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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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

ヒロ・ハマダ 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

    ヒロ・ハマダ 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

    ヒロ・ハマダ 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...


    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/02/17 at 00:22:33
    Hi !!!

    Here's a quick update of what I've been onto and asking for some help  :)

    (btw Marltoro did some great stuff in the meantime but I'll let him unveil his work)

    Getting closer than ever to deciphering DMD format:

    Here's the parsed content and I'll explain what is it and what we're trying to figure out,
    [list bull-greenball]
  • collections are models in a file, here it's CARS.DMD, there are 13 but I didn't have enough space in this post
  • DMD0107 is a mesh-container, that is, contains models and coincidentally other mesh containers (don't worry about that)
  • DMD040B according to Marltoro contains the coordinates of a model (u still here ?)
  • DMD020X currently is unknown, but honestly does not really sound challenging to me because it's stable
  • DMDE457 is THE question, currently we're trying to understand these numbers, as you can see there seems to be some link between them (look before/after)
  • DMD00FF is THE stuff (models you're gonna see on screen)


    Once we figure that, IMO it'll be a milestone because then we'd have a simple and easy to use DMD parser, there will be other hurdles but at this point surface has been scratched and it is much less intimidating.

    So whatever idea/remark that might pop inside you is welcome, you don't have to be a code guru, actually advices from external persons is valuable because they're laid-back about the subject (I'm drowning in all this hex codes actually).


    Thanks  ;)

    [code]
    Target: ..\.data\.psx\tm1ps\uadmd\cars.dmd

    Collection 0:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 22500, Unknown2: 0
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 22500, Unknown2: 0
                    DMD00FF
                 DMDE457, Unknown1: 90000, Unknown2: 22500
                    DMD00FF
                 DMDE457, Unknown1: 360000, Unknown2: 90000
                    DMD00FF
                 DMDE457, Unknown1: 3240000, Unknown2: 360000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 360000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 3240000, Unknown2: 0
                    DMD0107
                       DMD00FF
                       DMD00FF

    Collection 1:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 62500, Unknown2: 0
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 15625, Unknown2: 0
                    DMD00FF
                 DMDE457, Unknown1: 62500, Unknown2: 15625
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 62500
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 250000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 0
                    DMD0107
                       DMD00FF
                       DMD00FF

    Collection 2:
    DMD0107
        DMD040B
           DMD0107
              DMD0107
                 DMD020X
                    DMDE457, Unknown1: 22500, Unknown2: 0
                       DMD00FF
                    DMDE457, Unknown1: 122500, Unknown2: 22500
                       DMD00FF
                    DMDE457, Unknown1: 490000, Unknown2: 122500
                       DMD00FF
                    DMDE457, Unknown1: 4410000, Unknown2: 490000
                       DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 122500, Unknown2: 0
                       DMD0107
                          DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 4410000, Unknown2: 0
                       DMD0107
                          DMD00FF
                          DMD00FF
              DMD0107
                 DMD0107
                    DMD0107
                       DMD020X
                          DMDE457, Unknown1: 22500, Unknown2: 0
                             DMDE457, Unknown1: 2097929, Unknown2: 65537
                                DMD00FF
                          DMDE457, Unknown1: 90000, Unknown2: 22500
                             DMD00FF
                 DMD040B
                    DMD0107
                       DMD020X
                          DMDE457, Unknown1: 22500, Unknown2: 0
                             DMDE457, Unknown1: 2097929, Unknown2: 65537
                                DMD00FF
                          DMDE457, Unknown1: 90000, Unknown2: 22500
                             DMD00FF

    Collection 3:
    DMD0107
        DMD040B
           DMD0107
              DMD0107
                 DMD0107
                    DMD050B
                       DMD0107
                          DMD020X
                             DMDE457, Unknown1: 22500, Unknown2: 0
                                DMD00FF
                             DMDE457, Unknown1: 5062500, Unknown2: 22500
                                DMD00FF
                    DMD050B
                       DMD0107
                          DMD020X
                             DMDE457, Unknown1: 22500, Unknown2: 0
                                DMD00FF
                             DMDE457, Unknown1: 5062500, Unknown2: 22500
                                DMD00FF
                    DMD050B
                       DMD0107
                          DMD020X
                             DMDE457, Unknown1: 22500, Unknown2: 0
                                DMD00FF
                             DMDE457, Unknown1: 5062500, Unknown2: 22500
                                DMD00FF
                    DMD050B
                       DMD0107
                          DMD020X
                             DMDE457, Unknown1: 22500, Unknown2: 0
                                DMD00FF
                             DMDE457, Unknown1: 5062500, Unknown2: 22500
                                DMD00FF
              DMD0107
                 DMD020X
                    DMDE457, Unknown1: 22500, Unknown2: 0
                       DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 140625, Unknown2: 22500
                       DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 562500, Unknown2: 140625
                       DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 5062500, Unknown2: 562500
                       DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 562500, Unknown2: 0
                       DMD0107
                          DMD00FF
                 DMD020X
                    DMDE457, Unknown1: 5062500, Unknown2: 0
                       DMD0107
                          DMD00FF
                          DMD00FF

    Collection 4:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 62500, Unknown2: 0
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 62500
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 250000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 0
                    DMD0107
                       DMD00FF
                       DMD00FF

    Collection 5:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 62500, Unknown2: 0
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 62500
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 250000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 0
                    DMD0107
                       DMD00FF
                       DMD00FF

    Collection 6:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 22500, Unknown2: 0
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 22500, Unknown2: 0
                    DMD00FF
                 DMDE457, Unknown1: 90000, Unknown2: 22500
                    DMD00FF
                 DMDE457, Unknown1: 360000, Unknown2: 90000
                    DMD00FF
                 DMDE457, Unknown1: 3240000, Unknown2: 360000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 360000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 3240000, Unknown2: 0
                    DMD0107
                       DMD00FF
                       DMD00FF

    Collection 7:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 10000, Unknown2: 0
                    DMD00FF
                 DMDE457, Unknown1: 22500, Unknown2: 10000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 62500, Unknown2: 22500
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 62500
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 250000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 0
                    DMD0107
                       DMD00FF
              DMD020X
                 DMDE457, Unknown1: 2250000, Unknown2: 0
                    DMD0107
                       DMD0107
                       DMD00FF

    Collection 8:
    DMD0107
        DMD040B
           DMD0107
              DMD020X
                 DMDE457, Unknown1: 6400, Unknown2: 0
                    DMD00FF
                 DMDE457, Unknown1: 22500, Unknown2: 6400
                    DMD00FF
                 DMDE457, Unknown1: 62500, Unknown2: 22500
                    DMD00FF
                 DMDE457, Unknown1: 250000, Unknown2: 62500
                    DMD00FF
                 DMDE457, Unknown1: 2250000, Unknown2: 250000
                    DMD00FF
              DMD020X
                 DMDE457, Unknown1: 250000, Unknown2: 0
                    DMD0107
                       DMD00FF
    .. trimmed
    [/CODE]
          
    PS to make it clear, what you're looking at it is a hierarchy, that means whenever a text is indented,
    it is a child of the parent above

  • Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/02/17 at 22:18:51
    Done !!!

    All Twisted Metal 1 DMD can be read, nothing left out, remains to identify and name all this stuff then celebrate this !

    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
    :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

    This was my first objective, get a clear picture of what's in them (we already knew quite a few things actually), as you can see hierarchy is pretty big, while types are not so complex getting the bigger picture was the issue.

    Expect some renderings soon  ;)


    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/03/17 at 04:32:22
    Sweet! Let's see some screen-caps of the vehicle models, (and maybe projectiles? levels?)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/03/17 at 07:41:55

    https://s1.postimg.org/44yscwx8b/image.png

    https://s1.postimg.org/fvcpuaq0r/DEN1.png

    https://s1.postimg.org/xzfqexnp7/DEN2.png

    https://s1.postimg.org/p5otxu0qj/DISH1.png

    https://s1.postimg.org/wn2mqsfnf/DISH2.png

    https://s1.postimg.org/xqmr2r0aj/FREEWAY.png

    https://s1.postimg.org/5rslbvynv/ISLANDS.png

    https://s1.postimg.org/7843u11kr/KONG.png

    https://s1.postimg.org/79e1ng3ej/KONG2.png

    https://s1.postimg.org/hxhsmaddn/image.png

    https://s1.postimg.org/8qzhz0857/ROOF.png

    https://s1.postimg.org/9ujmayssb/ROOF2.png

    https://s1.postimg.org/ehpocqg57/SROOF.png

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/03/17 at 08:14:26
    Oh HELL yes! Can't wait for the next version!

    Will there be an export to .obj or something?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/03/17 at 18:44:43

    Big Boss wrote on 05/03/17 at 08:14:26:
    Oh HELL yes! Can't wait for the next version!

    Will there be an export to .obj or something?


    We should be able to get Collada (.DAE) or OBJ.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/03/17 at 19:37:24

    Big Boss wrote on 05/03/17 at 04:32:22:
    Sweet! Let's see some screen-caps of the vehicle models, (and maybe projectiles? levels?)


    Won't happen right away for me but ASAP,

    I am focusing on low level bits, now seeking to generic-ize all that so TM [1/2] [PC/PSX] can be read and written,

    Then Marltoro will be able to switch to this new engine,

    And in the meantime I'll be able to jump into the rendering topic quicker since he's been on it for quite a while and figured out many things;


    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/03/17 at 21:51:51
    Take all the time you need man. I'm grateful. Hopefully all the stuff you guys get going will be good enough to maybe essentially disassemble the entire game so we can remove limitations and make the game work well on modern PCs.

    Things like windowed mode, being able to alt-tab, etc, would be really nice touches, without the usage of dxwnd or whatever it's called. Oh, and removing unused network options, you only need the IPX/SPX option because of Evolve's tunnel and whatnot. Nothing else really works anymore.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/03/17 at 22:29:30
    Well ... as I said earlier, I won't be the man for this, coz' I don't have the skills and (btw) no interest in it.

    Personally I found the game (TM1) working very well with GHO's DxWnd patch (https://sourceforge.net/p/dxwnd/discussion/general/thread/6926f8ab/), whether Alt-Tab, game speed or CD music.

    There can be minor fixes, like fixing the timer in main menu (see link above), but that's pretty much I can address.

    TL;DR
    [list bull-greenpin]
  • disassembling the entire game is impossible, nothing is impossible you'll tell me but it's silly regarding the outcome
  • open a TM2 thread at DxWnd forum, GHO is very involved and likely to pull out a much better config than you'd be by manually trying,
    moreover, he'll internally modify DxWnd to support the previously unsupported like he did with TM1
  • that said, modding the original game is clearly doable as Marltoro proved


  • Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 05/04/17 at 03:47:54
    How do I play TM1 PC on a Windows 7 32 Bit Laptop? :o

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/04/17 at 05:43:41

    Big Boss wrote on 05/03/17 at 21:51:51:
    Take all the time you need man. I'm grateful. Hopefully all the stuff you guys get going will be good enough to maybe essentially disassemble the entire game so we can remove limitations and make the game work well on modern PCs.

