aren't out of line. mgruby22's replies have been both insulting and vulgar. If I could find the button to report it I would.

Title: Re: TM2 Modding thread
Post by That one guy on 05/10/11 at 11:45:59
this thread is turning super lame ass

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/10/11 at 11:49:54
http://www.megaupload.com/?d=QYF7F9FA

Oh shit my bad lol...

How's this?

https://rapidshare.com/files/461750938/TM1.5.zip

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/10/11 at 11:55:25
So, anyone got any really good ideas for mods?

Ideas they want to make themselves?

Anyone else remember that Rogue Trip also used the .dmd and .tms file formats, containing .tpc based models and .tim textures respectively?

I can swap them, but man, I'd love to just sit back and watch other people make some cool mods for me...

It's close enough to done.

It works 100%

I hope so.

It works on windows 7.

Windows 2000 is out of luck today...

Title: Re: TM2 Modding thread
Post by Archminion on 05/10/11 at 14:52:59
Yeah take it easy guys

Title: Re: TM2 Modding thread
Post by Hellbent on 05/10/11 at 18:14:49
Hey as long as you are pumping out TM mods i don't care what the hell you say. Good work man.

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/11/11 at 11:21:47
http://img40.imageshack.us/img40/5636/minionnotop.jpg

Uploaded with ImageShack.us

TM1 Minion kicks ass.

Title: Re: TM2 Modding thread
Post by Another Dead Hero on 05/11/11 at 14:47:21
Nice, think you can make a mod that makes Sweet Tooth look like his "TMB" look?

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/11/11 at 15:20:45
SO this is a joke thread?

Title: Re: TM2 Modding thread
Post by Archminion on 05/11/11 at 15:55:58
gruby:

Have you tried getting Darkside in TM2 yet?

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/11/11 at 15:59:30
No not yet.

Things got mixed up when I started trying to hack everything all at once.

I'll get on that soon.

Changing the mods name to urban assault and using old artwork +TM1 deleted cut-scenes now.

Dark-Tooth and dark side should be in there.

This will be a huge project.

I'll upload some files so you all can help me.

They are very important game graphics that I'd like to see ported to twisted metal 2.

https://rapidshare.com/files/842513539/TM1Graphics.zip

Title: Re: TM2 Modding thread
Post by GodzFire on 05/11/11 at 17:26:23
Rapidshare is terrible. Use SendSpace, 4Shard, or MediaFire.

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/14/11 at 03:57:44
http://www.megaupload.com/?d=VCC4T8P6

Here's TM1.5

Urban assault is coming.

Title: gruby:
Post by Archminion on 05/14/11 at 04:00:57
I'm seriously sick of having to keep editing your threads.

You constantly double post when there is an 'MODIFY' button on the top right of your panel.

Or are you just doing this now to piss off the mods and admins??


The next time you do it I won't edit your replies I'll just delete all of them until you learn how to use MODIFY !!!

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/15/11 at 10:06:37
Sorry, here's a beauty shot of my mod...
http://img28.imageshack.us/img28/3978/tm1beautyshot.jpg

Uploaded with ImageShack.us

I don't mean to piss you off, but it seems I've done it quite well.

http://img848.imageshack.us/img848/3799/apacolypsenowaxel.jpg

Uploaded with ImageShack.us

Here's my axel redesign.

Title: Re: TM2 Modding thread
Post by GodzFire on 05/15/11 at 10:21:47
And what exactly has changed in that picture?

Title: Re: TM2 Modding thread
Post by Darkside TM2 on 05/15/11 at 11:55:10
The difference is actully.......?

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/15/11 at 12:03:11
Notice the black beneath his feet, and the metal part is a different color now.

Also he's not done yet.

I'm following the story that TM1 had going with apocalypse 9 controlling minion, and now axel.

http://www.dailymotion.com/video/x3eexz_apocalypse-9-part-3_videogames

Title: Re: TM2 Modding thread
Post by Obliverate on 05/15/11 at 20:17:39
He defined the ass more because he's a homosexual.

Title: Re: TM2 Modding thread
Post by Another Dead Hero on 05/17/11 at 18:24:04
Hey, wild shot in the dark. But i just managed to get TM2 on PC, anyone have that vehicle skin mod that the TMA guys used to have available?

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/17/11 at 22:16:22
http://www.tmalliance.com/_stuff/

Here it is.
http://img545.imageshack.us/img545/1763/axelblackdamage.jpg

Uploaded with ImageShack.us

The metal park doesn't turn black until he is damaged.

Title: Re: TM2 Modding thread
Post by Another Dead Hero on 05/17/11 at 22:41:21
Thanks!!

Title: Unreal Engine
Post by mgruby22 on 05/19/11 at 00:33:07
I'll be switching my mod to the unreal engine and abandoning TM related shenanigans for a while.

I'll keep TMA updated for anyone interested!

I can rip graphics from ps2 games with the help of my handy dandy bag of 3d tools (3d ripper dx along with 3d via print screen and my ps2 emulator), though I'm not sure I want to because it's a tedious process.

So I'll just be producing a car combat mod/total conversion of my own for unreal tournament 2004.

It will be heavily apocalypse themed and have many ideas related to twisted metal, such as what is my greates wish? Who can grant it? etc.

Fucking with twisted metal is hard, way harder than adding function on to unreal tournament.

Title: Re: TM2 Modding thread
Post by Pactmaker on 05/19/11 at 12:32:54
Called it. TM modding simply can't be done in the capacity we eally want.

Better off making our own car combat engine... which I'll get to in a year (or five).

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/20/11 at 01:37:03

Pactmaker wrote on 05/19/11 at 12:32:54:
Called it. TM modding simply can't be done in the capacity we eally want.

Better off making our own car combat engine... which I'll get to in a year (or five).


Exactly.

Too much hassle for very little pay off.

Fortunately UT 2004 already has vehicles and enough mods out for it to keep me browsing through code for some time.

In other non-news Twisted Metal lost kicks ass.

Title: Re: TM2 Modding thread
Post by RoaDiE on 05/20/11 at 08:49:56
No offense but we knew it doesnt exactly work out (modding) about 5 years ago. Best we could manage was skins for cars; swapping level skins was just awful typically. Meanwhile, modding Levels and creating things without proper tools is next to impossible.

PS: Aryan Axel (from TMA skin mod) is still the best skin ever created.

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/20/11 at 14:16:06
BIG talk.

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/20/11 at 14:39:16

Manta Ray wrote on 05/20/11 at 14:16:06:
BIG talk.

LOL

I am often guilty of that one.

Anyway, biribiri did write out a full description of the .dpc model format which could come in handy at some point.

3d shit sucks.

For real.

Title: Re: TM2 Modding thread
Post by econobrick on 05/20/11 at 15:27:39
Biribiri, your program looks amazing...
I've been waiting for something like this for ages! Since there never was anything close to it, I recreated Darkside, Sweet Tooth, Road Kill, Pit Viper and Dark Tooth by using screencaps from epsxe as trace images for modelling and going by epsxe's rendering, tried to recreate the texture mapping as close as possible.

I'd do more of these, (Hammerhead for example!) but I don't really have the time anymore.

Dunno if you'd release your program publicly or whatever, but man would that be awesome.



replicas.png (207 KB | )

Title: Gruby:
Post by Archminion on 05/20/11 at 15:57:54
You gave it a shot though.

Can't complain at that bud.

Title: Re: TM2 Modding thread
Post by GodzFire on 05/20/11 at 18:25:01

econobrick wrote on 05/20/11 at 15:27:39:
Biribiri, your program looks amazing...
I've been waiting for something like this for ages! Since there never was anything close to it, I recreated Darkside, Sweet Tooth, Road Kill, Pit Viper and Dark Tooth by using screencaps from epsxe as trace images for modelling and going by epsxe's rendering, tried to recreate the texture mapping as close as possible.

I'd do more of these, (Hammerhead for example!) but I don't really have the time anymore.

Dunno if you'd release your program publicly or whatever, but man would that be awesome.


That's amazing! PLEASE do more!

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/23/11 at 21:07:42
http://www.zophar.net/utilities/ps2util/pss-plex.html

Hey guys, this little utility here will take a PS2 .PSS file and spit out separate audio and video files.

So anyone with twisted metal head extra twisted edition/probably twisted metal black, who wanted to convert those movies to a viewable watchable format can now do so freely, I'm already in the process.

http://www.youtube.com/watch?v=zKWLq1OQ3tI

Not my upload BTW, but anyone brave enough to navigate that website will find many useful tools!

Hammerheads original High-Octane ending is awesome!

Title: Re: TM2 Modding thread
Post by Hellbent on 05/24/11 at 00:00:01
The problem with modding UT2004 in order to create a TM game is the physics engine and AI. You can dump TM models into it easily. Infact they already did that with Carmageddon 2 a long time ago.  Modding in weapons and AA moves isn't impossible either.

But editing the AI to function in a Twisted Metal kind of atmosphere. In addition to modifying the physics engine is a real hassle. Programing the AI from scratch would seem to be the best solution. The physics could probably be modified but all the examples i've seen of people modding vehicles into the game gives a really nasty TM3 stench to the whole thing.

Title: Re: TM 1+2 Modding thread
Post by Archminion on 05/24/11 at 09:27:20
Gruby: I did as you asked and there's still no need to double post.

You could even have shot me a pm, your guaranteed my attention then.


Title: Re: TM 1+2 Modding thread
Post by Pactmaker on 05/25/11 at 21:27:44
At this point, creating our own engine would be easier. That way, it would work like we want it.

Modding is limited, becase unlike games such as Revolt or DooM, there are no tools and the files are hidden or hard to replace without the game going screwey.

Title: Re: TM 1+2 Modding thread
Post by Obliverate on 05/26/11 at 01:15:06
Wasn't there some Car Combat Unreal mod a while back? You could just mod the mod.
As for AI, just make it online only and skip the AI, unless you want to do all that shit.

Title: Re: TM 1+2 Modding thread
Post by iSKREEM on 05/26/11 at 12:43:37
I think we're all forgetting the focus here. If we made our own TM2 it would turn out just like...well, like Twisted Metal III.

EDIT: Could somebody link me to MacGruber's vehicle viewing program?

Title: Re: TM 1+2 Modding thread
Post by Pactmaker on 05/26/11 at 21:46:40

Manta Ray wrote on 05/26/11 at 12:43:37:
I think we're all forgetting the focus here. If we made our own TM2 it would turn out just like...well, like Twisted Metal III.

EDIT: Could somebody link me to MacGruber's vehicle viewing program?


So we all agree making a good TM game isn't easy.

Has anybody even swapped models between the two? I'd like to see classic Outlaw.

Title: Re: TM2 Modding thread
Post by econobrick on 05/27/11 at 22:49:48

Hellbent wrote on 05/24/11 at 00:00:01:
You can dump TM models into it easily. Infact they already did that with Carmageddon 2 a long time ago.


This is neither here nor there, but I'm the guy that did the TM cars for Carmageddon 1 & 2. the skins were dumped from the orginal games yes, but the models were all made from scratch...didn't have the technical know-how to directly dump 'em. :B

Title: Re: TM2 Modding thread
Post by mgruby22 on 05/27/11 at 23:48:07

econobrick wrote on 05/27/11 at 22:49:48:
This is neither here nor there, but I'm the guy that did the TM cars for Carmageddon 1 & 2. the skins were dumped from the orginal games yes, but the models were all made from scratch...didn't have the technical know-how to directly dump 'em. :B

That's just as I suspected viewing those models ages ago.

BTW FUCK UNREAL!

GTA ENGINE FTW.

I made a mod ages ago that put the gas can weapon into san andreas, it was fucking sweet.

It would launch out a rusty barrel, and then when I pushed a button it would drop from the sky and blow shit up.

It could allow for new characters, new cars, new maps and everything.

It would be a sub-genre in and of itself.

Post apocalyptic vehicle combat.

Or maybe pre apocalypic.

I have done scripting for GTA and was quite handy at adding functionality to the game.

I will accept all car and character/pedestrian designs for the game, there is however a catch.

Your car may or may not be made, it will most likely be modified by the artist who creates it.

And all characters will be able to drive all cars.

ALSO:

No cars can be direct rip offs of twisted metal or any other car combat games.

NO MR GRIMM.

NO MINION!

NO AXEL!

ETC. ETC.

Copyright laws are very real guys, and there is a new twisted metal around the corner.

http://www.gtagarage.com/mods/show.php?id=3385

somewhat relevant link

http://www.gtaforums.com/index.php?showtopic=453012&hl=

Another link to a mod of mine...

Title: Re: TM 1+2 Modding thread
Post by Archminion on 05/28/11 at 03:16:48
I thought I recognized the name Econo.

I've seen your work- some amazing stuff.


Title: Re: TM2 Modding thread
Post by Pactmaker on 05/28/11 at 19:03:17

mgruby22 wrote on 05/27/11 at 23:48:07:
That's just as I suspected viewing those models ages ago.

BTW FUCK UNREAL!

GTA ENGINE FTW.

I made a mod ages ago that put the gas can weapon into san andreas, it was fucking sweet.

It would launch out a rusty barrel, and then when I pushed a button it would drop from the sky and blow shit up.

It could allow for new characters, new cars, new maps and everything.

It would be a sub-genre in and of itself.

Post apocalyptic vehicle combat.

Or maybe pre apocalypic.

I have done scripting for GTA and was quite handy at adding functionality to the game.

I will accept all car and character/pedestrian designs for the game, there is however a catch.

Your car may or may not be made, it will most likely be modified by the artist who creates it.

And all characters will be able to drive all cars.

ALSO:

No cars can be direct rip offs of twisted metal or any other car combat games.

NO MR GRIMM.

NO MINION!

NO AXEL!

ETC. ETC.

Copyright laws are very real guys, and there is a new twisted metal around the corner.

http://www.gtagarage.com/mods/show.php?id=3385

somewhat relevant link

http://www.gtaforums.com/index.php?showtopic=453012&hl=

Another link to a mod of mine...


copyright does not apply to fan projects or mods. As long as you don't make a profit of of it, it's fine. No need to wet yourself over big bad copyright.

Title: Re: TM2 Modding thread
Post by iSKREEM on 05/29/11 at 16:21:59

Pactmaker wrote on 05/28/11 at 19:03:17:
copyright does not apply to fan projects or mods. As long as you don't make a profit of of it, it's fine. No need to wet yourself over big bad copyright.

Yes, if there's no profit, which there won't be, it's all gravy. I'm not helping you make anything non-Twisted related.

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 05/29/11 at 18:48:49
You still could get a cease and desist order from Sony.
 
 It happened to a guy who was messing around with carmaggedon stuff. He made his own engine and put Carmaggedon models in it. Or something of the sorts and square came crashing down on him.

 As far as modding another game with twisted metal I don't think you'd have to worry since it would be editing someone else's game.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/31/11 at 21:00:06
Thanks for the good legal advice!

:)

EDIT:

Who wants to make a twisted metal mod for GTA SA?

I already made axel, and sweetooth last year, there's mods to put vehicle guns on cars, and I know scripting for the renderware engine/GTA and the text books they give you in high school can also be used... AS A HAT!


Title: Re: TM 1+2 Modding thread
Post by Obliverate on 06/01/11 at 22:38:29
I don't understand your Axel model... is the man in it your character, or before you enter the vehicle, is he already there? What stops it from just rolling over and over endlessly? And how does the suspension work? Hell, is there a suspension system at all?

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 06/02/11 at 04:23:03

wrote on 06/01/11 at 22:38:29:
I don't understand your Axel model... is the man in it your character, or before you enter the vehicle, is he already there? What stops it from just rolling over and over endlessly? And how does the suspension work? Hell, is there a suspension system at all?

The guy in the car is a character.

And yes it did sometimes glitch and the car would just fall through the surface of the level (much like playing as darktooth in TM2). It would only happen after you left the vehicle.

Yes there was a suspension system to the car.

Every time the car would hit a bump, the wheels would move and the car would stay in a fixed position.

Title: Re: TM 1+2 Modding thread
Post by DarkStar on 06/05/11 at 21:29:03
Someone  has the Sweet tooth laugh from Twisted metal 2? I would love you forever if you can get my the sound file.

Title: Re: TM 1+2 Modding thread
Post by Shadow on 06/06/11 at 07:42:44
Here you can download my rip DarkStar :

Sweet Tooth's laugh

This archive contains 3 samples :

The original one from TM1 PSX
The original one from TM2PC (saddly the sound is muffled in the PC version)

and a mix of the 2 versions (with resampling).

Title: Re: TM 1+2 Modding thread
Post by DarkStar on 06/06/11 at 20:05:12

Shadow wrote on 06/06/11 at 07:42:44:
Here you can download my rip DarkStar :

Sweet Tooth's laugh

This archive contains 3 samples :

The original one from TM1 PSX
The original one from TM2PC (saddly the sound is muffled in the PC version)

and a mix of the 2 versions (with resampling).


Thanks you. Im making a sound mod for Twisted metal for tf2. Could you rip the death scream too? I going to made it the critical hit in my mod.

Title: Re: TM 1+2 Modding thread
Post by iSKREEM on 06/06/11 at 21:13:45

mgruby22 wrote on 05/31/11 at 21:00:06:
Thanks for the good legal advice!

:)

EDIT:

Who wants to make a twisted metal mod for GTA SA?

I already made axel, and sweetooth last year, there's mods to put vehicle guns on cars, and I know scripting for the renderware engine/GTA and the text books they give you in high school can also be used... AS A HAT!

Hmm, I would be interested definitely if you could figure out a good homing missile mod. That's kinda key. I saw a few modded cities for the game too which is a concept that interests me. Imagine making a city based completely on strung together classic TM levels?

Title: Re: TM 1+2 Modding thread
Post by Mr.slam on 06/07/11 at 00:00:59
Ok so I didn't really read whats on the thread, but would it be possible to add new characters? Or I think you guys were having a dilemma with that.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 06/07/11 at 22:00:46

Mr.SLaM wrote on 06/07/11 at 00:00:59:
Ok so I didn't really read whats on the thread, but would it be possible to add new characters? Or I think you guys were having a dilemma with that.

I gave up and it's not going to happen.

Title: Re: TM 1+2 Modding thread
Post by Cinder on 06/08/11 at 00:56:59

mgruby22 wrote on 06/02/11 at 04:23:03:
The guy in the car is a character.

And yes it did sometimes glitch and the car would just fall through the surface of the level (much like playing as darktooth in TM2). It would only happen after you left the vehicle.

Yes there was a suspension system to the car.

Every time the car would hit a bump, the wheels would move and the car would stay in a fixed position.

you should post a video of you playing gta with your axel mod

Title: Re: TM 1+2 Modding thread
Post by GodzFire on 06/12/11 at 18:23:32

Shadow wrote on 06/06/11 at 07:42:44:
Here you can download my rip DarkStar :

Sweet Tooth's laugh

This archive contains 3 samples :

The original one from TM1 PSX
The original one from TM2PC (saddly the sound is muffled in the PC version)

and a mix of the 2 versions (with resampling).


I'm still sadly waiting for Shadow to post the audio stuff when I asked at the start of May :-(

Title: Re: TM 1+2 Modding thread
Post by Hellbent on 06/20/11 at 03:38:33
If you released the game over bit torrent without putting any credit on the creation of the game. They would have nobody to sue.

So to get around the legal issues you just gotta avoid the urge to give your self credit. It would just be a game created by no one but owned by alot of people. You couldn't sue people for owning it. Though you could get them in court for distributing it.

Then again if the file is hosted off Pirate Bay or something they aren't going to get very far with it. also if 400 people are sharing it then they definatlly won't be getting anywhere.

Title: Re: TM 1+2 Modding thread
Post by GodzFire on 07/20/11 at 14:10:41

GodzFire wrote on 06/12/11 at 18:23:32:
I'm still sadly waiting for Shadow to post the audio stuff when I asked at the start of May :-(


Shadow :-(

Title: Re: TM 1+2 Modding thread
Post by kaka on 01/05/12 at 14:09:40
Hi  im a modeler and i will try to re do the sweet tooth model basicly bring him from old era to new one , some1 have extracted the model in some fine format so i could put in background and model to it ? textures on this model would be v helpfull so i can guess where windows area is

if ur curious what can i do : imageshack.us/g/812/car011.jpg/ :)

Title: Re: TM 1+2 Modding thread
Post by Kilrgrn on 01/05/12 at 22:27:53
It's very hard to take you seriously when your name is Caca

Title: Re: TM 1+2 Modding thread
Post by kaka on 01/06/12 at 04:38:06
ok just imagine my full nick " ^Kakarot " instead of 'kaka'  hope that helps :)

Title: Re: TM 1+2 Modding thread
Post by kaka on 01/10/12 at 10:40:47
basic shape low details for now , again some1 have some good quality textures ,  concepts ? so i can put details on it ?








- some update

Title: Re: TM 1+2 Modding thread
Post by kaka on 01/22/12 at 08:38:01
more detail added :








Title: Re: TM 1+2 Modding thread
Post by CarnEvilcrazy on 01/22/12 at 17:40:11
Hi I'm a new guy here. LOVE TM 2 and the newest one coming out. A question about modding: Has anyone replaced car models for the pc version? If so, please tell me how! I really love customizing games, and I think if people were able to make their own cars, it would be sweet!!!

Then people would enjoy this game much more! Even if it was possible to make Dark Tooth playable ( with the head, or just the head by itself would be cool!

Please respond!!  :D

Title: Re: TM 1+2 Modding thread
Post by kaka on 01/30/12 at 12:53:50
main weapon of New Sweet Tooth :





Title: Re: TM 1+2 Modding thread
Post by Deathtracker on 01/30/12 at 21:41:46
Ok, playing as DT is fun in TM2, but gets really glitchy with grey screen. I've seen videos with a guy playing as DT with the head-I'm not sure about the special. He had no grey screen after he OVERbumped something. Anyone know how to do this?

Title: Re: TM 1+2 Modding thread
Post by CarnEvilcrazy on 02/01/12 at 20:18:24

Deathtracker wrote on 01/30/12 at 21:41:46:
Ok, playing as DT is fun in TM2, but gets really glitchy with grey screen. I've seen videos with a guy playing as DT with the head-I'm not sure about the special. He had no grey screen after he OVERbumped something. Anyone know how to do this?

Is there a link to the video I can have?

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 02/08/12 at 23:38:59
http://img189.imageshack.us/img189/3030/transparencysolved.jpg

Uploaded with ImageShack.us

my new skin of axel. Replacement of any car texture is certianly possible without the skin selector. The tools I use are timmay and quickbms.

Title: Re: TM 1+2 Modding thread
Post by kaka on 02/10/12 at 15:50:51
Head added although i dont have idea if thats the look im goin for any ideas ?



Title: Re: TM 1+2 Modding thread
Post by CarnEvilcrazy on 02/10/12 at 18:33:45

kaka wrote on 02/10/12 at 15:50:51:
Head added although i dont have idea if thats the look im goin for any ideas ?



There's a video I made on YouTube called sweet tooth in carmageddon 2. The vehicle is pretty much the exact copy of the Tm2 version, but with a 3d head. If you want, I'll extract the head from the vehicle and send it to you.


Yes, I make Carmageddon 2 cars.

Title: Re: TM 1+2 Modding thread
Post by kaka on 02/10/12 at 19:30:56
hehe yeah i got already ur car and it is a refrence guide for me and its doing good job ;)

im thankfull for ur will of cooperate but this car is needed for my portfolio boost so i must do all parts by my self maybe u can tell me how did u create head ? im not that good at organic shapes

also i im not 100% sure i want head in it just remember that original sweet tooth had just an eggish shape not whole shape of head coz its due to either design or ( most prolly ) technical limitations and i want to keep that kind of look

thx for reading

Title: Re: TM 1+2 Modding thread
Post by CarnEvilcrazy on 02/10/12 at 20:02:31

kaka wrote on 02/10/12 at 19:30:56:
hehe yeah i got already ur car and it is a refrence guide portfolio boost so i must do all parts by my self maybe u can tell me how did u create head ? im not that good at organic shapes

also i im not 100% sure i want head in it just remember that original sweet tooth had just an eggish shape not whole shape of head coz its

thx for reading

I've got a few things to say.

1. I didn't make the Sweet Tooth vehicle for Carmageddon 2.
2. The head in TM 1 and 2 was 2d. You always saw the face only.

By the way, what do you mean "you got my car as a reference"? :-?