    Things like windowed mode, being able to alt-tab, etc, would be really nice touches, without the usage of dxwnd or whatever it's called. Oh, and removing unused network options, you only need the IPX/SPX option because of Evolve's tunnel and whatnot. Nothing else really works anymore.


    Completely disassembling the game would be nearly impossible, but I have a possible idea for an alternative.
    We could theoretically use the rendering engine from the TM Toolkit and hook it up to TM2.exe. You could just play TM 2 with the rendering engine while TM2 runs in the background. The rendering engine wouldn't have any serious limits on texture size, you could easily play in full screen or windowed mode, and you could create shaders for effects like lighting, shadows, etc. Maybe even first person mode with VR functionality as well as multiple monitor setups.

    Plus at some point it will be open source so you can pretty much do what ever the hell you wanted.

    That's something I plan to try some time down the road but it's far from complete. I may try a prototype soon.

    What do you think about this idea, Aybe?

    Title: Re: TM 1+2 Modding thread
    Post by tempID on 05/04/17 at 10:23:37
    Awesome work dude! i am from skype conf where you put one of your screen shots. Wanna ask one thing. Did you open collision boxes for objects? when i tried it i got some issues with several objects (mill in holland, some walls in paris)

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/04/17 at 17:27:34

    ヒロ・ハマダ wrote on 05/04/17 at 03:47:54:
    How do I play TM1 PC on a Windows 7 32 Bit Laptop? :o


    See the topic at Dxwnd in my previous post,

    +

    - manual install coz' dx setup will fail anyway
    - if you like it neat, setup on a win95 vm, then copy registry
    - but in this case for videos to work you'll have to either setup on 8dot3 folder OR you can setup in like 'c:\twisted metal' but for this to work you'll have to enable 8dot3 names because it is disabled by default on modern Windows
    - use dxwnd w/ special dll and config
    - enjoy

    a complete HOWTO, anyone ???

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/04/17 at 18:08:28

    Marltoro wrote on 05/04/17 at 05:43:41:
    Completely disassembling the game would be nearly impossible, but I have a possible idea for an alternative.
    We could theoretically use the rendering engine from the TM Toolkit and hook it up to TM2.exe. You could just play TM 2 with the rendering engine while TM2 runs in the background. The rendering engine wouldn't have any serious limits on texture size, you could easily play in full screen or windowed mode, and you could create shaders for effects like lighting, shadows, etc. Maybe even first person mode with VR functionality as well as multiple monitor setups.

    Plus at some point it will be open source so you can pretty much do what ever the hell you wanted.

    That's something I plan to try some time down the road but it's far from complete. I may try a prototype soon.

    What do you think about this idea, Aybe?


    I think that's a bit too optimistic,

    [list bull-redball]
  • We are already struggling just to read data files, let alone a major overhaul
  • We are doing this on free time, (I hope) I will be onto something else in 5 years
  • An ASM/IDA/Win32/retro guru that is passionate about TM is not likely to pop in here and say yes I'm up to it
  • Fullscreen mode/shader is definitely possible, DxWnd can do some of it, as I said earlier, one should open a thread in dxwnd forum, GHO will issue a better patch than anyone else coz' that's his baby and added special code in dxwnd just for TM1 -> See from there -> Personally, I like old games as they were (blocky/low res), i.e. I don't see the point but that's my IMO.
  • Other resolutions is theoretically possible but it depends of the game and how it uses directx (assumptions about stride/depth etc)
  • But see the second to last post by GHO in the thread, there are things that cannot be intercepted easily
  • Remember that it's a DirectX 3 game ! There will be limits in how it can be extended


    I have +10 years of programming experience with C# and some C++, while there will be always persons more versed than I will ever be, I know one thing: things takes a lot of time. And regarding the possible human resources that can hook to this endeavour, I can only conclude that it has very little chances to see the light of the day.

    However,

    [list bull-greenball]
  • Modding is possible, you proved it
  • A new engine using Unity or whatever is somehow doable (IMO), in this case we'd have full control of things, I think that replicating TM game mechanics is a far more honest goal to try attain (IMO)
  • At last, firing up your old PSX/PC to play the original version is always possible and the easiest to do


    TL;DR

    Nothing is impossible, but I don't have the skills (nor the time) to attack such project.

    My current (eventual) schedule:

    [list bull-redball]
  • Understand the DMD format, and adding the write possibility for modding (though I'm not fond of it, but it's rather easy)
  • Consider starting writing a new engine with Unity or Monogame, there are likely to be more candidates to apply to positions in such project (creating new code VS hacking retro code) <- this being rather a dream than anything else for now

  • Title: Re: TM 1+2 Modding thread
    Post by Aic on 05/09/17 at 05:05:57
    Would love to see something come of this.  I can't help at all with anything technically related, but I love that people still love this game and want to play it and or make it better.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/10/17 at 10:24:45
    Thought this video was worth posting for those of us thinking of taking a stab at "Twisted Metal 3."

    https://youtu.be/hqwP6uuYOWo

    Also, when if this does indeed become a thing (as I know I for one am planning on it in some capacity) making a private subreddit page might be a good idea.

    Title: Re: TM 1+2 Modding thread
    Post by Aic on 05/10/17 at 13:55:19
    The point this guy makes at 10min mark is very good stuff, I know what he's saying and I think its true.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/10/17 at 16:35:57

    Manta Ray wrote on 05/10/17 at 10:24:45:
    Thought this video was worth posting for those of us thinking of taking a stab at "Twisted Metal 3."

    https://youtu.be/hqwP6uuYOWo

    Also, when if this does indeed become a thing (as I know I for one am planning on it in some capacity) making a private subreddit page might be a good idea.

    That video holds water no doubt. Everything that has happened, to all of those Nintendo fangames, could happen to said "Twisted Metal 3." We just have to keep this shit private, you're right man.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/11/17 at 06:13:18
    Yeah I think it would be best to keep quiet on a total conversion until it's DONE. Even with the TM Toolkit itself I don't like discussing features until they're done. At least for me, the excitement for a project disappears when you tell someone everything about it.

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 05/11/17 at 14:27:29
    Not to mention some people will get hyped up too much and making up things they expect to be in it. Then trash it in the end.vBesides. I love the suprise of the Toolkit. I hop on this site everyday eager to see what you will reveal next.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/11/17 at 22:14:00
    I liked the idea of a private subreddit or whatever, limit the discussion to the people actively viewing the thread and whatnot, much better than talking about it on a public forum. TMA has at least gotten small press attention like Kotaku and whatnot once and awhile.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/12/17 at 01:35:20
    I'll try to upload a fix for the transparency bug some time this weekend or early next week.

    Title: Re: TM 1+2 Modding thread
    Post by Aic on 05/12/17 at 05:42:55
    For like 15 years now, all I've ever wanted was a tm1 and tm2 mixed game with tm2 physics and playable on modern pc's with good networking.  I really really hope something of this nature can happen eventually.  TM2 is such a masterpiece, and the fact that it was never expanded upon is a crime.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/12/17 at 23:49:41
    I have a private subreddit page set up at: http://www.reddit.com/r/carcombat

    Private message your Reddit username if you'd like an invite.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/13/17 at 04:38:29
    Aybe, did the people who reverse engineered Wipeout find anything on collision? I think I found some collision definitions.

    There appears to be another bug causing certain textures that repeat many times to become clamped or stretched. I'm still looking into the cause.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/14/17 at 05:17:55
    This is a bit off-topic, but has anyone had success ripping PS2 textures? Specifically from Twisted Metal: Black, I was hoping to reuse the resources in that game for new designs in TM2PC. I already am nearly finished on an updated TMX inspired Sweet Tooth skin that I will share soon.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/14/17 at 21:30:14
    That's not off-topic at all homie. In fact several pages ago someone had a texture mod where they had TMB's Sweet Tooth textures in TM2PC but you'll have to do a lot of digging.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/14/17 at 23:42:51
    Here's my bulk reply to all,

    @marltoro

    I can't tell about the matrix, I will look into it.

    Let's keep one channel of communication (this thread), it's much simpler.

    There were colliders in Wipeout: a triangular polygon for the ships, but I think these in TM are low-poly models (look very closely while playing and see below).


    TMB textures

    You're going to have a hard time with them,

    For those like no. 1 you will need to get hold of the color palette, and it is not in the header, rather some pointer to a memory location:

    For those like no. 2, they are probably 24-bit and using an LZ77 encoding of some sort, that said I'm pretty certain they are swizzled (like most PS2 games) and all the attempts in trying to un-swizzle failed; if there was some SDK docs like there is for PS1 it'd probably help a lot:

    No.3 : what is swizzling

    https://img15.hostingpics.net/thumbs/mini_98055020170514231657TwistedMetalAllianceTemporaryForumPostReply.png https://img15.hostingpics.net/thumbs/mini_99312220170514231718DEATH1TEX.png
    https://img15.hostingpics.net/thumbs/mini_58432520170514232858ExtractingWipEout3DmodelslargeimagesallowedPage23.png

    Best bet is probably to take a PCSX2 savestate and work against that, though I think you will still need to un-swizzle all that.

    a modern TM


    There is no point in keeping things private until it's done, it just doesn't make sense ...

    I think that one should write a engine that loads TM content just like ZDoom does it for DOOM, period.

    Unlike that guy who wrote a Zelda remake (he ripped off graphics and that was a strong selling point for a 'Nintendo-out-of-ideas-for-now-30-years' to drop his dogs on him).

    To sum it up,

    [list bull-redball]
  • do not rip-off content
  • do not name your game as theirs <- opening a contest for a new title for the TM engine, obviously the words 'Twisted Metal' should not be used (see Thesaurus.com for synonyms etc ...)
  • do not include the original game
  • do not try to make money out of it (obvious I guess)


    what's up with TM files on my side

    [list bull-greencheck]
  • I've dropped DMD (PSX) in favor of strictly focusing on DPC (PC) files now,
  • DPC is fully read (every children in hierarchy are visited), though not analyzed/deciphered (yet)
  • TM2 files differ only by different lengths for some structures, and by the fact that some are self-referencing causing an endless loop if trying to read them in a naive way
  • ...


    However, after nearly a month of just hex-editting/coding I couldn't resist to see if I was doing well, and it looks like it's on its way  :) (lots of boilerplate code to get there but it worked out exactly as planned)

    (no textures yet, not all polygons read as well)
    (these are the models in a group the game will switch between depending the distance, look closely in-game)

    https://img15.hostingpics.net/thumbs/mini_39664820170514224338Greenshot.png

    https://img15.hostingpics.net/thumbs/mini_75080020170514224340Greenshot.png

    https://img15.hostingpics.net/thumbs/mini_41891120170514224342Greenshot.png



    Alright, I hope you enjoyed these pics as much as I did,  8-)

    In the mean time see if you can come up with an alternative title without the words 'Twisted Metal':

    http://www.thesaurus.com/browse/twisted
    http://www.thesaurus.com/browse/metal


  • Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/15/17 at 00:49:59

    aybe wrote on 05/14/17 at 23:42:51:
  • TM2 files differ only by different lengths for some structures, and by the fact that some are self-referencing causing an endless loop if trying to read them in a naive way

  • Yeah the DPC parser I made just skips an instruction if it was already executed. It's a temporary solution until we decipher the DPC structure some more.