Title: Re: TM 1+2 Modding thread
Post by kaka on 02/11/12 at 05:23:43
well i have downloaded the carmageddon 2 sweet tooth put it in backgroud and just model to it , ijust thought u made it ;p

Title: Re: TM 1+2 Modding thread
Post by CarnEvilcrazy on 02/11/12 at 15:56:54

kaka wrote on 02/11/12 at 05:23:43:
well i have downloaded the carmageddon 2 sweet tooth put it in backgroud and just model to it , ijust thought u made it ;p

I wish I did. If you need models of anything, just let me know.

Title: Re: TM 1+2 Modding thread
Post by kaka on 02/25/12 at 08:27:39
some head sculpts:






Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 02/25/12 at 13:37:11
That's kinda cool. I'm thinking I'll be modding TM2 using TMPS3 skins soon. Anybody know how to rip textures from a PS2 game? I'm thinking of turning some levels BLACK.

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/22/12 at 22:57:04
I'm bringing this back just saying. I've been reading through all 10 pages and I just want to know how to make a custom skin...so far there is not one simple written out answer.
Does anybody know how Soltakr and Mort did it? I just can't find any program to open the textures at all. Also there skin swap program doesn't work, I keep getting an error(running on windows 7 without the XP emulator)
So yeah I just figured since everyone is rambling on about the new TM why not just get back into the TM we can all relate to.
Damn us all for trying to tinker with a game 15 years old and with random file types. Why couldn't it just be like GTA and have a super simple img. file that already has about 50 different programs to open and replace them.
Long story short I figure if this gets back to the front of the board maybe it will spark interest which usually leads to progress. And I can't contribute to progress becuase I'm not a damn programmer/graphic artist go figure...

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/23/12 at 21:47:12
To mod the textures of twisted metal 2 I use a combination of 3 programs.

The first is quickbms.

I use this tool along with a script that a nice fellow wrote for me to extract .tim files from the .tpc file.

Next I use adobe photoshop to edit the images. You will need to install a special plugin to do this.

http://www.romhacking.net/utilities/450/

Next I use a command line program called timmay to insert the new textures into the .tpc file.

The thing with the reinserting is that you will need to write a custom .log file for timmay to read. I'll get into this more later.

Included in the download is quickbms, the script it needs to extract the .tim files from the .tpc, timmay, and a .log file for Axel.

http://www.sendspace.com/file/0jysdv

I also threw in a couple skins. One of Axel as he appeared in the twisted metal 2 beta, one is a custom skin I made. To install the skins just extract the .tpc files into the carsdb folder in your tm2 install directory. The skins don't show up in the character select screen, because that would involve editing another file.

I'll write a more in depth explanation of how to use the tools when I have more time.

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/24/12 at 15:33:45
Where can I get timmay? I look on google and just get pictures of the character from South Park.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/24/12 at 16:47:40
It should be included in the download link I posted, but anyway, this is where I got it from:  http://www.romhacking.net/utilities/238/

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/24/12 at 22:43:29
TIMmay won't work? It opens for a split second and closes I guess. Also how the hell do you use that photoshop plug-in? The directions for that are horrible.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/25/12 at 10:38:55
Timmay is a command line program, so you will need to run it from dos.

And as for the photoshop plugin, are you having trouble using it or installing it?

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/25/12 at 14:00:40
Ok first of all I gotta say I greatly apreciate the help. Now it does say to just install the Photoshop plug-in in the plug-ins folder and thats it right? Does it matter if I have 3.1? Also I'm not sure if I'm even using the correct one given in that download there's 3 of em. And yes I would really like you t tell me how to use it if I did intall it correctly becuase I am no programmer, I have learned so much computer shit in the last month it's not even funny but I figure I'd try for the hell of it.

Now lastly for TIMmay what the hell is dos?

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/25/12 at 15:08:41
I'm using photoshop cs 5, and I just extracted all the files into my plugin folder.

Once it's installed, using it is easy. When you go to open an image in photoshop, you should be able to see any .tim images in the folder you are browsing. Simply open the .tim like any other image.

When you are done tinkering with the image click file save, and a little window should open up with a few options. Just use the default options.


As for Dos, Dos was an older operating system made before windows.

If you have windows xp, to run dos go to start, run, and in the box type cmd.

Dos will then open up.

From there you will need to know a few basic commands in order to navigate Dos.

If you were in C:\ in dos, typing "cd windows" would take you to C:\windows.
Typing "cd.." takes you back a level, so if you were in C:\windows using this command would take you back to C:\

Once you are in the folder that timmay is in, to reinsert the files you would have to type "timmay i ax.tpc ax.tpc.log" if you were inserting a skin for axel.

Title: Re: TM 1+2 Modding thread
Post by Obliverate on 05/25/12 at 15:36:08
On Win7, just hit Start, then search for cmd.


Also, I'm surprised someone hasn't built an automatic thing for this with DosBox.

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/25/12 at 15:52:49
Yeah the plug-in for photoshop won't do anything I have of the files from the TIMmay extracted in the plug-ins. when I open up photoshop and I go to a tim file I extracted with quickbms no picture shows up just a blank sheet then when opened it says its not the right document.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/25/12 at 16:02:22
Are you using a 32 bit version of photoshop? If not then that could be the problem.

When I installed CS5 it installed a 64 bit and a 32 bit version, and I got that same problem with the 64 bit version.

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/25/12 at 18:49:47
ya I have the 64 bit damn... Couldn't you out of the goodness of your heart somehow make a program for TM2PC that lets you extract the textures to a usable format for photoshop and then it reinstalls it for you? Would that even be possible? Well it could I bet but I'm not a programmer and I'm not sure ,even if you are mgruby, that you could do it. It's just a real headache to get these stupid textures let alone reinstall the bastards that is an adventure all its own.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/26/12 at 03:06:31
I'm by no means a programmer, the most complex program I've written sorted some numbers in order from smallest to largest. I'm sure there's a program to convert to and from tim...

http://www.romhacking.net/utilities/486/

This can convert .tim to .bmp, and .bmp to .tim.

And yeah, it is an adventure to reinsert the textures the first time through.

And you would just love what you have to do to get a transparent texture in game.


Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 05/26/12 at 14:40:55
ok 2 things and the first one is probably obvious. First is the fact that the textures aren't the right color and I'm not to sure how to make them correct. And second is yes how do you reinsert the textures. Can it be done with that pogram that you just gave me a link to, because it works good and all the textures are available to me except there a tad small and off colored.

Title: Re: TM 1+2 Modding thread
Post by mgruby22 on 05/26/12 at 21:43:03
No that program won't do the inserting, I just linked you to it so you could convert to and from .tim without needing the photoshop plugin.

Unfortunately the only way I know of to insert the images is with timmay.

The incorrect colors thing is really annoying.

What I do is open the texture in photoshop, then go to image-adjustments-hue/saturation, and alter the hue until I get it as close to normal as possible. Then I make the changes I want, and after that alter the hue to be funky like it was in the first place. Then save, then reinsert.

Also just for fun, a picture of a couple of my modified textures in game:

http://img259.imageshack.us/img259/592/minionscreen.jpg

Uploaded with ImageShack.us

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 06/01/12 at 18:46:48
Is there any way you can double the size of the 3D models and environments? It's the only way I can see the textures getting an upgrade at this point unless we find a way to change the graphics engine in the game, I dunno. I'm working on creating a full mod soon so if anyone is interested in helping out send me a PM.

Title: Re: TM 1+2 Modding thread
Post by zacR on 07/02/12 at 09:48:26
Great job Modding!

I was just wondering if you had the chance to mod the game so a player can play dark tooth with his head as his special and have his machine guns shoot out cones. GOOD LUCK!

Title: Re: TM 1+2 Modding thread
Post by Deathtracker on 07/02/12 at 10:23:01

zacR wrote on 07/02/12 at 09:48:26:
Great job Modding!

I was just wondering if you had the chance to mod the game so a player can play dark tooth with his head as his special and have his machine guns shoot out cones. GOOD LUCK!

I've seen a mod on youtube with the guy playing with the head and whatnot. I haven't found it in a while

Title: Re: TM 1+2 Modding thread
Post by Twisted_95 on 07/10/12 at 01:53:56
Imagine TM1 with TM2 levels......Mmmmm....

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 07/10/12 at 02:11:13

Retro wrote on 07/10/12 at 01:53:56:
Imagine TM1 with TM2 levels......Mmmmm....

Or...Twisted 2 with TM1 levels. Actually, if anyone builds a level creator I'd like to take a shot at linking all the levels from the first game, I think that'd be sick.

Title: Re: TM 1+2 Modding thread
Post by Deathtracker on 07/10/12 at 03:20:14
It would be even better if a certain someone released the editing tools to this game if they still exist.

Title: Re: TM 1+2 Modding thread
Post by Twisted_95 on 07/10/12 at 15:39:48

Manta Ray wrote on 07/10/12 at 02:11:13:
Or...Twisted 2 with TM1 levels. Actually, if anyone builds a level creator I'd like to take a shot at linking all the levels from the first game, I think that'd be sick.


ORGASMIC DUDE!

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 12/30/14 at 11:30:12
I'm bumping this thread..because.

Title: Re: TM 1+2 Modding thread
Post by Luis on 01/22/15 at 19:26:33
Does anybody know a good program to rip the sound effects of TM1 and 2? I tried PS Sound and the sound effects did not sounded like the one in the game. I know about the sample rate that changes the pitch and it was still bad. I tried PSXMC and I keep getting the "cdaz file was not found" error.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 08/09/15 at 15:29:32
I should have replied ages ago, I feel like a major ass. I apologize sincerely. PSound DOES work correctly, you can adjust the pitch by going to Options > Configure and then make sure to adjust the sample rate until it sounds right. Do note that some sound effects in the PSX game itself are mixed. For example, Sweet Tooth's laugh is actually TWO sounds playing at once at different frequencies. I'll make a video showing an example of this soon.

Anyway, after you adjust the sound rate to what sounds most correct. Click on File > Convert and save the file. Name the wav file as you please.

Title: Re: TM 1+2 Modding thread
Post by Coleiosis on 10/22/15 at 00:41:54
I don't get it. I downloaded everything that was told for me to gather and tried out the modding. But some of the programs did not work at all. I downloaded everything on this iMac and brought it to my Windows 7 computer (which does not have internet access).

Something must be wrong. My Windows 7 computer sucks anyway because it keeps crashing on me! What I need is some help. If anyone is willing to be of assistance, go ahead.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 07/10/16 at 00:20:53
Sorry to bump an old (but good) thread, but I think the modding tools downloads are all down? Also, I want to learn how to get into TM2 modding, like all the stuf they've been doing lately (ie. Replacing Outlaw 2 with Outlaw 1, inserting (or replacing?) TM2 Minion with TM1 Minion, etc.)

I want to find out how I can insert my own skins into the Twisted Metal 2 skin changing program. (also, I'm having a problem with it: whenever I save my changed skins, It says:
'Errors: carsdb; shelldb; tpc;'. How do I fix this so I can ge around my skins?) I also want to findout how to change level textures, and edit sounds.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 07/11/16 at 02:06:01

HiroHamada wrote on 07/10/16 at 00:20:53:
Sorry to bump an old (but good) thread, but I think the modding tools downloads are all down? Also, I want to learn how to get into TM2 modding, like all the stuf they've been doing lately (ie. Replacing Outlaw 2 with Outlaw 1, inserting (or replacing?) TM2 Minion with TM1 Minion, etc.)

I want to find out how I can insert my own skins into the Twisted Metal 2 skin changing program. (also, I'm having a problem with it: whenever I save my changed skins, It says:
'Errors: carsdb; shelldb; tpc;'. How do I fix this so I can ge around my skins?) I also want to findout how to change level textures, and edit sounds.


EDIT: I managed to get ahold of QuickBMS and TIMmay. How do I use Quick BMS, or is there a new software now?
(sorry for Double post, I couldn't edit the previous one)

Title: Re: TM 1+2 Modding thread
Post by Xeete on 08/23/16 at 20:52:11
Hi guys, i´m making Tm2 in Unity from 0 with news 3d models and my idea is make a multiplayer mode, i have make moscow level because is very easy to make this 3d model, but i need views of all levels from the top view or 3d models of levels, thank you!