    I'm still looking into the collision definitions. I could change the width and height of some collision boxes. I think I'm getting closer.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/15/17 at 05:11:54
    Ok,

    You know what, I'm going to open a private github repo so we can discuss there and get notifications.

    I hope we'll soon work against the same code because honestly, it doesn't make much sense to me to talk about things and then each of us go back to their respective project ... as I said I can clearly make my classes to be serialize if that's absolutely what you're looking for modding, other than that I think my code is much better because concerns are splitted and it's not crazy as you mentioned before :D

    (and the idea of skipping chunks is just silly, I have them all parsed so why complicate your life?)

    Let's join our forces and we'll tackle this much quicker than each of us on our side !

    Also, I've switched to Unity for rendering because it's very simple,

    This is my last shot for today, pretty much all polygons are implemented but I think vertex winding is still wrong:

    https://img4.hostingpics.net/thumbs/mini_98298620170515053445Unity201710b5Personal64bitscene1unitytest2017PCMacLinuxSt.png

    Anyone else is welcome, just PM me your e-mail address and I'll invite you to the private repo.

    Cheers  ;)

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/15/17 at 08:59:02
    Is that the mesh from the original game? That's amazing!

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/15/17 at 09:05:51
    I'm down with that. A lot of stuff in the old Twisted Metal games can be considered generic anyway, just make some changes in names, sounds, etc to avoid copyright possibly.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/15/17 at 13:43:21

    Big Boss wrote on 05/15/17 at 09:05:51:
    I'm down with that. A lot of stuff in the old Twisted Metal games can be considered generic anyway, just make some changes in names, sounds, etc to avoid copyright possibly.

    I don't know, if we're not doing a fan tribute then the not making money aspect is strange to me. Might as well go all the way and make something purely original for profit from my perspective. I think we could achieve something great in tribute to the original series if we kept things clandestine. My main objective would be making a new Twisted Metal, TM3 for zero profit.

    Edit: To be clear though, I am open to both ideas, it's just the prospects of a TM2 successor in the same realm of ideas as the original is much more appealing to me in the short term. Long term, working on something completely original would be rad too.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/15/17 at 18:31:37
    Yes that's the clown ! worked nearly 12 hours on it yesterday ... couldn't resist to see why I was wrong, I thought there were some weird polygons but in fact it doesn't seem to be the case. What happens is that you either get 3 or 4 indices, with 3 you have a triangle, 4 a quad (2 triangles) and for this there is the winding order like 2,1,0,2,3,1 ... a quick test shown that I was wrong.

    Got your emails, hold tight, have to clean some things up coz' I just made it in a rush (more likely tomorrow than today). And yes Unity while I hate it in some ways is just much simpler, I've been trying to do you like you did, WPF + MonoGame but that ended being more complex than necessary ...

    btw install these if not already,
    Unity 2017.1 beta : https://unity3d.com/unity/beta (went to this one as it supports net45 and C#6, it's pretty stable)
    VS2017 https://www.visualstudio.com/vs/whatsnew

    Title: Re: TM 1+2 Modding thread
    Post by tempID on 05/15/17 at 20:25:07

    aybe wrote on 05/15/17 at 18:31:37:
    I thought there were some weird polygons but in fact it doesn't seem to be the case. What happens is that you either get 3 or 4 indices, with 3 you have a triangle, 4 a quad (2 triangles) and for this there is the winding order like 2,1,0,2,3,1 ... a quick test shown that I was wrong.


    As i remember then you got a polygons what always look in camera the format something like  positionX, positionY, width, height. Or not XD, that was very long time ago.

    Title: Re: TM 1+2 Modding thread
    Post by Hooptiegoo on 05/15/17 at 21:05:06

    tempID wrote on 05/15/17 at 20:25:07:
    As i remember then you got a polygons what always look in camera the format something like  positionX, positionY, width, height. Or not XD, that was very long time ago.


    its called Billboarding and theres a lot of it in TM2.

    Title: Re: TM 1+2 Modding thread
    Post by tempID on 05/15/17 at 22:07:25
    Yep, i was wrong haha. In this type of poly first vertex pointer give you position, and second two is not a pointers, but actual width and height.



    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/16/17 at 01:55:13

    tempID wrote on 05/15/17 at 22:07:25:
    Yep, i was wrong haha. In this type of poly first vertex pointer give you position, and second two is not a pointers, but actual width and height.


    Ok for the billboards, definitely makes sense !

    Would be great if you could share your app/sources  :D Or you can join the 'new' private repo, not necessarily for writing code, leaving comments like this is here in that struct would already help :)

    Currently this is where I'm at:



    I don't understand why some of the polygons are okay but some are wrong (they are baked in the same way), do they have a different purpose ? ... (I still need to closely look at your hints,)

    @all

    the repo is up,

    whoever who wants access, needs an account at https://github.com/, then either send me their email or username so I can add them

    Title: Re: TM 1+2 Modding thread
    Post by tempID on 05/16/17 at 02:26:30
    the wrong polygons is a billboards as i remember (thanks hooptie, didnt know the termin :) ). I sure my method for detection is stupid and not realy correct, but i compare 18th byte of poly structure with 0x06. if (byte[18] & 0x06)==0 then it is a billboard. something like that.

    About sharing my stuf.. well i dont think it will be very helpfull, as i see you make almost all what i did, and i think even better cuz i am very shitty coder :). But i like what you do and will be gladly join as spectator :D.

    Btw, i very curious about collision boxes.  Last thing what i remember what boxes (structures what start from 08FF or something like that) contain  planes. They in format like  position + normal of plane. Parhaps they made it for less calculation during game. But i got some troubles with this. Some boxes what i create from this not always correct, and not always shown where they must be.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/16/17 at 04:58:30
    Well it'd be really great if you PM it anyway, as I said earlier it mutually give ideas to each other, I might be a cleaner coder but struggling on other parts, i.e. any clues are welcome and let's be honest : that screenshot shows you've just tackled it even you think you lack coding skills :D :D :D

    Clean code OTOH is a bit of a necessity than anything else, from experience, taking quite some time at the beginning helps save a lot later, especially in comprehension.

    Anyway I hope you guys will like my infrastructure as I've spent quite some doing the plumbing, it's only yesterday I've started looking at (finally) rendering models, spent the whole last month looking at hex data and writing infrastructure code. As you'll see, concerns are separated and it's friendly so one can focus on the real stuff  :) But I'd say this is where you guys excel more than me as you've discovered many things I'd never think about.

    For the collision boxes, IMO these are irrelevant if a new engine is to be made as colliders are a finger snap. Also IMO (but you guys will tell when looking at each model in each group), there are really only 2 relevant models to grab in each group, the car and the wheels (that tree view and instant rendering taught me a lot in 10 minutes than I'd hope about what's in CARS.DPC).

    There's another thing that is quite puzzling, when you look at CARS.DPC obviously cars are there, however there are also on other DPCs ... which ones are correct ? Or could it be simply left-overs or streaming-optimizations for CD-based systems (in Wipeout 3, about 95% is repeated in different files, i.e. probably to optimize loading and seek time for slow 2x speed CD drive of the PSX - but left over since the CD master/layout was already done) ?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/16/17 at 05:50:00

    aybe wrote on 05/16/17 at 04:58:30:
    Well it'd be really great if you PM it anyway, as I said earlier it mutually give ideas to each other, I might be a cleaner coder but struggling on other parts, i.e. any clues are welcome and let's be honest : that screenshot shows you've just tackled it even you think you lack coding skills :D :D :D

    Clean code OTOH is a bit of a necessity than anything else, from experience, taking quite some time at the beginning helps save a lot later, especially in comprehension.

    Anyway I hope you guys will like my infrastructure as I've spent quite some doing the plumbing, it's only yesterday I've started looking at (finally) rendering models, spent the whole last month looking at hex data and writing infrastructure code. As you'll see, concerns are separated and it's friendly so one can focus on the real stuff  :) But I'd say this is where you guys excel more than me as you've discovered many things I'd never think about.

    For the collision boxes, IMO these are irrelevant if a new engine is to be made as colliders are a finger snap. Also IMO (but you guys will tell when looking at each model in each group), there are really only 2 relevant models to grab in each group, the car and the wheels (that tree view and instant rendering taught me a lot in 10 minutes than I'd hope about what's in CARS.DPC).

    There's another thing that is quite puzzling, when you look at CARS.DPC obviously cars are there, however there are also on other DPCs ... which ones are correct ? Or could it be simply left-overs or streaming-optimizations for CD-based systems (in Wipeout 3, about 95% is repeated in different files, i.e. probably to optimize loading and seek time for slow 2x speed CD drive of the PSX - but left over since the CD master/layout was already done) ?


    If I recall correctly, CARS.DPC has menu model cars that are much bigger than the in game cars. The in game cars are in the level DPC files.

    Also the TPC files for Twister Metal 1 are really weird. The very first texture serves as a color palette for the rest of the textures in the TPC file.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/16/17 at 19:51:57
    problem fixed  ;D

    https://img4.hostingpics.net/thumbs/mini_61886620170516201833TXXRebirthMicrosoftVisualStudio.png

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/17/17 at 03:43:40
    here's some texturing !

    https://img4.hostingpics.net/thumbs/mini_18097220170517031407.png

    https://img4.hostingpics.net/thumbs/mini_27603420170517031436Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png

    https://img4.hostingpics.net/thumbs/mini_39384120170517031520Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png

    https://img4.hostingpics.net/thumbs/mini_17221320170517031549Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/17/17 at 04:30:17
    Great job! Only thing I noticed was the white around the wheels, the missing head on Sweet Tooth, and that the textures were reversed.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/17/17 at 04:37:20

    aybe wrote on 05/17/17 at 03:43:40:
    here's some texturing !

    https://img4.hostingpics.net/thumbs/mini_18097220170517031407.png

    https://img4.hostingpics.net/thumbs/mini_27603420170517031436Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png

    https://img4.hostingpics.net/thumbs/mini_39384120170517031520Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png

    https://img4.hostingpics.net/thumbs/mini_17221320170517031549Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png


    Looking good. I should have some time tomorrow to implement texture ID assignment and a fix for Sweet Tooth.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/17/17 at 23:51:09

    Manta Ray wrote on 05/17/17 at 04:30:17:
    Great job! Only thing I noticed was the white around the wheels, the missing head on Sweet Tooth, and that the textures were reversed.


    yes, the TIM files are not compliant actually, the STP bit that supposedly makes alpha fails because it should be black, here it's white ... I've already got the bits up but actually it's helpful that way  ;)

    missing head is not coming right away, have to sketch another class of polygons : a sprite (don't want to spread out too much) (but the logic is known, so it's just a matter of time)

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/17/17 at 23:53:10

    Marltoro wrote on 05/17/17 at 04:37:20:
    Looking good. I should have some time tomorrow to implement texture ID assignment and a fix for Sweet Tooth.