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 12/18/16 at 17:15:34
Hey guys I'm working on a DPC file viewer but I can't find the texture coordinates for each model. Does anyone know where they're stored at? I was able to find the vertices and indices.

https://s23.postimg.org/5gbo4twev/thump0.png

https://s23.postimg.org/rtjermxcn/thump1.png

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 12/22/16 at 04:14:36
Nevermind, I found the texture coordinates. On a side note, does anyone have documentation on the TPC format? I would like to implement that as well instead of just using .PNG files for the textures.

https://s27.postimg.org/jzetgqcr3/early_texture_front.png

https://s27.postimg.org/grac3oqhb/early_texture_back.png

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 12/26/16 at 20:58:39
I wish I knew, glad to see progress as always though. c:

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 12/28/16 at 00:53:34
I got the TPC file working. It was basically a group of encapsulated TIM files. I still have yet to figure out how the textures are assigned to polygons.

I would like to see if I can load files from Twisted Metal 1 but I can't run the PC version since my monitor doesn't support 320x240 resolution. Is there any workaround for this? I've tried using different programs for custom resolutions but the game refuses to run. I've heard that I may need a CRT monitor in order to run it.

https://s23.postimg.org/dpija2opz/TH_TPC.png

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 12/28/16 at 05:21:40
Well, you could use a Virtual Machine. Using software like Oracle Virtualbox, or VMWare, or Microsoft Virtual PC, though you'll probably get best results with VMWare.

Title: Re: TM 1+2 Modding thread
Post by Richard -Dick- Biggs on 12/29/16 at 01:00:26
I think I have the easiest way to run Twisted Metal 1 for PC in your modern PC. Use this Windows 98 emulator right here:
http://carmageddon.forumfree.it/?t=67346453&st=30#entry561690224

Scroll down the page, cause at the bottom is the best launcher for the emulator.
I burnt the ISO of the game on a CD (using IMGBurn) and is very easy to install and make it run.

Another thing: it's in spanish, so if you have trouble with that I can help you.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 12/31/16 at 20:57:53
I was able to get Twisted Metal 1 to run with DxWnd. I had it run TM1 in windowed mode, set the emulation mode to GDI and run DxWnd as administrator, and then it ran fine. I was able to find the Darkside model too.

I'll see if I can get it ported to Twisted Metal 2.

https://s23.postimg.org/4zfdy8obr/image.png

https://s23.postimg.org/m1880c36v/DS2.png

Title: Re: TM 1+2 Modding thread
Post by Coleiosis on 01/01/17 at 20:27:19
Do you plan on releasing a download link to the program once it's complete?

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 01/01/17 at 21:22:12
Man! Two badass classic Twisted Metal things within the same couple of days.

1. This awesomeness right here, seeing Darkside in TM2 would be some cool shit, and I've been wanting to start a Twisted Metal fangame that combines the first two but I think the models have been the most important part, so this would be VERY helpful.

and

2. The Russian guys I played with made it so you don't need Kali anymore, nor an XP VM, you can play it natively on Windows 7, 8, 10, etc with Evolve now. So it's going to be WAY easier now to play TM2 PC online with other people :D

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 01/02/17 at 16:51:29

Coleiosis wrote on 01/01/17 at 20:27:19:
Do you plan on releasing a download link to the program once it's complete?

Once it's done, I'll release a download link as well as the source code. It's made in C# and will only run on Windows. Some time down the road I may make a C++ version that will run on Windows, Mac, and Linux.

Title: Re: TM 1+2 Modding thread
Post by Varia31 on 01/03/17 at 08:01:30
Any chance you might also release the vehicle models as downloads?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 01/06/17 at 05:50:58
I was able to port Darkside's model to Twisted Metal 2.
Here's a video of it:

https://www.youtube.com/watch?v=-TgcjYTyTrU

https://s29.postimg.org/mukqucdoj/DS1.png

https://s29.postimg.org/bw9hc5p37/DS2.png

Download Link:
https://drive.google.com/file/d/0B0o4uR2ahBj2VXhEUnBoNkJsbUU/view?pageId=109843514373337506771

But it's still far from complete.

It still needs:
-Damaged model
-Low polygon model
-Wheels
-Textures with proper transparency

If anyone knows how to add textures with transparency please let me know. I also need to fix an issue where Twisted Metal 2 doesn't respond to any input after reaching the main menu. It worked just fine for a long time until recently. I've been running TM2 in a VM but it's difficult to work with.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 01/08/17 at 23:52:46
Delete all Twisted Metal 2 registry entries.

Also, if you can, and if your model editor supports it and such. Is it possible to look at full levels, if not, will it soon?

Title: Re: TM 1+2 Modding thread
Post by maartyrr on 01/09/17 at 01:28:34
Is the Darkside model replacing Thumper? As in Thumper's speed/armor/special? Or does it have its own stats? - either way that a huge step - I remember posters talking about getting darkside and pitviper as well as implementing tm1 levels in tm2 back on the old TMA website.

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 01/10/17 at 19:19:01
That's awesome to see progress on this front.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 01/13/17 at 04:25:44

maartyrr wrote on 01/09/17 at 01:28:34:
Is the Darkside model replacing Thumper? As in Thumper's speed/armor/special? Or does it have its own stats? - either way that a huge step - I remember posters talking about getting darkside and pitviper as well as implementing tm1 levels in tm2 back on the old TMA website.

As of now it only replaces the model. So it still has the same stats as Thumper. Some time I'll look into changing the stats. I might actually have it replace Shadow.


Big Boss wrote on 01/08/17 at 23:52:46:
Delete all Twisted Metal 2 registry entries.

Also, if you can, and if your model editor supports it and such. Is it possible to look at full levels, if not, will it soon?

I tried looking at levels but they're much more complicated than the cars. It can render the outline of the the map made out of points on the screen but it can't render them with polygons and textures. I don't know how long it would take for me to get the program to render them.

Also thanks for the registry fix.

As for the Darkside mod, I finished the low detail model so it won't turn into Thumper's model when it's far away. I'm still trying to get the damage model to work correctly. I should be able to have Darkside appear in the vehicle selection screen as well. After I finish porting Darkside I should be able to port some other TM1 cars.

I tried out Crimson Fury and so far it's basically the same process as porting Darkside.

https://s30.postimg.org/68clmjd5p/crimson1.png
https://s30.postimg.org/pepspptnh/crimson2.png

I still need to fix the transparency issue. Are there any texture modders still around?

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 01/15/17 at 07:45:05
Good shit, wish I knew what to tell you about the transparency stuff.

I have a question myself, what are you using for windowed mode? It's a lot better than using dgvoodoo it seems.

Title: Re: TM 1+2 Modding thread
Post by Archminion on 01/15/17 at 12:33:49
This is fantastic stuff!

You could really help re-ignite the community.
Will keep checking back to see your progress...

Title: Re: TM 1+2 Modding thread
Post by Archminion on 01/15/17 at 18:51:49
Have to add that DS with a flamethrower is quite apt for any TM3 fans here... ;)

And Crimson Fury for TMX fans :)


Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 01/16/17 at 18:02:19
If you could put TM1 Darkside in TM2 (Which is AWESOME!

then i'd like to see a rework of...






Archminion wrote on 01/15/17 at 18:51:49:
Have to add that DS with a flamethrower is quite apt for any TM3 fans here... ;)


Also, It makes sense. because Darkside in TM1 is driven by Mr. Ash, a demon from hell, so why not a flamethrower? ::)

Title: Re: TM 1+2 Modding thread
Post by Coleiosis on 01/16/17 at 18:39:23
How the heck did you get the textures?

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 01/16/17 at 18:53:39

Coleiosis wrote on 01/16/17 at 18:39:23:
How the heck did you get the textures?

Found on an old TMA fourm.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 01/16/17 at 23:41:16

Big Boss wrote on 01/15/17 at 07:45:05:
Good shit, wish I knew what to tell you about the transparency stuff.

I have a question myself, what are you using for windowed mode? It's a lot better than using dgvoodoo it seems.


I use Dxwnd.

Did the TM2 Darkside texture posted by Hiro come from the beta version of the game? I may get a copy of the beta version and scan it for lost content at some point.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 01/17/17 at 00:01:55

Marltoro wrote on 01/16/17 at 23:41:16:
I use Dxwnd.

Did the TM2 Darkside texture posted by Hiro come from the beta version of the game? I may get a copy of the beta version and scan it for lost content at some point.


I honestly don't know. I found it on Twisted Metal Wiki.

NOW...
can ANYONE explain this >:(:

Title: Re: TM 1+2 Modding thread
Post by Archminion on 01/17/17 at 09:32:52
I think that DS is a fan made creation- an obvious homage to Duel.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 01/18/17 at 05:24:38

Archminion wrote on 01/17/17 at 09:32:52:
I think that DS is a fan made creation- an obvious homage to Duel.


If it can be re-created and put into TM2, good.

also, can my problem above be explained?

Title: Re: TM 1+2 Modding thread
Post by Coleiosis on 01/20/17 at 20:34:08
I too had that problem. When I first set my skins, it showed that sign, and only most of what I chose got put into the game. Now whenever I try to change it, nothing happens. :-?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 01/20/17 at 21:02:41
Quick update on the model viewer. I found the mesh headers for the DPC files so it has better mesh detection now. This will also help me get the damage model working for Darkside and the other TM1 cars. The textures still need finished and for some reason Minion doesn't work.

Here's a bunch of meshes I found:
https://postimg.org/gallery/i9xakhb4/

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 01/26/17 at 23:53:39
Axel looks like some sort of a bullfighter, or some kind of sports dude!

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 02/02/17 at 22:27:04
Working on the textures. It's almost done.

https://s23.postimg.org/669wbzxl3/Darkside.png

Title: Re: TM 1+2 Modding thread
Post by maartyrr on 02/02/17 at 23:47:36
I'm guessing since darkside is replacing thumper, slam can pick him up like a car?

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 02/03/17 at 01:08:06
Good shit.

By the way, are those high-quality textures for the skyboxes or am I just trippin'?

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 02/08/17 at 07:26:11
I'd like to know about this DPC viewer and more about the DPC format because it would help me wonders with something I'm working on.

Care to share a little insight Marltoro?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 02/11/17 at 02:00:01
https://www.youtube.com/watch?v=Ek_Mn7EQ61U

I added the damage and low detail models. Now he replaces Shadow instead of Thumper since I had issues working with Thumper's damage model. I also changed Shadow's special so it won't show the low detail model when it's far away.


Big Boss wrote on 02/03/17 at 01:08:06:
Good shit.

By the way, are those high-quality textures for the skyboxes or am I just trippin'?

I didn't modify the skybox. I can't get textures above 256x256 to run but I have an idea for a workaround.


†Adonael wrote on 02/08/17 at 07:26:11:
I'd like to know about this DPC viewer and more about the DPC format because it would help me wonders with something I'm working on.

Care to share a little insight Marltoro?

I'm not sure how much you know about computer graphics so I wrote a document on the basics of the DPC format.

Hope it helps.

https://drive.google.com/open?id=1KNixbRBZ8vGpsKwt8xWh2vvty1Gfav5SMTiyef_jkcE

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 02/12/17 at 02:26:19
Thank you for the document.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 02/21/17 at 03:22:48
when will this Darkside be released?! also, since I can't change skins, Darkside does not have his normal texture.

Also, how did you get TM2 in a window?! :o

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 02/22/17 at 21:47:50

HiroHamada wrote on 02/21/17 at 03:22:48:
when will this Darkside be released?! also, since I can't change skins, Darkside does not have his normal texture.

Also, how did you get TM2 in a window?! :o


You just replace HS.TPC with the HS.TPC file inside the zip file. That has the Darkside textures.

TM2 can run in a window using DXWnd
https://sourceforge.net/projects/dxwnd/

I'll post another update for the DPC Viewer within the next week or two. There are a couple features I still want to add then I'll start planning its release. I'll release the source code as well.

Here's a couples picture of the texture panel:

https://s28.postimg.org/mkztstvs9/tex_panel_1.png
https://s28.postimg.org/m9idg2fc9/tex_panel_2.png

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 02/23/17 at 02:40:13
I tried that nothing happened.

I'm using the Twisted metal 2 PC with the skin selector.

And WHOA GOLLY! THAT TEXTURE PANEL!

will there be software for Windows 7 that we can use to retexture things and edit sounds?! that would be rad!

Title: Re: TM 1+2 Modding thread
Post by Richard -Dick- Biggs on 02/24/17 at 00:13:04
That is awesome man!, keep the good work. I look forward to everything that you guys are doing in this thread.

Title: Re: TM 1+2 Modding thread
Post by -SCoLD- on 02/27/17 at 17:55:04
Wow, that is truly impressive sir. Wish I had TM2pc still to make another run at it. Still hope you gave Shadow some love somewhere else, poor Mortimer having no choice but to join the DARKSIDE!