    ok, btw I don't know what's all that fuss about texture ids that supposedly are int16, i.e. 16384 means it's texture 1 ... for me it's just a byte to read normally, period (talking TM1 here)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/17/17 at 23:56:05

    aybe wrote on 05/17/17 at 23:53:10:
    ok, btw I don't know what's all that fuss about texture ids that supposedly are int16, i.e. 16384 means it's texture 1 ... for me it's just a byte to read normally, period (talking TM1 here)


    Yeah it's just a byte. I messed up.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 05/18/17 at 00:00:51

    aybe wrote on 05/17/17 at 03:43:40:
    here's some texturing !

    https://img4.hostingpics.net/thumbs/mini_39384120170517031520Unity201710b5Personal64bitUntitledTXXRebirthPCMacLinuxSta.png


    If You can, can you fix the alignment of Darkside's textures? It seems off, and it gets on my nerves (I have OCD)

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 05/18/17 at 05:04:16
    hahaha I'll see what I can do,

    here's what we've been onto,

    from 18 families of polygons, there are now really 3, two of which are quad, they have longer endings currently unknown ... ultimately it could be reduced to a single polygon with properties of IsTriangle and IsTextured <- probably later, bedtime now.

    this reduction leads itself to better rendering already, see  ;D

    https://img4.hostingpics.net/thumbs/mini_61995720170518035313TXXRebirthMicrosoftVisualStudio.png

    https://img4.hostingpics.net/thumbs/mini_46844520170518051708Greenshot.png

    https://img4.hostingpics.net/thumbs/mini_88222420170518050150Greenshot.png

    https://img4.hostingpics.net/thumbs/mini_81820620170518051640Greenshot.png

    https://img4.hostingpics.net/thumbs/mini_66963820170518051726Greenshot.png

    https://img4.hostingpics.net/thumbs/mini_86523220170518051817Greenshot.png

    this screens are in-memory representation,

    TODO can there be some indicator somewhere in the polygons where to fetch these position ?

    https://img4.hostingpics.net/thumbs/mini_91964620170518051835Greenshot.png

    https://img4.hostingpics.net/thumbs/mini_96950020170518051913Greenshot.png

    good night  :)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/19/17 at 06:26:42
    I fixed the transparency bug in the TM Toolkit Demo. I'll have it uploaded later this week after I test it some more.

    For TM1 and TM2, I'm going to collect all the polygon flags (the unknown values at the end of the polygon) and try to determine what they do and see if they can help determine the length of the polygon. As Abe mentioned, some polygons are really weird and they may be modified by the end flags.

    I'll take a look at those weird polygons.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 05/21/17 at 05:13:15

    Marltoro wrote on 05/19/17 at 06:26:42:
    I fixed the transparency bug in the TM Toolkit Demo.



    OH, THANK GOD!

    Title: Re: TM 1+2 Modding thread
    Post by Kratoscar2008 on 05/21/17 at 10:21:31
    Great work guys.

    I cant help with anything coding related but i can give you some ideas!

    I dunno how IP works but maybe we could use the discarded names like High Octane? I mean they did call TM that way before production but since it was never used maybe we can? I very much doubt they had renewed the patent.

    As for wether you should do an spiritual sequel, just a compilation of TM 1&2 or a new IP. I say we should do a combination.

    Like make the game the same as Twisted Metal but that it has enough changes to make it so it doesnt plagiarizes the TM IP.

    Like the contest is still about a bunch of cars fighting for their wish but this time either some ancient God awakes and creates the contest so he can grant wishes or a mega armament corporation with endless pockets creates a contest to grant whatever the winner asks with the catch that they use the contest winner to try their latest killing machine vehicle (Think of Killer Instinct but cars).

    Then the cars are basically expies of existing TM cars. I mean since TM already uses normal cars then as long as they are diferent and dont share clear similarities then it should be fine.

    For example:
    TM Car/ Expy
    Outlaw=Rogue
    Road Kill= Highway Murderer
    Spectre=Wraith
    Shadow=Shade
    Mr. Grimm= Mr. Reaper
    Mr Slam= Mr. Bam
    Darkside= Abbys
    Crimson Fury= Red Rage
    Sweettooth= Mad Dentist
    Thumper= Tunner

    Well you get the idea, if SNK got away doing Ryu clones then so you guys  ;D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/21/17 at 12:40:02
    It's strange. I've tried experimenting with the flags at the end of different polygons but it had no obvious effects. I even tried changing the values to extremely high/low numbers and it didn't have any obvious effect. I was surprised that the game didn't crash.

    Abe, do you need me to find more instructions in TM1?
    And where are some of the weird polygons you mentioned? What files are they in?

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 05/22/17 at 03:09:08
    Hopefully, I can get those 3D models soon. I've got plenty of battlegrounds from Devil May Cry, the Walking Dead, and Silent Hill to place them at and create a cool scene.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 05/22/17 at 03:13:08
    Sounds nice man. I could easily make good environments in the GZDoom engine for said models and whatnot. I just have no idea how I'd make a vehicle engine and whatnot.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/25/17 at 00:02:37
    I uploaded the transparency fix for the TM Toolkit Demo. You'll need to replace the textures again in order for the newer version to fix the transparency. Sorry about that. You can get it from the link in my signature.

    I should have a couple interesting videos to upload over the next few weeks.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/27/17 at 03:36:19
    I don't know how many of you guys are 3D modelers, but do you guys have any car models that I could use for a video?

    As for Darkside, I'll need to fix some of the TM1 rendering code and then I'll try to fix his textures and maybe get some more vehicles from TM1 into TM2.

    I also started looking around some of the vehicle structure code so maybe we can try changing vehicle stats, specials, etc.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 05/27/17 at 19:47:43
    If you can find the download link for Sweet Tooth's MUGEN files, you can find 3D models of the three trucks Sweet Tooth, Dark Tooth, and Gold Tooth (heads not included), a motorcycle with Dark Tooth's skin, and a giant semi to use for Darkside. I've found plenty of others to serve for Crazy 8, Crimson Fury, and Roadkill, and even a perfect-looking Minion from TM1 and TM2. But of course this would have to be discussed in another thread, because this is about modding the game.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 05/28/17 at 22:05:39

    Marltoro wrote on 05/27/17 at 03:36:19:
    I don't know how many of you guys are 3D modelers, but do you guys have any car models that I could use for a video?

    As for Darkside, I'll need to fix some of the TM1 rendering code and then I'll try to fix his textures and maybe get some more vehicles from TM1 into TM2.

    I also started looking around some of the vehicle structure code so maybe we can try changing vehicle stats, specials, etc.


    If anyone can rework that Fan-made TM@ Darkside with the textures I provided, that would be nice.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/29/17 at 07:09:11
    I made a little present for you guys. It's a sneak peak of what's to come.

    https://drive.google.com/drive/folders/0B0o4uR2ahBj2X3JwOTZXVGZHR2s?usp=sharing

    Title: Re: TM 1+2 Modding thread
    Post by TwistedTwilight on 05/29/17 at 11:09:50

    Marltoro wrote on 05/29/17 at 07:09:11:
    I made a little present for you guys. It's a sneak peak of what's to come.

    https://drive.google.com/drive/folders/0B0o4uR2ahBj2X3JwOTZXVGZHR2s?usp=sharing


    Hella absolutely amazing, was not expecting that vehicle. I'm speechless.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 06/02/17 at 01:38:57

    Marltoro wrote on 05/29/17 at 07:09:11:
    I made a little present for you guys. It's a sneak peak of what's to come.

    https://drive.google.com/drive/folders/0B0o4uR2ahBj2X3JwOTZXVGZHR2s?usp=sharing

    Please hook ya boy up with a screenshot. Im curious, but dont have TM2 PC and dont care enough to download it just to swap and check it out.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/02/17 at 06:14:54

    Ripzsaur wrote on 06/02/17 at 01:38:57:
    Please hook ya boy up with a screenshot. Im curious, but dont have TM2 PC and dont care enough to download it just to swap and check it out.


    think TM3 Spectre...

    Without guns, and it looks like it came straight from a racing game.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/02/17 at 08:32:43
    https://www.youtube.com/watch?v=uDEaXLq6uLk

    Here's an older video some of you may not have seen:
    https://www.youtube.com/watch?v=ywoKviFLPUE

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/02/17 at 14:42:14

    Marltoro wrote on 06/02/17 at 08:32:43:
    https://www.youtube.com/watch?v=uDEaXLq6uLk

    Here's an older video some of you may not have seen:
    https://www.youtube.com/watch?v=ywoKviFLPUE

    This is great. Where are these models from exactly?

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 06/02/17 at 15:24:17

    Marltoro wrote on 06/02/17 at 08:32:43:
    https://www.youtube.com/watch?v=uDEaXLq6uLk

    Here's an older video some of you may not have seen:
    https://www.youtube.com/watch?v=ywoKviFLPUE

    Wow that's some cool beans. You'd think it would inspire more community involvement at TMA from some of the old regulars. How would this work on TM2's multiplayer component? As in, if we connected with two different mods applied. And are those models from the Test Drive games?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/02/17 at 18:51:52

    Ripzsaur wrote on 06/02/17 at 15:24:17:
    Wow that's some cool beans. You'd think it would inspire more community involvement at TMA from some of the old regulars. How would this work on TM2's multiplayer component? As in, if we connected with two different mods applied. And are those models from the Test Drive games?


    Those models are from Gran Turismo 1. As for the multiplayer component, I'm pretty sure everyone would only see the mods they have on their client, but I can't test this on my PC. If this is the case then I'll see if there's a way we could share mods easily.

    I think at this point I'm going to finish Twisted Metal 1 compatibility and then work on its alpha release. When it's ready I'll make a separate thread and then we can discuss where we should go from there. If we can figure out the vehicle structures then maybe we can change specials and vehicle stats. I'll work on a vehicle stats panel after the alpha release.

    Right now the source code is a mess so I have to redesign most of the code's structure and then I'll make it publicly available.

    I'd like to make a level editor but it would be a separate program.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/02/17 at 20:17:45

    Marltoro wrote on 06/02/17 at 18:51:52:
    Those models are from Gran Turismo 1. As for the multiplayer component, I'm pretty sure everyone would only see the mods they have on their client, but I can't test this on my PC. If this is the case then I'll see if there's a way we could share mods easily.

    I think at this point I'm going to finish Twisted Metal 1 compatibility and then work on its alpha release. When it's ready I'll make a separate thread and then we can discuss where we should go from there. If we can figure out the vehicle structures then maybe we can change specials and vehicle stats. I'll work on a vehicle stats panel after the alpha release.

    Right now the source code is a mess so I have to redesign most of the code's structure and then I'll make it publicly available.

    I'd like to make a level editor but it would be a separate program.

    You are doing the lord's work, sir. Rest assured these tools will all go to use shortly.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 06/04/17 at 01:38:38
    Next thing we know, Crash Bandicoot is running around Paris. Just a thought/joke, though.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 06/04/17 at 06:27:06

    Coleiosis wrote on 06/04/17 at 01:38:38:
    Next thing we know, Crash Bandicoot is running around Paris. Just a thought/joke, though.

    I wouldn't be too quick to assume anyone's opposed to that. That's a little funny of a thought.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/04/17 at 15:22:56
    I really want to use these mods, but I can't get the game running on Windows 10..I am now considering turning my gaming laptop into a Windows XP machine.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/04/17 at 17:26:16

    Manta Ray wrote on 06/04/17 at 15:22:56:
    I really want to use these mods, but I can't get the game running on Windows 10..I am now considering turning my gaming laptop into a Windows XP machine.

    TM2 won't run on my Windows 8.1 PC unless I have dgVoodoo installed. Then the game runs perfectly at 1080p, 60FPS.

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

    You could download VirtualBox and run a Windows XP Virtual Machine. I did that for a while. It's free too.
    https://www.virtualbox.org/wiki/Downloads

    On a slightly off-topic note, the Toolkit sort of works with JetMoto and Outwars, except it can't load Outwars's textures so I had to use placeholder textures. At some point I'll get the textures working with Outwars. I never played Outwars but if there is a fanbase then they could use the toolkit to make an HD texture pack for it.

    https://s29.postimg.org/6zb5texmb/image.png
    https://s29.postimg.org/dea6q34c3/image.png
    https://s29.postimg.org/6cc93w0qb/image.png
    https://s29.postimg.org/uhcylll0z/image.png
    https://s29.postimg.org/496vtc78z/image.png
    https://s29.postimg.org/gp3ln30kz/image.png
    https://s29.postimg.org/rpyqs3stv/image.png
    https://s29.postimg.org/bszyve0fn/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/05/17 at 08:17:28
    Any chance of getting a Jet Moto racer into TM2? And I'll check out dgVoodoo, thanks!

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 06/05/17 at 19:31:33
    This is so cool !! :D

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/06/17 at 17:28:29

    Marltoro wrote on 06/04/17 at 17:26:16:
    TM2 won't run on my Windows 8.1 PC unless I have dgVoodoo installed. Then the game runs perfectly at 1080p, 60FPS.

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

    You could download VirtualBox and run a Windows XP Virtual Machine. I did that for a while. It's free too.
    https://www.virtualbox.org/wiki/Downloads

    On a slightly off-topic note, the Toolkit sort of works with JetMoto and Outwars, except it can't load Outwars's textures so I had to use placeholder textures. At some point I'll get the textures working with Outwars. I never played Outwars but if there is a fanbase then they could use the toolkit to make an HD texture pack for it.

    https://s29.postimg.org/6zb5texmb/image.png
    https://s29.postimg.org/dea6q34c3/image.png
    https://s29.postimg.org/6cc93w0qb/image.png
    https://s29.postimg.org/uhcylll0z/image.png
    https://s29.postimg.org/496vtc78z/image.png
    https://s29.postimg.org/gp3ln30kz/image.png
    https://s29.postimg.org/rpyqs3stv/image.png
    https://s29.postimg.org/bszyve0fn/image.png

    What settings do you use for dgVoodoo?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/06/17 at 19:39:56
    Make sure those three DLL files are in the same directory as TM2.EXE

    https://s12.postimg.org/rnf1re0ft/DGVOODOO.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/06/17 at 23:42:19

    Marltoro wrote on 06/06/17 at 19:39:56:
    Make sure those three DLL files are in the same directory as TM2.EXE

    https://s12.postimg.org/rnf1re0ft/DGVOODOO.png
    Still won't run..ah, well. I'll figure something out.

    Title: Re: TM 1+2 Modding thread
    Post by Richard -Dick- Biggs on 06/12/17 at 06:40:45
    Hi guys. Just a few minutes earlier I was ASTONISHED while finding out that Warhawk (1995) was released on PC (OMG!! WTF!!). In similar case as with TM1, the game was released exclusively on Japan (the live action videos even come with japanese voice-over) under the name Air Assault (I already knew that was the japanese name for the PSX version). I found it here:

    http://www.legendsworld.net/shooter/game/11213

    I'll feel very dumb if you guys already knew of this port, but I thought it would be very cool if you didn't know of this and could test the 10X AWESOME work you're doing here for us TM mdfkers. It works on Windows 7 by itself with no extra software, although with messed up colors.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/12/17 at 08:53:06

    Richard -Dick- Biggs wrote on 06/12/17 at 06:40:45:
    Hi guys. Just a few minutes earlier I was ASTONISHED while finding out that Warhawk (1995) was released on PC (OMG!! WTF!!). In similar case as with TM1, the game was released exclusively on Japan (the live action videos even come with japanese voice-over) under the name Air Assault (I already knew that was the japanese name for the PSX version). I found it here:

    http://www.legendsworld.net/shooter/game/11213

    I'll feel very dumb if you guys already knew of this port, but I thought it would be very cool if you didn't know of this and could test the 10X AWESOME work you're doing here for us TM mdfkers. It works on Windows 7 by itself with no extra software, although with messed up colors.

    That's pretty cool. I wonder if there is anything from this game that is usable in TM2.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 06/12/17 at 20:39:09
    Better yet. Why not find a way to hack it and translate it back into English at least?

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/13/17 at 23:00:52

    Big Boss wrote on 06/12/17 at 20:39:09:
    Better yet. Why not find a way to hack it and translate it back into English at least?

    I bet we would get garbled (maybe hilarious) translations...

    'Fire potato missile!'

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/14/17 at 01:51:20
    Just wanted to let you guys know that I'm working on a permanent memory patcher for TM2. It will be an exe modification so you won't have to start the memory patcher every time you want to play. I'm going to try to release the Toolkit some time next month.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 06/18/17 at 23:11:52
    I hope a mod sees this. When these modding tools and patches start to take shape, we need a sticky at the top of this forum. I'm so happy that this tiny little thread grew into something this cool over the past year. Thank god for passionate coders man. You are doing what we have wanted to do for years.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/20/17 at 13:51:47


    I made this upscaled skin for Sweet Tooth. I can't get Twisted Metal to load properly and I'm not sure how this will look in-game. If someone could do me a solid and screencrap the vehicle with the skin loaded it'd be much appreciated. I think I got most of the dimensions correct along with the color codes and things..though the one thing I didn't upgrade were the couple of icons near the left tire..what are those supposed to be for? No idea. Anyways, hope you guys find this to be cool, I plan on making more in the future.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/21/17 at 00:08:25
    I'll upload some screenshots of it in game later today. It looks really good.

    Btw, are you guys having any issues with the TMTK demo? I just reinstalled Windows and when I tried the demo all the imported textures are a solid white image. Really odd since it worked fine before. I'll upload a fix soon.

    Manta Ray you might need to run TM2 in a VirtualMachine with Windows XP. I had to do that for a while. If you have a Windows XP disc or ISO file it's really easy to setup. Also, are you using the no CD patch or the normal version?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/21/17 at 06:30:45
    https://postimg.org/gallery/137ubgzxg/

    I may have made the head a little too big. I don't even have TM2 installed so it could look even better on a PC with it installed. I'll try to get some screenshots of it with TM2 installed as well. Also the weird white texture bug for the TMTK demo is almost fixed.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/21/17 at 06:57:53
    Whoa! Better than expected. Thanks for all the screencaps. Looks like I'll have to make some adjustments, but I think it's a good start.

    As far as the VirtualBox goes, I got it working briefly, but the menus would bug out and after trying to install DirectX it failed completely at start up. I will eventually buy a second laptop just for this project I think. I think we can do some cool things with your program eventually.

    As soon as I can get all my ducks in a row I'm going to work on a full conversion to higher definition graphics. My main concern is whether we'll ever actually be able to share this project with the world..not because of copyright claims or whatever, but more or less people like me not being tech-savy enough to get the game running on modern machines! Either way, I'm enjoying this progress and look forward to using your tools.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/21/17 at 08:31:45
    Fixed the white texture bug.

    Manta Ray, are you going to do DarkTooth next? You could make the head look horrifying.

    https://s4.postimg.org/ypanp4gqx/image.png
    https://s4.postimg.org/6ql3c04i1/image.png
    https://s4.postimg.org/lntkd0hqh/image.png


    Title: Re: TM 1+2 Modding thread
    Post by Varia31 on 06/21/17 at 11:35:04
    Ooo, any chance the Sweet Tooth truck will be available as a standalone download?

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/21/17 at 13:21:54
    I'd like to perfect the skin before we make it available to all, there's some stuff looking at it now that is bugging me that would be an easy fix.

    Are those screens from the new toolkit release, Marltoro? I'd love to use that as reference sometime.

    Dark Tooth is a possibility. I did steal his wheels for this skin though! I'd have to go in a new direction for that one. Right now I am tooling around with a few ideas. I'd really like to revamp some of the course characters first and the TM1 classics, but also it'd be neat to add some new characters from other games.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/22/17 at 05:01:17
    https://drive.google.com/open?id=0B0o4uR2ahBj2ZjZDeHRpdlhIbUU

    I ripped it and converted it to a Collada file. Should work with most 3D modelers. You'll need to update the texture image directories.

    https://s21.postimg.org/sdmlo4f77/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/22/17 at 07:50:35
    How do you get the models to load into something like Blender? I'm guessing you have to convert the .DPC files. Something like this would be wonderful to use so I can design skins more accurately. How are you loading entire levels for example? Is that part of the next Toolkit release? Ahh..so anxious..

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/22/17 at 08:53:13

    Manta Ray wrote on 06/22/17 at 07:50:35:
    How do you get the models to load into something like Blender? I'm guessing you have to convert the .DPC files. Something like this would be wonderful to use so I can design skins more accurately. How are you loading entire levels for example? Is that part of the next Toolkit release? Ahh..so anxious..


    Yeah those are part of the alpha release which I plan to release some time next month. The Toolkit can read mesh data including vertices and texture coordinates from a DPC file and store them in a list that can easily be rendered. At that point it can easily convert the mesh data to the Collada (.dae) file format. As for loading entire levels, it's a little more complicated. The DPC file is full of instructions that tell TM2 where to position different objects in the world. We had to organize the instructions into a hierarchy and iterate through each instruction and every other instruction that it's linked to in order to render things like levels.

    The DPC file also has things like collision boxes which have been by far the hardest structure I've ever had to decipher in this entire project. The structure of a collision box with no rotation is fairly trivial but once a collision box needs rotation or a slanted corner, shit gets real.

    Btw, when you tried to run TM2 did it give you an error message? And I can rip some more car models if you want.

    Title: Re: TM 1+2 Modding thread
    Post by sweetyman on 06/22/17 at 09:46:29
    Is there a source code for the whole Twisted Metal 2 game? I believe it would be cool to see how the game works.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/22/17 at 16:09:01

    Marltoro wrote on 06/22/17 at 08:53:13:
    Btw, when you tried to run TM2 did it give you an error message? And I can rip some more car models if you want.
    Yeah, it's the same error I get when I run any PC game on Windows 10, 0xc0000022. For VirtualBox it worked briefly with the menus and things glitching out, then I tried installing DirectX and it failed after the menu screen.

    Any models you can rip would be appreciated, but I'm really looking forward to something I can view models on so I can accurately design skins.