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/02/17 at 06:46:51
https://s21.postimg.org/iockv1gib/tex_panel.png https://s8.postimg.org/9yjrazptd/cap_1.png https://s8.postimg.org/m1p2yk0vl/cap_2.png https://s8.postimg.org/jln9kpisx/cap_3.png

I was able to replace some of the level textures with 512x512 textures. I even tested the texture replacement code by replacing all the textures in Hong Kong with snow and replacing some of the roads with higher quality textures. But we have a problem.

It seems whenever the .TPC file becomes larger than 2.7-2.8 MB, it causes the game to crash. I even tried replacing some textures with smaller ones and then it ran perfectly fine once the .TPC file was under 2.7 MB. This kind of limit may be a common issue when modding older games so I'll look around and see if there's any kind of fix for this issue.

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 03/02/17 at 07:58:11
I was messing with replacing textures in the Jet Moto PC .tpc files. A interesting thing on that side is that game inverts colors and makes it difficult to replace the textures.

Not only that the game has mini-textures for when your viewing something far away and then loads the bigger texture as you get close to it.

It was an interesting thing to play around with for awhile.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 03/02/17 at 09:51:33
omg that vaguely reminds me of some weird mountainish/swamp level I had a dream of that was in the TM2 engine.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/06/17 at 05:33:52
I tested some HD textures on Hong Kong. Here's how they look in comparison. The textures used in the HD images are 512x512 but I think the engine may support 1024x1024. The transparency still needs finished.

https://s28.postimg.org/yulc0rg7t/img_1_sd.png https://s28.postimg.org/g0zj3rhzt/img_1_hd.png https://s28.postimg.org/t8ywwpfix/img_2_sd.png https://s28.postimg.org/hvcdli509/img_2_hd.png
https://s28.postimg.org/yzp3afnix/img_3_sd.png https://s28.postimg.org/giuojm7kp/img_3_hd.png

Also, some good news. I figured out how to increase the TPC size limit. Normally it would crash if the TPC file was bigger than 2.67 MB but now I can use a TPC file that's around 50 MB or more. I replaced every texture in Hong Kong with a 512x512 texture to test it and it ran without any issues. This will require a .exe hack though.

https://s28.postimg.org/3u0dzy1g9/texture_limit_hack.png

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 03/07/17 at 12:39:32
If we can get high resolution texture files working in the game it could breath new life into the TM2PC community. I'm salivating at the possibilities. As far as transparencies go, I think there is a specific color designated in the files to get them to work. I think Sweet Tooth's vehicle texture would be the best example of this.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 03/07/17 at 15:55:07
Niiiice! Glad that it's possible to have higher resolution textures now. Hopefully we'll be able to have new levels soon but that's probably just being optimistic lol

Title: Re: TM 1+2 Modding thread
Post by StillNotTaco on 03/07/17 at 19:42:17
Any way I could get ahold of that Darkside mod? :o I've heard rumors about him in TM2 but that's my first time seeing it.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/07/17 at 19:45:20
You can download the Darkside mod here:
https://drive.google.com/file/d/0B0o4uR2ahBj2R1lXUGctRU9qZzQ

Right now it's just a model that replaces Shadow but I plan to put him in as an additional character once we learn more about the game engine.

Title: Re: TM 1+2 Modding thread
Post by StillNotTaco on 03/07/17 at 19:54:29
Okay thanks! Honestly the handling feels better with the model like this XD Can't wait to see more. Any chance you know where the skin selector may be? i downloaded the TMA version of TM2 but the skins wont change from what the guys set them as in the mod.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 03/07/17 at 23:57:55
Part of me would think to eventually disassemble the entire game and then make an improved version like with the PokeRed and PokeCrystal project. But that's easier said than done.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/08/17 at 01:10:07
"Twisted Metal 2 World Tour: Tournament Edition" ;3

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/08/17 at 03:01:22
I was in the Skype chat with those Russian players and they were posting screenshots of TM2 running in a higher resolution. Does anyone know how they did it?

https://s18.postimg.org/8ycxdxj45/TM2.png

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/08/17 at 03:12:17
No idea. I get black bars on the side when I play. But when i use my friend's desktop, It uses a higher resolution for some reason. Also, that new UI o.o

Title: Re: TM 1+2 Modding thread
Post by †Adonael on 03/08/17 at 08:45:53
Usually you can get older games to run in widescreen with a 3d accelerator with your graphics card scaling options, but not all grpahics cards support that option. Besides that I have no clue. if there is a hack to actually make it high res that would be interesting.

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 03/08/17 at 16:39:32

Marltoro wrote on 03/08/17 at 03:01:22:
I was in the Skype chat with those Russian players and they were posting screenshots of TM2 running in a higher resolution. Does anyone know how they did it?

https://s18.postimg.org/8ycxdxj45/TM2.png

I actually remember there being a mod posted on here for this maybe two or three years ago.

EDIT: And here it is..

http://temp.tmalliance.com/?num=1419829829

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/08/17 at 17:51:32
I clicked the link, apparently the file was deleted </3

Title: Re: TM 1+2 Modding thread
Post by Kratoscar2008 on 03/11/17 at 14:12:04
Cant really into modding so i cant help, i do hope you can help me though.

Been replaying TM games on PS1 a lot and i have kind of got addicted to TM 1 assault on Cyburbia level. So much that i have beaten it with all the characters like 4 times each (More with Crimson Fury) or maybe more.

Well its getting kinda repetitive so i remembered TM 2 had it but for some stupid reason its locked into 2 player mode.

So basically what i want is a way to play Cyburbia in TM 2 in challenge or tournament mode agaisnt 8 characters max (Or all the playable ones if possible since the level is huge).

I wonder if it would be hard or easy. What say you?

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/11/17 at 17:40:42
Codebreaker or Gameshark will allow you to play it like that

Title: Re: TM 1+2 Modding thread
Post by Kratoscar2008 on 03/11/17 at 20:22:21

DefinitelyNotTrollTaco wrote on 03/11/17 at 17:40:42:
Codebreaker or Gameshark will allow you to play it like that


I tried with Gameshark with no luck.

Could you share some codes? Never heard of codebreaker.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/12/17 at 03:56:54
http://www.cheatcc.com/psx/codes/tm2.html

It's a little complicated to do but it's, as far as i know, the only way

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/12/17 at 07:07:45
Just watch... next thing we know, other cars will be imported from games other than Twisted Metal, and once we find out how to create our own specials, and add our own cars in, watch the fan art go wild... and the TM2 PC community.

anyhow, I still have textures problem, could there be a 'New Custom Skin Selector'?

Title: Re: TM 1+2 Modding thread
Post by Kratoscar2008 on 03/12/17 at 07:46:12

DefinitelyNotTrollTaco wrote on 03/12/17 at 03:56:54:
http://www.cheatcc.com/psx/codes/tm2.html

It's a little complicated to do but it's, as far as i know, the only way


I could play challenge on Cyburbia but it doesnt accept more than 4 enemies which kinda kills the vibe of the original Cyburbia.

There was also that limit in the Blade Arma hack so i wonder if its impossible to add more than 4 enemies.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/13/17 at 00:56:08
The link for the HD mod is here
https://drive.google.com/file/d/0B7UbA8NgGz3-N0pZb29ZUllpVVk/view?usp=sharing&pageId=109843514373337506771

And here's the video tutorial with it:
https://www.youtube.com/watch?v=sP52AK3EcR4&list=PLgNWtuQjS01yjr5tKP-z_jWCZnNXGjmRx&index=2

As for Cyburbia, I don't know how to increase the enemy count.

I fixed some bugs in the Darkside mod.
I really hope we can figure out how to add cars to the game at some point.

https://www.youtube.com/watch?v=8w_aYYgtbho

Title: Re: TM 1+2 Modding thread
Post by Kratoscar2008 on 03/13/17 at 04:55:44

Marltoro wrote on 03/13/17 at 00:56:08:
The link for the HD mod is here
https://drive.google.com/file/d/0B7UbA8NgGz3-N0pZb29ZUllpVVk/view?usp=sharing&pageId=109843514373337506771

And here's the video tutorial with it:
https://www.youtube.com/watch?v=sP52AK3EcR4&list=PLgNWtuQjS01yjr5tKP-z_jWCZnNXGjmRx&index=2

As for Cyburbia, I don't know how to increase the enemy count.

I fixed some bugs in the Darkside mod.
I really hope we can figure out how to add cars to the game at some point.

https://www.youtube.com/watch?v=8w_aYYgtbho


The HD mod works wonders.

A shame i guess i will keep playing TM 1 then  ;D

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/13/17 at 05:05:06
and if we get to be able to have new specials, here's an idea: have Darkside have some sort of special that involves ramming. :D

P.S. The HD mod doesn't seem to work for me. it says 'no handle'

Title: Re: TM 1+2 Modding thread
Post by TWISTEDCREECH96 on 03/13/17 at 06:59:29
This is so freaking cool ! Will the rest of the TM1 cars be added too ?

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/13/17 at 07:07:05

TWISTEDCREECH96 wrote on 03/13/17 at 06:59:29:
This is so freaking cool ! Will the rest of the TM1 cars be added too ?


Honestly, I'd like to replace Outlaw II with Outlaw I. Same with RoadKill, Hammerhead and Warthog. replace them with the original TM1 models.

I wonder, have we figured out how to replace sounds yet? and can I get ahold of the 'TM2 PC Texture editor'?

Title: Re: TM 1+2 Modding thread
Post by Kratoscar2008 on 03/13/17 at 07:31:02

HiroHamada wrote on 03/13/17 at 05:05:06:
and if we get to be able to have new specials, here's an idea: have Darkside have some sort of special that involves ramming. :D

P.S. The HD mod doesn't seem to work for me. it says 'no handle'


Would prefer his old beam attack but give it more damage. Ram special doesnt sound that good when cars that size already do huge damage by just ramming with turbo.

If you guys put Crimson Fury im expecting him to have his special and his kickass sound effect "ti di Dun!".

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/13/17 at 19:47:46

Kratoscar2008 wrote on 03/13/17 at 07:31:02:
Would prefer his old beam attack but give it more damage. Ram special doesnt sound that good when cars that size already do huge damage by just ramming with turbo.

If you guys put Crimson Fury im expecting him to have his special and his kickass sound effect "ti di Dun!".


Yeah. but give the beam attack a bit of 'pizaz' or something...

as for the crimson fury sound, I have it.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/13/17 at 21:08:50

HiroHamada wrote on 03/13/17 at 05:05:06:
and if we get to be able to have new specials, here's an idea: have Darkside have some sort of special that involves ramming. :D

P.S. The HD mod doesn't seem to work for me. it says 'no handle'


I couldn't get the HD mod to work either, but I was able to get 1080p resolution with dgVoodoo2.

http://dege.freeweb.hu/dgVoodoo2.html
http://www.play-old-pc-games.com/compatibility-tools/dgvoodoo-tutorial/

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/13/17 at 22:09:08
I'm trying to use DXWnd to play Twisted metal 2 in a window.

also, ever since I messed with the sound settings, TM2 had always turned down the main volume extremely low, unless I use 'Fn+F4' over and over. how can this be fixed?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/13/17 at 22:21:43

HiroHamada wrote on 03/13/17 at 22:09:08:
I'm trying to use DXWnd to play Twisted metal 2 in a window.

also, ever since I messed with the sound settings, TM2 had always turned down the main volume extremely low, unless I use 'Fn+F4' over and over. how can this be fixed?


In order to run TM2 in a window I had to change the emulation mode to primary surface under the DirectX tab. You might have to try different emulation modes.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 03/13/17 at 22:25:48
Does TM2 need a DXWnd Export File? I don't seem to have one.

can you give me a step-by-step guide of how to put TM2 in a window?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 03/14/17 at 06:31:56

HiroHamada wrote on 03/13/17 at 22:25:48:
Does TM2 need a DXWnd Export File? I don't seem to have one.

can you give me a step-by-step guide of how to put TM2 in a window?


Everyone has different hardware so I can't tell you exactly what settings you'll need to make it windowed. But I'll tell you the settings I had to change to make it work on my PC.