    I'm really interested an any TM1 models you can bring over like Outlaw and OG Grimm.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/22/17 at 16:39:33
    @Manta Ray, Are you using the no CD version of TM2?


    sweetyman wrote on 06/22/17 at 09:46:29:
    Is there a source code for the whole Twisted Metal 2 game? I believe it would be cool to see how the game works.

    The best we can do is disassemble TM2 to assembly language. With a program called IDA, you can see the flow of the assembly code. In this pic, you can see a switch that runs code based on the car chosen by the player.

    https://s10.postimg.org/r5m56ebp1/switch.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/22/17 at 18:16:04
    Yeah, I have one from elsewhere on the internet and then the "TMA Edition." Wish I had my original copy with me.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/23/17 at 14:26:23
    How far have we gone into custom cars so far?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/23/17 at 15:23:38

    ヒロ・ハマダ wrote on 06/23/17 at 14:26:23:
    How far have we gone into custom cars so far?

    I found some of the car structures. I haven't had time to figure out how to add cars yet.

    https://s16.postimg.org/7vsn18no1/vehicle_structures.png

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 06/23/17 at 16:23:04
    I disassembled TM2 PC with IDA years ago but I didn't understand a damn thing with it so I just left it alone lol

    Title: Re: TM 1+2 Modding thread
    Post by sweetyman on 06/24/17 at 11:45:19

    Marltoro wrote on 06/23/17 at 15:23:38:
    I found some of the car structures. I haven't had time to figure out how to add cars yet.

    https://s16.postimg.org/7vsn18no1/vehicle_structures.png


    How do you know the health and turbo? Is it because the values changes when you use it?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/24/17 at 11:49:01

    sweetyman wrote on 06/24/17 at 11:45:19:
    How do you know the health and turbo? Is it because the values changes when you use it?


    Yeah I just changed the acceleration to a really high value and Spectre started going insanely fast.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/24/17 at 12:45:45
    Oh wow, so you can actually edit the attributes? This could change a lot of things even with just the selection we have for vehicles.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/24/17 at 20:23:01

    Manta Ray wrote on 06/24/17 at 12:45:45:
    Oh wow, so you can actually edit the attributes? This could change a lot of things even with just the selection we have for vehicles.


    (Dark tooth's speed increases)

    (Sweet tooth's health increases)

    (Axel's health decreases)

    (Thumper is suddenly slower than molasses in a cold January)

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 06/24/17 at 22:56:45
    The only vehicle that would really need any stat changes is Hammerhead because he's badly underpowered in TM2 as opposed to TM1.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/25/17 at 01:04:32

    Big Boss wrote on 06/24/17 at 22:56:45:
    The only vehicle that would really need any stat changes is Hammerhead because he's badly underpowered in TM2 as opposed to TM1.

    I remember a lot of people taking issue with Axel players back in the day and his insanely overpowered rams.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/25/17 at 21:12:03

    Marltoro wrote on 06/23/17 at 15:23:38:
    I found some of the car structures. I haven't had time to figure out how to add cars yet.

    https://s16.postimg.org/7vsn18no1/vehicle_structures.png


    So we have stats... any chance we could add our own weapons or so? also, I once saw a video where a guy SUCCESSFULLY did a sound mod. I also have all the TM2 Sounds. (in My PC version, Outlaw's tazer souds too slow, anyone else got this problem?)

    I would love to see a port of TM1 Outlaw replacing TM2 Outlaw.

    Anyone got a copy of TM2 Thumper? I seem to have accidentally completely overwritten him with Darkside V1.

    BONUS: could anyone Rip all the custom skins off of the TMA TM2 PC Skin Selector?

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 06/25/17 at 21:58:54
    I've modded the PSX version of Twisted Metal 2's sounds before. The ISO I made using whatever program I used is fucked.

    I can tell you right away that it's just generic PSX sound format stuff. VAB files contain the sounds, VAG files are the kind of the WAV equivalent that are contained in the VAB files, etc. It can all be edited with the leaked official Sony tools from the 90's.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/25/17 at 22:02:24

    Big Boss wrote on 06/25/17 at 21:58:54:
    I've modded the PSX version of Twisted Metal 2's sounds before. The ISO I made using whatever program I used is fucked.

    I can tell you right away that it's just generic PSX sound format stuff. VAB files contain the sounds, VAG files are the kind of the WAV equivalent that are contained in the VAB files, etc. It can all be edited with the leaked official Sony tools from the 90's.


    Nice info!

    Now... I have a bigger problem... I can launch TM2, but ever since I applied a custom skin to Sweet Tooth... None of the buttons will work. I am stuck on the Main title, and the buttons will not work. I can not access Single player, or move around.

    In other words... I can't play Twisted Metal 2 at all. I'm stuck looking at the Single player

    Oh! I am using the TMA version.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/25/17 at 23:02:09

    ヒロ・ハマダ wrote on 06/25/17 at 22:02:24:
    Nice info!

    Now... I have a bigger problem... I can launch TM2, but ever since I applied a custom skin to Sweet Tooth... None of the buttons will work. I am stuck on the Main title, and the buttons will not work. I can not access Single player, or move around.

    In other words... I can't play Twisted Metal 2 at all. I'm stuck looking at the Single player

    Oh! I am using the TMA version.


    The no input bug is caused by a registry error. You can fix it by doing the following but be VERY CAREFUL when editing the registry. Just delete the Twisted Metal 2 entry below. Messing with other parts of the registry is VERY dangerous so don't touch anything else.

    Start - Run - regedit - Hkey Local Machine - Software - Sony Interactive - Twisted Metal 2 - 1.0.1 - Input and delete files (Joystick, Keyboard, Mouse)

    If you really don't want to modify the registry then the only other option I can think of is to play TM2 inside a virtual machine.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/25/17 at 23:29:18

    Marltoro wrote on 06/25/17 at 23:02:09:
    The no input bug is caused by a registry error. You can fix it by doing the following but be VERY CAREFUL when editing the registry. Just delete the Twisted Metal 2 entry below. Messing with other parts of the registry is VERY dangerous so don't touch anything else.

    Start - Run - regedit - Hkey Local Machine - Software - Sony Interactive - Twisted Metal 2 - 1.0.1 - Input and delete files (Joystick, Keyboard, Mouse)

    If you really don't want to modify the registry then the only other option I can think of is to play TM2 inside a virtual machine.



    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/26/17 at 05:01:54
    Was thinking it'd be cool figuring out practical hacks for new specials, like say ricochet remote bombs or homing napalm.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/26/17 at 10:57:14

    Manta Ray wrote on 06/26/17 at 05:01:54:
    Was thinking it'd be cool figuring out practical hacks for new specials, like say ricochet remote bombs or homing napalm.

    if we get advanced enough, we could replicate that one missile from the 989 games that splits into multiple missiles and forms a circle... Rain, i think it was called?

    Honestly, I'd also love to see how a replicating of TM4's 'Freeze Remote' could work out. It was pretty useful.

    Heck, we might even be able to bring in the TMB weapons!
    The Sattelite!
    The Zoomy!


    EDIT: I fail at edit life...



    If anyone can do better, by all means!

    EDIT: I GOT A PROBLEM.

    I saw that Hi-res skin of Sweet Tooth from earlier, I took the images, made a damaged skin, made a custom Ice cream sprite, I put it in the game, made a.menu version, It works fine.

    BUT... He only works fine if you are PLAYING AS HIM!

    However, if He is selected as an Enemy...

    The game crashes.

    WHY?


    Here is preview



    EDIT AGAIN: FIXED! I had to downscale the images to 256x256 instead of 512x512!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/28/17 at 04:34:10

    ヒロ・ハマダ wrote on 06/26/17 at 10:57:14:
    if we get advanced enough, we could replicate that one missile from the 989 games that splits into multiple missiles and forms a circle... Rain, i think it was called?

    Honestly, I'd also love to see how a replicating of TM4's 'Freeze Remote' could work out. It was pretty useful.

    Heck, we might even be able to bring in the TMB weapons!
    The Sattelite!
    The Zoomy!


    EDIT: I fail at edit life...



    If anyone can do better, by all means!

    EDIT: I GOT A PROBLEM.

    I saw that Hi-res skin of Sweet Tooth from earlier, I took the images, made a damaged skin, made a custom Ice cream sprite, I put it in the game, made a.menu version, It works fine.

    BUT... He only works fine if you are PLAYING AS HIM!

    However, if He is selected as an Enemy...

    The game crashes.

    WHY?


    Here is preview



    EDIT AGAIN: FIXED! I had to downscale the images to 256x256 instead of 512x512!


    Were you running the memory patcher as admin? Btw I do plan on making a permanent memory patch at some point

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 06/28/17 at 14:51:05
    I NEVER run admin.

    NEVEEEEEER!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/28/17 at 17:48:20
    I must have forgotten to allocate more memory for the enemy car textures. That's really easy to fix. I'll upload an updated version of the memory patcher soon.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/29/17 at 15:34:21
    How do I get the TIM files from turning blue and is it possible for them to appear at a higher resolution in game without being cut off?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/03/17 at 16:15:10
    I think I can release the Toolkit later this month. Anyway, I've been dissecting the other files such as the .RMP (ramp) files. The RMP files store slopes and surfaces for the cars to drive on. The RMP file is straight forward but unfortunately .GRP (group) file affects collision detection as well and will take some time to dissect. Thought you guys might be interested in some screenshots. If anyone happens to know anything about the GRP file let me know.

    *Btw, the Toolkit will be using DirectX instead of OpenGL. It ran fine in a VirtualBox so if you have Linux/Mac then you can use the toolkit within VirtualBox. At some point we'll probably make a Linux/Mac port if there's enough demand.
    [table][table][table]
    https://s7.postimg.org/tlztf4ruv/dish_aslopes.png https://s7.postimg.org/9l4o3nsw7/dish_mesh.png https://s7.postimg.org/44hevja4n/hkong_1_slopes.png https://s7.postimg.org/pxepte77r/hkong_1_mesh.png
    https://s7.postimg.org/yyt970553/islands_1_mesh.png https://s7.postimg.org/opw6nfrpj/islands_1_slopes.png https://s7.postimg.org/eovxrv407/islands_2_mesh.png https://s7.postimg.org/4xu0o5g5j/islands_2_slopes.png
    https://s7.postimg.org/xm6yrdibr/Z_2.png https://s7.postimg.org/532dbkcuf/Z_3.png https://s7.postimg.org/ktng56w3r/Z_5.png https://s14.postimg.org/cdyzitc4t/Z_6.png
    https://s10.postimg.org/4zdk4y6dh/Z_7.png

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/10/17 at 01:08:44
    I should have the permanent patcher working this weekend or next week. And I may release a small prototype of the Toolkit to see if we run into any issues.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/10/17 at 03:33:59
    Hey dude, I finally got around to trying out you kit you had linked, and I'm running into a problem getting a new skin to work for Mr. Slam.
    His new texture size is 512x512, and I made sure it was 8 bit when I exported the image. I ran your memory patcher as an admin, and then I ran TM2. Everything runs fine, until you go to load up the level. I chose my enemies in deathmatch, and the world spins to its target, and the game crashes. Any suggestions or trouble shooting tips?

    Edit: Never mind, I did it! Holy shit I made a Mr.Slam skin after wanting to do so for almost 8 years!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/10/17 at 09:00:50

    Mr.SLaM wrote on 07/10/17 at 03:33:59:
    Hey dude, I finally got around to trying out you kit you had linked, and I'm running into a problem getting a new skin to work for Mr. Slam.
    His new texture size is 512x512, and I made sure it was 8 bit when I exported the image. I ran your memory patcher as an admin, and then I ran TM2. Everything runs fine, until you go to load up the level. I chose my enemies in deathmatch, and the world spins to its target, and the game crashes. Any suggestions or trouble shooting tips?

    Edit: Never mind, I did it! Holy shit I made a Mr.Slam skin after wanting to do so for almost 8 years!


    I think I forgot to allocate additional memory for car textures. I'll try to upload a fix soon.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/10/17 at 14:49:57

    Marltoro wrote on 07/10/17 at 09:00:50:
    I think I forgot to allocate additional memory for car textures. I'll try to upload a fix soon.


    I tested my Slam skin as an enemy and it loaded up fine. That was the only enemy I selected though. Looking forward to the updated toolkit to replace models!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/10/17 at 17:19:22
    At least for me, there's some kind of weird bug where the patcher doesn't work unless you start it after starting TM2. For the time being, try starting TM2 first then the patcher.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/10/17 at 20:45:05
    My TM2 does have a super compressed pause menu. Anyone know a fix for it? I can't even navigate to change the resolution.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/11/17 at 05:41:14

    Mr.SLaM wrote on 07/10/17 at 20:45:05:
    My TM2 does have a super compressed pause menu. Anyone know a fix for it? I can't even navigate to change the resolution.

    You can change resolution with dgVoodoo2 which also fixed the menu on my PC.

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

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/14/17 at 09:40:28
    I'm thinking about doing a pre-alpha release within a couple weeks. The initial release won't include model/mesh swapping but will allow you to view models and replace textures. After we work out some major bugs I'll create a separate thread for it.

    Then we can have a serious discussion on where to go from there. I did have an idea for a Twisted Metal Car Studio that's specifically designed for creating new cars. It would allow you to change vehicle settings, change the position of things like turbo flames, and maybe even animations. The Twisted Metal engine does support animations but it's frame-by-frame. It could use the same code base as the toolkit.

    Since the Toolkit will be open source, I'm going to try to get other programmers into Twisted Metal modding. Btw, the Toolkit uses C# which is a fairly popular programming language so hopefully that will help us get more people.
    [/td]
    https://thumb.ibb.co/hqRkkF/BB1.png https://thumb.ibb.co/mrABQF/BB2.png https://thumb.ibb.co/gzjuea/MG1.png https://thumb.ibb.co/cc9Sza/MG2.png
    https://thumb.ibb.co/fFqd5F/ST1.png https://thumb.ibb.co/hK3LKa/ST2.png https://thumb.ibb.co/gSMUCv/WH.png

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 07/14/17 at 12:45:02
    C#? A very sharp language indeed! I have experience with C-based languages so I'll enjoy studying the source code.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/15/17 at 01:08:20

    Big Boss wrote on 07/14/17 at 12:45:02:
    C#? A very sharp language indeed! I have experience with C-based languages so I'll enjoy studying the source code.

    What sucks is that this is my first big project and I don't have much experience designing software. I'm including a lot of documentation so hopefully it isn't a convoluted mess. In fact a part of the reason why I wanted to do this project in the first place was to get experience with bigger projects. Fortunately the code base is much smaller and more concise than it was just a month ago.

    I'm also creating a wiki for the TM2 file formats as well. I even added a polygon panel that allows you to select polygons and see their structure and address in the file. My goal is to make it fast and easy for people to learn the DPC structure. Hopefully some kind of "expert reverse engineer" gets interested and helps us discover even more about the DPC file format.

    I also finished the TM2.exe patcher so you don't have to run a patcher every time you want to play TM2. I just need some people to test it. There are different versions of TM2 so I'm not sure if it will work with every single one.

    https://drive.google.com/open?id=0B0o4uR2ahBj2VG0yN3IwamwtQmc

    https://s4.postimg.org/dawuiawrt/TMPatcher.png

    Edit: The patcher stopped working ever since I restarted my computer. I'm looking into it.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 07/15/17 at 04:38:00
    Exciting stuff, and in my opinion. Anyone can learn C-level programming and stuff, they just have to not be a lazy ass, like me, lol

    I have friends who are reverse engineering the Metal Gear games and they have to deal with fun stuff like MIPS Assembly and whatnot. ^^;

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/15/17 at 05:04:23

    Big Boss wrote on 07/15/17 at 04:38:00:
    Exciting stuff, and in my opinion. Anyone can learn C-level programming and stuff, they just have to not be a lazy ass, like me, lol

    I have friends who are reverse engineering the Metal Gear games and they have to deal with fun stuff like MIPS Assembly and whatnot. ^^;


    I bet the Metal Gear games are way more complicated than the TM2 engine. I had to use some assembly to get the permanent memory patcher working. I have a list of opcodes that I've stumbled upon including things like the opcode for texture rendering, the opcode for rendering billboards, the opcode for positioning level objects. It's kind of neat. When you set the opcode for positioning level objects to nop, every object in the world moves to the center of the level. Then when you put the original opcode back, everything instantly moves back to its original spot.

    * The patched TM exe file crashes ever since I restarted my computer. Looking into it.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/18/17 at 00:36:14


    Here's something I've been working on.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/19/17 at 05:26:04
    If anyone would like to create a Darkside mod, I've zoned off the sections of the skin that are actually used in-game.




    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/21/17 at 15:42:48

    Manta Ray wrote on 07/19/17 at 05:26:04:
    If anyone would like to create a Darkside mod, I've zoned off the sections of the skin that are actually used in-game.





    How are you getting a 3d display in Twisted Metal Toolkit? Are you and Marltoro working on a build together that isn't published yet? Have we successfully gotten Darkside into TM2? I thought that wasn't finalized yet?

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/21/17 at 15:50:52




    Here is a TM2 Slam skin I made. I still need to tweet it. I'd like to be able to export a 3d model of slam to show you guys a render.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/22/17 at 00:50:26

    Mr.SLaM wrote on 07/21/17 at 15:42:48:
    How are you getting a 3d display in Twisted Metal Toolkit? Are you and Marltoro working on a build together that isn't published yet? Have we successfully gotten Darkside into TM2? I thought that wasn't finalized yet?

    Darkside isn't finalized yet. After I release the toolkit I'll try to find the vehicle special structure so we can change his special too.

    Me and MantaRay are working on a build so we can fix some bugs. I'll release a prototype soon so you guys can test it out too.

    Unfortunately, MantaRay and I have found that some of the vehicles have really messed up texture coordinates. HammerHead is missing a part of his headlight and Shadow is missing a part of his front window frame. This makes it very difficult to make skins for certain cars. We can't really fix this issue until I finalize the model ripper and importer.

    https://s1.postimg.org/lan469cor/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/22/17 at 01:44:40
    I'm working on a few skins like the one I posted earlier giving better guidelines on what the actual borders are for a given skin. As I make my way through the vehicles I will post them.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/22/17 at 02:07:02

    Marltoro wrote on 07/22/17 at 00:50:26:
    Unfortunately, MantaRay and I have found that some of the vehicles have really messed up texture coordinates.


    Never noticed that!

    My best example of this is TM1 Darkside, and the Darkside Mod.

    his textures are not lined up correctly, like some of the right side of the textures are cut off, and it is driving me MAD!

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/22/17 at 02:23:41
    Yes, there are many things that don't line up on that texture in particular. Yellow Jacket's back window was always the most obvious to me as a kid.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/22/17 at 07:37:54
    Hey guys, I tried making the patcher again. It allocates more memory for level and car textures just like the patcher with the Toolkit demo except it permanently patches it. No need to run it every time you want to play. I just need a couple people to test it.

    https://drive.google.com/open?id=0B0o4uR2ahBj2U3ZzcVcyUWxrUnc

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/22/17 at 20:04:25

    Marltoro wrote on 07/22/17 at 07:37:54:
    Hey guys, I tried making the patcher again. It allocates more memory for level and car textures just like the patcher with the Toolkit demo except it permanently patches it. No need to run it every time you want to play. I just need a couple people to test it.

    https://drive.google.com/open?id=0B0o4uR2ahBj2U3ZzcVcyUWxrUnc


    Just tested it. The patch works like a charm. I'm still having trouble setting up the dgvoodoo though. I put the stuff in the tm2 directory, but I have no idea how to run TM2 with the Voodoo mode.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/22/17 at 22:13:33
    What are your settings in the control panel?

    Here's what mine looks like:

    https://s14.postimg.org/ghjjwigy5/dgvoodoo.png

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/23/17 at 03:13:37
    What is the color for transparency?

    what I do is take the image, put it in photofiltre ,and put a transparent effect on it...


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/23/17 at 03:19:40
    In Twisted Metal 2, transparency is pure black (0 red, 0 green, 0 blue)

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/23/17 at 03:28:24

    Marltoro wrote on 07/23/17 at 03:19:40:
    In Twisted Metal 2, transparency is pure black (0 red, 0 green, 0 blue)


    Alright...

    Now how do I put blackness to a skin...

    without interfering with other black colors.


    Also, would this supposed version of Darkside be possible to (Re)Make?

    i have the textures... 8-)





    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/23/17 at 03:53:26
    If you want a non-transparent black, you could just use a color that's nearly black like 1 red, 0 green, 0 blue

    We could redo that Darkside model once I finish the mesh importer.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/23/17 at 04:54:34

    Marltoro wrote on 07/23/17 at 03:53:26:
    If you want a non-transparent black, you could just use a color that's nearly black like 1 red, 0 green, 0 blue

    We could redo that Darkside model once I finish the mesh importer.


    Nice!

    Also, could you replace TM2 outlaw with TM1 Outlaw?

    i might go try out some of the TM2 skins I made in MSPaint when I was 10-12 years old...

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/23/17 at 06:05:57

    ヒロ・ハマダ wrote on 07/23/17 at 04:54:34:
    Nice!

    Also, could you replace TM2 outlaw with TM1 Outlaw?

    i might go try out some of the TM2 skins I made in MSPaint when I was 10-12 years old...


    We should be able to. We'd have to make a few small adjustments to make the police light work since it's an animation

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/23/17 at 06:26:05
    Found myself a few cases of misaligned textures in TM1!

    YELLOW JACKET:


    OUTLAW:


    And the WORST OFFENDER...

    DARKSIDE:






    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/23/17 at 11:26:14
    Yeah, it's pretty irritating..I'm considering making a mod correcting the original games graphics after I finish my current project.

    Speaking of..has anyone edited the music in this game?

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/23/17 at 17:21:05

    Manta Ray wrote on 07/23/17 at 11:26:14:
    Yeah, it's pretty irritating..I'm considering making a mod correcting the original games graphics


    Yeah, pretty irritating...

    But it's even worse in my case where I have OCD.