Main Tab
Check Run in Window

Video Tab
Check Fix Window Frame Style
Check Fix Parent Window

DirectX Tab
DirectX Version Hook: Automatic
Emulation: Primary Surface

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 03/14/17 at 18:13:54
I seem to remember an exploit several years ago where you could add Dark Tooth to the player select screen. Somewhere in a hex editor you could change the attributes. Would be amazing just to be able to add new vehicles and change their stats, let alone make new specials. I mean, in the first game alone I think half the characters had the same projectile move.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 03/27/17 at 22:38:16
Anyone have an idea how to edit vehicle skins on TM2?

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 03/28/17 at 02:37:41
We're waiting on Marltoro to get back to us on that stuff. He linked a document on the TPC format but it was pretty complex and required basic programming knowledge.

Title: Re: TM 1+2 Modding thread
Post by Mr.SLaM on 03/28/17 at 10:09:30
I haven't been on here in months, and I come back to find TM1 Darkside in TM2 with HQ textures. I am so happy this dedicated community is breathing new life into this game. Hope that dude releases a full set of modding tools and tutorials once he's done. A mod should sticky it. The man is doing the lords work, haha. I'll be lurking.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/11/17 at 04:41:03
Here it is folks. Make sure you download the x64 version if you have a 64 bit operating system and the x86 version if you have a 32 bit operating system. And make sure you read the Readme file that's inside. It's really short anyway.

If you run into any bugs try to explain what you were doing when it happened.

Twisted Metal Toolkit Demo (x64)
https://drive.google.com/open?id=0B0o4uR2ahBj2VEJFYnpVSkJ0Y1E

Twisted Metal Toolkit Demo (x86)
https://drive.google.com/open?id=0B0o4uR2ahBj2dnVVbllpS1J1am8

https://s29.postimg.org/q9d7k15eb/512_Car.png https://s29.postimg.org/4o84wf8nn/AX_1.png https://s29.postimg.org/l0i6m5mz7/AX_2.png
https://s29.postimg.org/bh8hsozgz/FREEWAY.png https://s29.postimg.org/yjz0rv0yb/image.png

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/11/17 at 06:40:55
My prayers have been answered (/*-*)/

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 04/11/17 at 07:39:50
So there is a God. Beautiful!

Title: Re: TM 1+2 Modding thread
Post by Road-Kill_3197 on 04/12/17 at 03:26:26

Marltoro wrote on 04/11/17 at 04:41:03:
If you run into any bugs try to explain what you were doing when it happened.


Every time I try to open a file it says access denied

Example: If I try to open BURB.tpc I get "Access to the path 'C:\Program Files\Sony Interactive\Twisted Metal 2\LEVELDB\BURB.TPC' is denied.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/12/17 at 06:40:45
It works fine for me. just ran the patcher, then installed the program. Although i have created custom textures, It still loads Axel's standard look. I converted the BMPs to TIMs after editing but now.....

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/12/17 at 22:05:09

DefinitelyNotTrollTaco wrote on 04/12/17 at 06:40:45:
It works fine for me. just ran the patcher, then installed the program. Although i have created custom textures, It still loads Axel's standard look. I converted the BMPs to TIMs after editing but now.....

Did you click to File->Save after replacing the textures?


Road-Kill_3197 wrote on 04/12/17 at 03:26:26:
Every time I try to open a file it says access denied

Example: If I try to open BURB.tpc I get "Access to the path 'C:\Program Files\Sony Interactive\Twisted Metal 2\LEVELDB\BURB.TPC' is denied.

Try running it as an Administrator. Right click on the TM Toolkit Icon and click run as Administrator. I'll see if there's a way I can elevate its permissions level by default.

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 04/12/17 at 22:08:21
When is model support finished? I want to port the models to the Doom source port GZDoom and try and make a Twisted Metal Doom mod.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/12/17 at 22:11:09
I finally figured it out and I can say I'm having a ball with this. For a demo, this functions great.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/13/17 at 03:55:08
The Toolkit will need a new icon. Anyone up for the job?

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/13/17 at 04:07:50
I could give it a shot. I have to make custom icons for some of my programs all the time.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/13/17 at 05:05:05
I fixed a bug that would prevent the program from updating texture coordinates.

Twisted Metal Toolkit Demo (x64)
https://drive.google.com/open?id=0B0o4uR2ahBj2VEJFYnpVSkJ0Y1E

Twisted Metal Toolkit Demo (x86)
https://drive.google.com/open?id=0B0o4uR2ahBj2dnVVbllpS1J1am8

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/13/17 at 05:41:38
Here is the icon. Nothing too amazing but I can make another if necessary. https://www.mediafire.com/?rhga15p9cnzcp8a

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/13/17 at 05:56:29

DefinitelyNotTrollTaco wrote on 04/13/17 at 05:41:38:
Here is the icon. Nothing too amazing but I can make another if necessary. https://www.mediafire.com/?rhga15p9cnzcp8a


That one will work. Thanks.

And you might want to download the updated version of the toolkit I posted on the previous page.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/13/17 at 06:00:34
No problem. Do you think there could be anyway to implement music into the game without a disk in? Maybe a patch? It'd be cool to further modding by adding in an interactive soundtrack.

Yeah I noticed the newly added links. I haven't experienced any glitches, but i didn't want to a take a chance so I installed it.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/13/17 at 20:13:00
Now that the core functionality of the texture panel is done, I'm going to work on adding some features to make it more efficient. I plan on adding a Launch TM2 button that will automatically start the patcher and Twisted Metal 2. I'm also going to add a keyboard shortcut for saving as well. At some point I would like to make a Russian version but we'll need someone to help translate it.

I haven't even touched any audio files in TM2 so I wouldn't know how to patch the music.

As for the model viewer portion, I'm not sure how long it will take but I am working on it.

https://s14.postimg.org/ryib8y4wd/image.png

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/13/17 at 21:12:23
The launcher would be a good idea. Definitely save time. Do I need to run the patcher everytime I start it up?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/13/17 at 22:30:15

DefinitelyNotTrollTaco wrote on 04/13/17 at 21:12:23:
The launcher would be a good idea. Definitely save time. Do I need to run the patcher everytime I start it up?


I'm going to change the patcher so that once you start it, it won't close when TM2 starts. So you can just start it once and have it run in the background.

Title: Re: TM 1+2 Modding thread
Post by DefinitelyNotTrollTaco on 04/13/17 at 22:49:40
Ah okay. I noticed it would shut down and I didn't know if it was done patching or what so. It confused me a bit as to how to use it

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 04/14/17 at 01:13:06
I suggest if possible make it make backups of the files you edit.

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/14/17 at 02:59:39

Big Boss wrote on 04/14/17 at 01:13:06:
I suggest if possible make it make backups of the files you edit.


Yeah a backup system shouldn't be too difficult. I'll add it.

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/15/17 at 01:25:53
@Marltoro

Hi !!!

Thanks for sharing the code, it's been almost a month I've tried to decipher those DPC files and always hit a wall ... :)

I guess you've used IDA because the code really looks like what I've seen with it ? ;)

Anyway here's my modest contribution, hopefully things can advance a bit forward: a much simpler DPC parser (hopefully).

Haven't looked in details at your code, tried to step through it a bit but was stumped by the complexity (actually it's just like IDA minus the environment), wondered if there was a much simpler way and it looks like there is (i.e. just tried to understand those pointers and went from there).

So all TM2 files are successfully read, I get I a pretty close model count to yours (there seems to be very small or irrelevant ones my code didn't consider):


Code (]
E:\tmp\TM2PC\CARSDB\test\AX.DPC 29 // file + models found in it
E:\tmp\TM2PC\CARSDB\test\BB.DPC 115
E:\tmp\TM2PC\CARSDB\test\FL.DPC 23
E:\tmp\TM2PC\CARSDB\test\HH.DPC 17
E:\tmp\TM2PC\CARSDB\test\HS.DPC 22
E:\tmp\TM2PC\CARSDB\test\IR.DPC 21
E:\tmp\TM2PC\CARSDB\test\MG.DPC 14
E:\tmp\TM2PC\CARSDB\test\MN.DPC 22
E:\tmp\TM2PC\CARSDB\test\OT.DPC 55
E:\tmp\TM2PC\CARSDB\test\PV.DPC 20
E:\tmp\TM2PC\CARSDB\test\RK.DPC 30
E:\tmp\TM2PC\CARSDB\test\SP.DPC 35
E:\tmp\TM2PC\CARSDB\test\ST.DPC 23
E:\tmp\TM2PC\CARSDB\test\TH.DPC 21
[/code):

Here's the source:

[code]
using System;
using System.IO;
using JetBrains.Annotations;

namespace ConsoleApplication1
{
    [PublicAPI]
    public struct Pointer
    {
        public uint Address { get; }

        public Pointer(uint address)
        {
            Address = address;
        }

        public Pointer(BinaryReader reader)
        {
            if (reader == null)
                throw new ArgumentNullException(nameof(reader));

            Address = reader.ReadUInt32();
        }

        public static explicit operator int(Pointer pointer)
        {
            return (int)pointer.Address;
        }


        public static Pointer operator -(Pointer a, Pointer b)
        {
            return new Pointer(a.Address - b.Address);
        }


        public override string ToString()
        {
            return $"0x{Address:X8} ({Address})";
        }
    }

    public static class Extensions
    {
        public static void Offset(this BinaryReader reader, int count)
        {
            reader.BaseStream.Position += count;
        }

        public static void Position(this BinaryReader reader, int position)
        {
            reader.BaseStream.Position = position;
        }

        public static uint PeekUInt32(this BinaryReader reader)
        {
            var u = reader.ReadUInt32();
            reader.Offset(-4);
            return u;
        }

        public static Pointer ReadPointer(this BinaryReader reader)
        {
            return new Pointer(reader);
        }
    }

    internal static class Program
    {
        private static void Main(string[] args)
        {
            //var tpc = @"E:\tmp\TM2PC\CARSDB\WH.TPC";
            //var dpc = @"E:\tmp\TM2PC\CARSDB\WH.DPC";
            //var tpcFile = new TpcFile();
            //var tpcFileController = new TpcFileController(tpcFile);
            //tpcFileController.ReadFile(tpc);
            //var dpcFile = new DpcFile();
            //var dpcFileController = new DpcFileController(dpcFile);
            //dpcFileController.ReadFile(dpc, tpcFile.TimFiles);

            var files = Directory.GetFiles(@"E:\tmp\TM2PC\CARSDB\test", "*.dpc");
            foreach (var file in files)
                GetValue(file);
        }

        private static void GetValue(string path)
        {
            using (var stream = File.OpenRead(path))
            {
                var reader = new BinaryReader(stream);

                // header
                var magic = reader.ReadInt64();
                if (magic != 0x000000434D504344)
                    throw new InvalidDataException();

                var date = new DateTime(1970, 1, 1).AddSeconds(reader.ReadUInt32());

                var ptr1 = reader.ReadPointer();

                // vertices
                reader.Offset(24);
                while (reader.PeekUInt32() != 0x0000FF00)
                    reader.ReadBytes(8);
                reader.ReadUInt32();

                // models
                var modelCount = 0;
                while (stream.Position < stream.Length)
                {
                    while (reader.ReadUInt32() != 0x0000FF00)
                        if (stream.Position == stream.Length)
                            goto end; // no reliable way yet

                    reader.Offset(8);
                    var ptr2 = reader.ReadPointer();
                    var start = ptr2 - ptr1;
                    var count = reader.ReadUInt32();
                    reader.Position((int)start);
                    for (var i = 0; i < count; i++)
                    {
                        var u = reader.PeekUInt32();
                        switch (u)
                        {
                            case 0x05070100:
                                reader.Offset(28);
                                break;
                            case 0x04080100:
                            case 0x05080100:
                                reader.Offset(32);
                                break;
                            case 0x08090100:
                            case 0x06090100:
                            case 0x06090300:
                                reader.Offset(36);
                                break;
                            case 0x060A0300:
                                reader.Offset(40);
                                break;
                            case 0x060B0300:
                            case 0x070B0103:
                                reader.Offset(44);
                                break;
                            case 0x070C0103:
                            case 0x070C0183:
                            case 0x090C0104:
                                reader.Offset(48);
                                break;
                            case 0x070D0183:
                            case 0x090D0103:
                            case 0x090D0104:
                            case 0x090D0184:
                            case 0x090D0303:
                                reader.Offset(52);
                                break;
                            case 0x0C0E0104:
                            case 0x090E0183:
                            case 0x090E0184:
                            case 0x090E0303:
                            case 0x090E0383:
                                reader.Offset(56);
                                break;
                            case 0x0C0F0184:
                            case 0x090F0303:
                            case 0x090F0383:
                                reader.Offset(60);
                                break;
                            case 0x09100383:
                                reader.Offset(64);
                                break;
                            default:
                                throw new NotImplementedException();
                        }
                    }
                    modelCount++;
                }
            end:
                ;
                Console.WriteLine(path + "\t" + modelCount);
            }
        }
    }
}


It looks like pretty much other PSX games, ~10 polygon types I guess 4 being triangles, 4 being quads and others for sprites (with flat/gouraud shading flavors or whatever, etc...).

(note: I've reverse-engineered Wipeout 1/2/3 for PSX in the past)

Obviously it's just a parser done in 2 hours and really needs a lot more work, but it achieves reading all TM2 DPCs.

Unfortunately it fails hard on TM1, obviously ... (my favorite game)

Waiting for your comments/remarks, cheers  :)

Title: Re: TM 1+2 Modding thread
Post by Manta Ray on 04/15/17 at 01:50:28
This is great. Excited to begin a full HD conversion once I get my Windows laptop back..or maybe I'll just install Bootcamp on my MacBook.

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/15/17 at 02:07:05
That was also my intention actually, making some modern engine using Unity or whatever else :)

But the road will be long, there are 1000s of things needed yet before dreaming, i.e. getting levels up and understanding everything else necessary !

Tomorrow I'll try to render all these cars then start looking at the levels  :D

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 04/15/17 at 03:50:55
Anybody got the 'Twisted Metal 2 Pallete .PAL file'? I want to change textures.

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/15/17 at 05:38:33
Here is my first take on TM1PC :)

An incomplete list of models/polygons in some files, all looked up manually in the file because I couldn't resist not to ...
So far, they seem similar, the only worrying being vertices, they look nothing like it ! Too much granularity in their data, they look rather fixed offsets to something else but it can't be ... @Marltoro if you could shed some light on this that'd be great !

[code]
TM1 polys : header/length
x090c0104      48
x090d0184      52
x05070100      28
x0c0d0104      52
x08080100      32
x070b0103      44
x0c0e0184      56

GENERAL
=======
ptr@24 - ptr@12 == stream size from 0 : LOOKS GOOD SO FAR!
table legend below: model byte offset |      polygon count

compute model polygons offset: modelptr - ptr@12 as 32-bit values!

mmaxend
=======
4256      124
10360      82
14384      19
15372      11
15972      1
16260      1

copend
======
3628      103
8648      45
10844      23

ttlsrn
=======
80            1

optscrn
=======
80            1

kirkscrn
=======
80            1

audscrn
=======
80            1

calysrn
=======
80            1

legal
=====
176            4

devscrn
=======
208            1
364            4

carcards
========
464            1
620            12

inscrn
======
528            1
684            8
1176      4
1476      2

keyscrn
=======
528            1
684            8
1176      4
1476      2

netscrn
=======
912            6
1308      1
1464      8
1956      4
2256      6
2652      2

infostat
========
816            6
1500      12
[/code]

Tomorrow is another day !

Maybe you know it already but excellent HexEditPro is now freeware :) :) :)

http://www.hexedit.com/downloads.aspx

Needless to say but its coloring is simply a killer feature as it allow to spot things out very easily:

http://img4.hostingpics.net/thumbs/mini_92649520170415053600Greenshot.png



HiroHamada,

I think you could with tim2view since apparently it can replace TIMs in files (not tested), https://github.com/lab313ru/tim2view/releases

http://img4.hostingpics.net/thumbs/mini_37701520170415055210Tim2ViewSVNr86byLab313forWindows.png

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/15/17 at 05:50:52
btw forgot to mention,

GHO, author of DXWND managed to get TM1 PC working perfectly on Win10 !

I added a mini-patch for the utterly fast menus time-out (in-game speed was fine anyway)

here's the full thread: https://sourceforge.net/p/dxwnd/discussion/general/thread/6926f8ab/

Title: Re: TM 1+2 Modding thread
Post by Big Boss on 04/15/17 at 06:19:17
Keep up with the good work. If you ever do harvest bits and pieces of the disassembled code to make a new TM engine out of it or something I'd be happy to make custom music for it when my guitars in my music stops sucking ass, lol

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 04/16/17 at 05:29:29

aybe wrote on 04/15/17 at 05:50:52:
TM1 PC working perfectly on Win10 !
]


SAY WHAT IN FLYIN' HEAVEN?!?!?!?!!!

NO. FREAKIN. WAY!!!

Now, how do you apply transparency to an image?

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/16/17 at 08:10:36

HiroHamada wrote on 04/16/17 at 05:29:29:
SAY WHAT IN FLYIN' HEAVEN?!?!?!?!!!

NO. FREAKIN. WAY!!!

Now, how do you apply transparency to an image?


Good question. I'll have to add that to the readme.

To add transparency all you have to do is use a pure black color (0 Red, 0 Green, 0 Blue) on the part you want transparent and then check the transparency checkbox.

Title: Re: TM 1+2 Modding thread
Post by HiroHamada on 04/18/17 at 04:41:47

Marltoro wrote on 04/16/17 at 08:10:36:
Good question. I'll have to add that to the readme.

To add transparency all you have to do is use a pure black color (0 Red, 0 Green, 0 Blue) on the part you want transparent and then check the transparency checkbox.


I'll try that. I'll tell you if I have any problems with it.

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/19/17 at 06:04:05
Here's another take on TM2 format, we're getting closer !

What is bugging me currently is what are these small bits that can be found between objects ...


Code (]
MN.DPC

header

char[4):

           DCPM            MPC data,e.g. MultimediaPC as we'd say in the 90s, for PSX it's DXSP
u32                  version            lowest in docs is x41, here it's x42 !?
u32                  date            seconds from 1970
u32                  basePtr            to calculate against,

... ???

vertices
normals

... ???

@3252 object 1
header of 40 bytes???
u32                  ptr                  points to vertex 0
u32                  ptr                  points to normal 0 ???
u32                  ptr                  points to primitive 0
u32                  primCount      seems ok
---
prims ...
---
8 bytes -> 2 int32 : 1000000, 22500 ??????????
---
u32                  ptr                  value+4 points to object start
u32                  x00ff0000      end of object/whatever apparently
======= end of object, next one right after

@4928 object 2

bytes at end refer to previous obj, linked list of some sort ?

@7288 object 3

================
================
================

EXTRAS

prims            only xFFFF0000 mask is worth it, a nibble being family
04010e0c      56
03010c07      48
00010804      32 ????????
00010805
03010c07      48
04010d09      52

the nibble I've talked about is exactly described on p86 of FileFormat47.pdf :)))
-------------------------------------------------------------------------------------------

possible values: 0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f (obviously)


TBC ... so it definitely smells HMD format but with differences, FileFormat47.pdf is the most up to date leaked docs online (previous version of the one used by TM2 :()

To admins/mods: why aren't we getting emails notifications from this forum ??? is it because I have a Hotmail address and host is banned somehow? It's really annoying to have to come and check out manually ... Any solution ? Thanks :)

Title: Re: TM 1+2 Modding thread
Post by Magnum on 04/19/17 at 11:29:56
The reason why is because the site doesn't offer that feature. It is hosted by a really great guy for practically nothing, if not nothing.

Looks like you have to come back to find out what I say!


;D

Title: Re: TM 1+2 Modding thread
Post by Marltoro on 04/19/17 at 20:23:54
Updated the Memory Patcher so you only need to start it once. It won't close after starting TM2 anymore.
That's the only change so you don't need to reinstall the TM Toolkit.

Twisted Metal Toolkit Demo (x64)
https://drive.google.com/open?id=0B0o4uR2ahBj2VEJFYnpVSkJ0Y1E

Twisted Metal Toolkit Demo (x86)
https://drive.google.com/open?id=0B0o4uR2ahBj2dnVVbllpS1J1am8

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/19/17 at 21:44:44

Magnum wrote on 04/19/17 at 11:29:56:
The reason why is because the site doesn't offer that feature. It is hosted by a really great guy for practically nothing, if not nothing.

Looks like you have to come back to find out what I say!


;D


I can see that :) nvm

Title: Re: TM 1+2 Modding thread
Post by aybe on 04/19/17 at 21:59:26

Marltoro wrote on 04/19/17 at 20:23:54:
Updated the Memory Patcher so you only need to start it once. It won't close after starting TM2 anymore.
That's the only change so you don't need to reinstall the TM Toolkit.

Twisted Metal Toolkit Demo (x64)
https://drive.google.com/open?id=0B0o4uR2ahBj2VEJFYnpVSkJ0Y1E

Twisted Metal Toolkit Demo (x86)
https://drive.google.com/open?id=0B0o4uR2ahBj2dnVVbllpS1J1am8


Going to take a look !!!

In the meantime,

http://img15.hostingpics.net/thumbs/mini_820422TM1CARS.png

Tried to identify more stuff but for TM1 this time,
- there is a pointer to what you said is object position,
- when I highlighted a pointer and a value, connected by a line, it means address points to the value
- we know for sure current object related stuff begins at 152160, however what I'm trying to figure is how many bytes above could be part of that 48 bytes header ... problem is, nothing refers to what is above in object table (maybe a negative offset could do ??)

it's a bit confusing but couldn't find a better way  :D you should figure it anyway

and for HMD specs I'll leave them for now because there are tons of things and I can't really find a link between both (will come in handy later though)


Title: Re: TM 1+2 Modding thread
Post by aybe on 04/20/17 at 01:26:15
It's getting clearer !

I think I've figured the (relatively) easy sequence to read an object (not finished yet),

[list bull-greencheck]
  • from object position in DMD header
  • follow all pointers
  • read object position
  • reach object polygons (at this point I guess model can be rendered)
  • there are 4 paths (pointers) that can be followed, this is no. 1


    What I think there might be from the docs:

    [list bull-redball]
  • coordinate system
  • object link to another ?
  • anything else ?


    It's a pseudo-definition that should be understandable ! :)

    [code]
    ========
    NOTES
    - When JUMP_PTR it might be value+4 to skip EOFBOUNDARY
    - could EOFBOUNDARY signal an object start !?? not likely?
    =========

    TRYING TO FOLLOW OBJECT 1 in TM1 CARS.DMD (PSX)

    @24
         object 1 ptr in table
    JUMP_PTR:

    @45244
         0x01070A00 = 28 bytes (EOFBOUNDARY)
               @16 object position ? (vec4)
               @24 ptr
    JUMP_PTR:

    @45220
         0x040B0000 = 24 bytes (RIGHT_ABOVE_PREVIOUS)
               @16 u32(65536) flag ?
               @20 ptr
    JUMP_PTR:

    @45180
         0x01070000 = 40 bytes ? (RIGHT_ABOVE_PREVIOUS)
               @20 u32 = ptr count ?
               @24 ptr1
               @28 ptr2
               @32 ptr3
               @36 ptr4
               (all these point above sequentially, same object !?)
    JUMP_PTR1:

    @38340
         0x02060000 = 24 bytes (EOFBOUNDARY)
               @20 ptr
    JUMP_PTR:

    @38328 (RIGHT_ABOVE_PREVIOUS)
         12 bytes = STRUCT1
               @0 u32 = 22500
               @4 u32 = 0
               @8 ptr
    JUMP_PTR:

    @38080
         16 bytes (or more ?? there are 72 bytes before polygon 1)
               @0 ptr1
               @4 ptr2
               @8 ptr3 = polygon ptr
               @12 u32 = polygon count
    NEW: trailing bytes at end of object figured out = STRUCT1

    POLYGONS here :D
    [/code]

    @Marltoro
    plz push your DPC viewer ASAP
    (or PM me if you don't want it to be public, just the EXE will do fine as it'll allow me to understand where you're at (saves some time and headaches))

    Cheers  :D

  • Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/20/17 at 01:41:31
    I wonder if at some point, we woul be able to implement a custom launcher that could edit the graphics and resolution for the game. Such as windowed mode with filters, etc. I can't even get out of bordered fullscreen with no accessible keyboard shortcuts. No ALT+TAB etc.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 04/20/17 at 04:25:08
    Got it !!!!!!!!!!!!!!!!!!!!!!!!!!!!  :D :D :D

    Reading a DMD file basically sums up to 24, 20, 24, 20, 8, 12 sequence, where each value of aforementioned sequence is an offset to a pointer leading to next block; the last value leading to polygons of an object. :) :) :)

    Except there are little differences, sometimes one value has to be repeated, i.e. a struct is doubled which leads to something like there must be some kind of link between objects OR some hierarchy OR some extra properties on the object; and at the last object the sequence ends earlier.

    Now the thing is to understand what these are ... wish me good luck, I expect lots of troubles in larger DMDs such as maps.

    Problem 1 of 999999999999999999 solved  8-)

    PS previous post was the theory, this post says the same in a TL;DR version but it's tested and it works  :)

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 04/20/17 at 22:09:40

    aybe wrote on 04/20/17 at 04:25:08:
    Got it !!!!!!!!!!!!!!!!!!!!!!!!!!!!  :D :D :D

    Reading a DMD file basically sums up to 24, 20, 24, 20, 8, 12 sequence, where each value of aforementioned sequence is an offset to a pointer leading to next block; the last value leading to polygons of an object. :) :) :)

    Except there are little differences, sometimes one value has to be repeated, i.e. a struct is doubled which leads to something like there must be some kind of link between objects OR some hierarchy OR some extra properties on the object; and at the last object the sequence ends earlier.

    Now the thing is to understand what these are ... wish me good luck, I expect lots of troubles in larger DMDs such as maps.

    Problem 1 of 999999999999999999 solved  8-)

    PS previous post was the theory, this post says the same in a TL;DR version but it's tested and it works  :)

    You and Marltoro are absolutely gorgeous right now you know that? I'm so excited it's not even funny.

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/20/17 at 23:28:18

    Big Boss wrote on 04/20/17 at 22:09:40:
    You and Marltoro are absolutely gorgeous right now you know that? I'm so excited it's not even funny.


    SAME!! It amazes me how far modding TM is already coming. *kneels and bows*

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 04/21/17 at 14:22:48

    HiroHamada wrote on 04/18/17 at 04:41:47:
    I'll try that. I'll tell you if I have any problems with it.

    Ok, I tried the blackness. I got a black box instead of transparency.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 04/21/17 at 14:36:01

    HiroHamada wrote on 04/21/17 at 14:22:48:
    Ok, I tried the blackness. I got a black box instead of transparency.


    Could you pm me the texture so I could take a look at it?

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 04/21/17 at 20:32:22

    Big Boss wrote on 04/20/17 at 22:09:40:
    You and Marltoro are absolutely gorgeous right now you know that? I'm so excited it's not even funny.


    Thanks but keep in mind that eventually it could fail, and as far as things are going forward, discovery rate wanes and discovery time rises exponentially  :'(

    This is from my experience of reversing Wipeout 1/2/3 (and even WO64 but this was rather quick as it's a WOXL in disguise). Getting models, formats, sounds, graphics was relatively easy, understanding higher level concepts took much longer and success rate was very low ...

    Here are some examples,

    • graphics (TIM, LZ77-encoding): these are well documented (quick)
    • sounds (VAB, VH/VB): documented but took a while to get it to 100% (e.g. perfect loops)
    • models (PRM): some ppl did it already, I figured out it properly (shading, lighting) (a bit long)
    • game-specific (TRS, TRF, TTF, VEW): didn't do it and honestly I'm not sure if I would have succeeded
    • figuring out incorrect rendering on WOXL and missing polygons in WO3 (not very long but very exhausting): I'm proud to say I did this :)


    Some major obstacles,

    • how to piece all models together ?
      currently nothing has been found, the only solution was to write a custom level editor and rebuild what seen from the game (there were some clues actually, just like in TM where there are pre-compiled graphics you upload to the PSX; however, unless you're emulating a PSX you can't replicate that (unless you're insane))
    • original game gameplay and logic: very hard close to impossible, when you look at the game code in IDA, it has been optimized away with lots of inlining (a real mess)
      + the fact that there's no pseudo C code that can be generated for a PSX game, only for PC [but for PSX there is plenty of docs (dilemma here)]
    • etc etc etc ... I could go on for days, right now I have all Wipeout data but I'm struggling with shaping up a (modern engine for the) game


    Not sure who asked about patching original TM game previously, but IMO I'm rather leaning to 'modern engine' solution because fixing EXEs requires knowledge I don't have (ASM, CPU knowledge etc). And btw, while I talk about IDA, most of my findings actually were done using an hex-editor, a calculator and few custom-tools written, IDA helped me to figure out entry points and some confirmation but that's pretty much it.

    TL;DR outer shell is broken for DMD, understanding exactly what's in will be long and eventually fail. If something is really impossible we can always take note of individual models in files and load them manually, it's a matter of days; but we'll have other problems to solve then ...

    But working with other people is motivating and gives ideas (I worked alone on Wipeout  :(), @Marltoro figured things out I struggled on, vice-versa, at some point we should work against the same code base, this is why I'm waiting for his DPC viewer for some relief (in the meantime I'm attacking the problem from a different angle)


    PS this is not TM-related but I'm adding a few images about what I've been talking about, I could have redirected you to wipeoutzone forum where these are but you must post at least N messages before getting access to this thread ...

    My Youtube channel where you can see the modern engine for Wipeout (a bit dated now):
    https://www.youtube.com/channel/UCKobibMxD99YDd_Xc1dgjJQ

    A wipeout 3 track:
    http://img15.hostingpics.net/thumbs/mini_33811220160306042446UnityPersonal64bitSceneTestunityWXXRebirthGamePCMacLinu.png

    The kind of 'extra-data' you can encounter, here track-related:
    http://img15.hostingpics.net/thumbs/mini_61273020160307025122UnityPersonal64bitSceneAndTrackunityWXXRebirthGamePCMac.png

    Another level that shows incorrect-rendering:
    http://img15.hostingpics.net/thumbs/mini_49904420160308010015UnityPersonal64bitSceneAndTrackunityWXXRebirthGamePCMac.png

    Proper rendering (dark), raw data (bright) (I expect some of this in TM as there are vertex colors !):
    http://img15.hostingpics.net/thumbs/mini_64074020160309015108UnityPersonal64bitSceneAndTrackunityWXXRebirthGamePCMac.png

    These damn missing polygons on WO3 track edges, they were located in a different files with a completely different format (hint: this is probably the result of a tool they transformed data for high speed rendering, hence why it's as unfriendly as one can be ... in TM the HMD is more or less that: 'High-Speed Modeling Data'):
    http://img15.hostingpics.net/thumbs/mini_27160520160323190407UnityPersonal64bitSceneAndTrackunityWXXRebirthGamePCMac.png

    Gorgeous track from Wipeout 64:
    http://img15.hostingpics.net/thumbs/mini_572467Velocitar.png


    So more or less the kind of challenges/rewards we'll face/receive with TM   :D

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/22/17 at 00:25:49
    Props to you guys to even being able to do what you are right now. I'd never be able to break into code like that. It honestly has a bright future IMO. TM2 getting modding capabilities and possibly Total Conversions. It could breathe new life into the game and we could finally have a means of reviving TM so to speak. That Wipeout looks interesting. Maybe if you can get TM's maps and data shown like that it may bring some light to some problems or impossibilities.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 04/22/17 at 05:58:26
    For real, that's all good to know. Hopefully it can all be figured out, it's time we had a real Twisted Metal 3 after all these years.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 04/22/17 at 18:41:59

    Big Boss wrote on 04/22/17 at 05:58:26:
    For real, that's all good to know. Hopefully it can all be figured out, it's time we had a real Twisted Metal 3 after all these years.

    But wait... wasn't TMHO the 'real TM3'? then we would end up with a real TM4! with (hopefully) custom cars and all! (with modding capabilities!)

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 04/22/17 at 20:57:25
    Head-On was pretty good, but it's no Twisted Metal 3. It's more of a Twisted Metal 3 than the shit 989 Studios released over a decade ago don't get me wrong. But I still think we need a completely genuine Twisted Metal 3.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 04/22/17 at 21:22:36
    Okay, just started the real work with the docs,

    I can already tell that,

    [list bull-greencheck]
  • DMD files are not TMD
  • DMD files are not PMD


    (checked with real examples in the SDK)

    That leaves HMD now (initial thought), but the fun really begins here, it's +100 pages of docs and juggling with overview and reference manuals ... and strong clues that it's a modified version of it because the version in TM files are newer than newest available docs on the web, Y2K (probably an internal Sony tool)  >:( >:( >:(

    (TMD and PMD were barely a dozen pages both)

    The problem now is understanding what is at the middle of these files, we know the header, we know the polygons, vertices and normals, but we need to grasp what are all these little structs that leads to model data.

    I'm just going to do like I did with Wipeout: run all files on the parser and log errors, when there are less errors than previously, I write things down and proceed further ... that is going to take some time !

  • Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 04/23/17 at 17:07:55
    There appears to be an issue where the transparency doesn't always work. I'm looking into it.

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/23/17 at 23:42:38
    I've noticed it happens on Twister at low health specifically. Normal vehicle transp. is fine.

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/25/17 at 07:45:52
    Random Fun Fact: The toolkit also works with Jet Moto on PC (figures because both games run on the same engine but still)

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 04/25/17 at 18:27:50
    Thanks for pointing that out, that might help us understand DMD format better because all these games have plenty of them and smaller ones easier to deal with:

    Animorphs - Shattered Reality
    Critical Depth
    Jet Moto 2
    Jet Moto
    Outwars
    Rogue Trip - Vacation 2012
    Streak Hoverboard Racing
    Warhawk - The Red Mercury Missions

    ;)

    PS unfortunately Jet Moto and Outwars PC did not exhibit any friendliness when looked at in IDA, still, new material to look at is welcome !

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 04/26/17 at 00:13:46
    Sadly the track textures couldn't open due to being more than 8-bit. I wonder if someway, the games share similiar code. Like finding remnants of TM2 in Jet Moto's engine? They do share the same engine and i believe TM came out first so? I'll  do some more snooping around and let you guys know.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 04/26/17 at 22:11:13
    Same libraries yes, same engine probably not. In Jet moto the loading sequence is clearly like TM, in Outwars nothing looks like these (weird actually) ... for the others I did not bother because since there's no PC version it'll be bare ASM.

    For everyone to understand, we can get pseudo C code much easier to understand than ASM (though it's not what they wrote in first instance); but it's only available for 32-bit EXEs, whether DOS or Windows, with the latter allowing to debug/step through and therefore live-check what it's exactly doing. (but don't get misled, even though it's pseudo C code, it's still very hard to understand because of the various optimizations and inlining)

    For those who hoped modding TM for PSX I have bad news, this is a close to impossible task and I'll explain it:

    Graphics (TIM) in TPC files are precisely located in VRAM, that means that if you'd like for instance to change their size, one will have to:
    - know and locate all graphics loaded by a level
    - updated their VRAM location to fit newcomers (if there's enough space in VRAM)

    Here's an example of PSX VRAM,



    - the left part is not usable, it's the back and front buffers,
    - the right part is where you can place your graphics, here it's not crowded though
    - the weird colors are normal, it's a 16-bit view of 4/8-bit pics, they get converted by the PSX when drawn on screen with proper CLUT
    - the very small blocks are palettes, currently this can be a problem if these have to be updated as well (depends of the game: if they did it the right way, palettes are in TIMs and copied to VRAM (a breeze))
    - the upper right graphics (faces) when drawn will be twice larger (8 to 16 bpp width)

    So theoretically it is possible but very hard if not impossible, in contrast simply updating graphics with a different content (i.e. keeping the same sizes) is relatively easier because you don't have to deal with relocating items (should work out of the box).

    For the PC situation is a bit different, none of TIM files have their VRAM location set (all zero), i.e. it's not needed on this platform -> should be doable and easily but  must be tried for a definitive answer.

    Other than I've started looking in details to DMD files, starting with the smallest ones in other games (e.g. a flag), progressively stepping to bigger ones on success. Also there is that RSD2HMD program which supposedly converts high-level text that RSD files are to HMD from Sony, hoping it's a 32bit program as said above to get few more clues. Lastly, I've found the source of 100s of HMD primitive drivers by Sony, hoping that TM guys did not roll out their own, we'd know their exact content since we have the real source code ! (more on the usefulness of this soon)

    As far as I understand HMD, each model can bring out some extra properties but in a hierarchical manner, what explains the different possible paths before reaching model polygons. The key is to identify these and we'll be able to proceed even though we don't know all their exact meaning (I've shown previously that there is at some point 4 pointers in a chain, the 1st leading to polygons). But currently it's fuzzy because it's raw data to us...


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