    I would love to see Darkside mod fixed textures.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/23/17 at 18:23:21
    Hey Manta Ray, do you think you guys could export me out a model of Mr.Slam? Preferably an OBJ or FBX. I know the toolkit is dropping soon, but I'd like rip of him before that if it's not too much trouble. It makes editing textures on him a lot easier since I can see it in real time.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/23/17 at 18:54:53
    https://drive.google.com/open?id=0B0o4uR2ahBj2Z0RCWXdNYWJ4aWs

    I ripped Mr.Slam's body mesh but there's a small issue. The texture has a strange clamp effect on the top of the body and the texture on one side of the body is flipped horizontally. I think the TM2 rendering engine uses some method to render those polygons correctly but I haven't had the time to look into it how it works yet. Hope this model rip helps.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/25/17 at 07:45:14
    Toolkit Prototype x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2VDNjbE9tNFJfY3M

    Toolkit Prototype x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2cTNnQkNXSmtDRGc

    Make sure to download the version matching your operating system. Report any bugs you find in this thread. There's still some issues with the billboards which I plan on fixing next week. I do plan on making a separate thread after we've gotten rid of any major bugs. I'll include the source code with that thread as well.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/26/17 at 03:20:28

    Marltoro wrote on 07/25/17 at 07:45:14:
    Toolkit Prototype x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2VDNjbE9tNFJfY3M

    Toolkit Prototype x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2cTNnQkNXSmtDRGc

    Make sure to download the version matching your operating system. Report any bugs you find in this thread. There's still some issues with the billboards which I plan on fixing next week. I do plan on making a separate thread after we've gotten rid of any major bugs. I'll include the source code with that thread as well.


    This is some really top notch work for just a hobbyist going in blind. I can't thank you enough for doing this for the community. Although it seems the Twisted Metal community is "dormant", I know there are plenty of fans still out there that would enjoy this.

    I've been looking through a lot of these vehicles in the 3d view,a my god it is a mess of meshes. I can't believe you have been able to get this far. I really hope newer versions can interpret that raw data better, so we can display something accurate to what we see in game. The modeling methods they used in TM2 where atrocious too haha. They used some tricks to keep it as low poly as possible, and it makes you appreciate the graphics detail we get from TM3/4 & Small Brawl.

    As far as performance goes, the program ran fine. I have yet to run into any issues, and if I do, I'll let you know. Now model replacement isn't an included feature with this build, correct?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/26/17 at 03:28:38
    Yeah the mesh replacement will be a part of a future build. It just needs to be redesigned. Right now the program uses a list of raw meshes but soon I'll implement a list of entities, which will help organize things. The DPC file uses a hierarchy of entities which tell the game engine which meshes to render and how they're grouped. With the entity hierarchy the Toolkit can render entire levels.

    And yeah the graphics engine for TM2 is extremely primitive. It uses key-frame animations.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/26/17 at 10:55:32

    Marltoro wrote on 07/26/17 at 03:28:38:
    Yeah the mesh replacement will be a part of a future build. It just needs to be redesigned. Right now the program uses a list of raw meshes but soon I'll implement a list of entities, which will help organize things. The DPC file uses a hierarchy of entities which tell the game engine which meshes to render and how they're grouped. With the entity hierarchy the Toolkit can render entire levels.

    And yeah the graphics engine for TM2 is extremely primitive. It uses key-frame animations.

    Might you predict the next update release date?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/28/17 at 00:41:26
    Probably later this week or early next week. The version I'm working on now can render objects like wheels at the correct spot instead of loading just a raw list of meshes. There's actually a bug in the version I released that limits the amount of meshes that it can load. I fixed that in the version I'm working on as well.

    https://s1.postimg.org/5gosf0q7f/wheels.png
    https://s2.postimg.org/kwetv253p/image.png
    https://s4.postimg.org/dlil80lxl/MINION.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/28/17 at 13:15:01
    Yes! Great work. This is what I've been waiting for.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 07/30/17 at 03:46:23
    You're doing god's work.

    The main things I'd like to see in this tool as time goes on.

    - fully added characters, we could just assign a special weapon from the pool of characters we alreeady have, or try to allow custom special scripts. That means custom cars showing up on the car select too. 

    - Moving wheels for added characters. I'd like to have that Viper model you installed have moving wheels on it. Perhaps maybe take the script from Hammerhead or Minion?

    - Turbo and gun placements on models, I think you said you were already on this.

    - Adding new levels with ability to place weapons. Could we get Jetmoto and Suburbia in the single player map selection?

    These are my hopes and wishes haha. I have no leg to stand on when it comes to asking for this stuff, and I'm honestly just amazed you guys got this far. It's truly amazing.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 07/30/17 at 14:19:28

    Mr.SLaM wrote on 07/30/17 at 03:46:23:
    You're doing god's work.

    The main things I'd like to see in this tool as time goes on.

    - fully added characters, we could just assign a special weapon from the pool of characters we alreeady have, or try to allow custom special scripts. That means custom cars showing up on the car select too. 

    - Moving wheels for added characters. I'd like to have that Viper model you installed have moving wheels on it. Perhaps maybe take the script from Hammerhead or Minion?

    - Turbo and gun placements on models, I think you said you were already on this.

    - Adding new levels with ability to place weapons. Could we get Jetmoto and Suburbia in the single player map selection?

    These are my hopes and wishes haha. I have no leg to stand on when it comes to asking for this stuff, and I'm honestly just amazed you guys got this far. It's truly amazing.


    I'd like to change character specials. I need to find the structure though. Does anyone know where the audio files are stored? If I knew where the audio files were then I could easily find the vehicle specials. It shouldn't be hard to find even without the audio files though.

    I'd also like to add translate/scale/rotate functionality. You'd just double click the object you want to transform then click and drag to translate/scale/rotate. Then people could move the vehicle turbo. That shouldn't be too difficult.

    As for adding more cars to the select screen, I'm not sure how hard it would be. My first step for adding more cars to the select screen would be to add Minion and Sweet Tooth to the default select screen and then add DarkTooth to the select screen. Then I could try adding another car without replacing anything.

    I do plan on making a map editor but it will be a separate program from the TM Toolkit. It would share the same code-base as the Toolkit but the UI and controls would be better suited for a map editor.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/30/17 at 15:34:55
    If we could add TM1's car selection even without their original specials that would be a dream. Thinking about it, the majority of the vehicles from the original game had glorified power missiles as special weapons.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/31/17 at 06:10:26

    Marltoro wrote on 07/30/17 at 14:19:28:
    I'd like to change character specials.


    Alright.


    Convert my Grasshopper into a Pit Viper.

    Already got textures.


    See if you can edit sounds as well. Also, be able to add sounds also.

    I would love to see TM1 outlaw replacing TM2 outlaw.

    I would also like to see that one Darkside I posted about earlier.

    By what time would Crimson Fury be done?


    Possible but likely impossible: bring in the First Person View from TM1.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/31/17 at 13:39:44
    I don't think anyone has expressed interest in your Darkside mod..I left a paint by numbers version of his skin in a previous post for a reason. Just do it yourself man if you'd really like to see it.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 07/31/17 at 13:51:42
    Although I haven't been commenting on this thread, I have been following it, and a must say that I love the progress you guys have been making in modding TM2 PC, its so cool !

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 07/31/17 at 21:41:07

    Manta Ray wrote on 07/31/17 at 13:39:44:
    I don't think anyone has expressed interest in your Darkside mod..I left a paint by numbers version of his skin in a previous post for a reason. Just do it yourself man if you'd really like to see it.


    What is paint by numbers?

    there's just one problem:

    I ain't Marltoro. :D

    Also, I very busy these days.

    I very noob at this (even at skins at times!) [smiley=tongue.gif]

    I can do simple sikns, but models?

    If I was a god at making models/ fancy HD/HQ Skins and importing them... Boy, I would have ended a war I'm having with a friend of mine for a year now, months ago! ::)

    (I know, sounds weird.)

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 08/01/17 at 12:42:30

    ヒロ・ハマダ wrote on 07/31/17 at 06:10:26:
    Alright.



    Convert my Grasshopper into a Pit Viper.

    Already got textures.


    See if you can edit sounds as well. Also, be able to add sounds also.

    I would love to see TM1 outlaw replacing TM2 outlaw.

    I would also like to see that one Darkside I posted about earlier.

    By what time would Crimson Fury be done?


    Possible but likely impossible: bring in the First Person View from TM1.


    Practice makes perfect my friend. Just start messing with textures and make cool shit. The tools make it super easy to reolace anything you want.
    Also, would you mind changing your siginature gif? That takes up like half the page, and slows it down to a snails pace. I'm on mobile a lot haha. I'd appreciate it. Maybe just like shrink it down a lot?

    I'll also try and locate the sounds. They are easy to find on the PS2 version when you dissect a rom, but I'm not sure where they are on PC. Someone on here replaced the machinegun sound a while back. Maybe I'll try to dig up more info on that, and we could find the sounds easier.

    Title: Re: TM 1+2 Modding thread
    Post by HiroHamada on 08/01/17 at 13:31:07

    Mr.SLaM wrote on 08/01/17 at 12:42:30:

    Also, would you mind changing your siginature gif? That takes up like half the page, and slows it down to a snails pace. I'm on mobile a lot haha. I'd appreciate it. Maybe just like shrink it down a lot?


    バナーをチェックしてください。

    Let us all Slam endlessly.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/01/17 at 21:37:42
    I'm not going to have enough time to work on other mods until after the Toolkit's official release. I'd like to fix billboards, reorganize and document some of the code, and release the source code with the official release. This could potentially become a collaborative project if other programmers get interested in TM modding so I have to write a good amount of documentation.

    Adding and replacing meshes will require another code library that could potentially have issues on some computers so I don't want to include that with the first release, but it will be added shortly after.

    I'm still going to release another prototype early next week but I'm really pushing to get the official release done with open source code. The prototype that I have now fixed some smaller bugs and includes some performance improvements.

    I do think we can get the Toolkit to work with other games made by the same game engine and the PS1 version of TM2. I'd like to get it working with the beta version of TM2 and see if we can find any cut content.

    Is there a beta version of TM1?

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/01/17 at 21:47:05

    Marltoro wrote on 08/01/17 at 21:37:42:
    Is there a beta version of TM1?


    Somewhat, but I don't know if it exists anymore. it was apparently only seen in a video demo.

    also, I doubt 'High Octane' exists at all.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/02/17 at 04:40:00
    As far as cut content I only know of the boats in Hong Kong Krunch.

    Title: Re: TM 1+2 Modding thread
    Post by Archminion on 08/03/17 at 15:09:00
    I have a beta of TM1.
    It has some level differences and the boss Minion is called Mind Tank instead.

    It's got quite a few differences from the final.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 08/03/17 at 15:27:02
    Wow, I had no idea that a TM1 beta existed, that's a rare find ! :o

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/03/17 at 15:39:30

    Archminion wrote on 08/03/17 at 15:09:00:
    I have a beta of TM1.
    It has some level differences and the boss Minion is called Mind Tank instead.

    It's got quite a few differences from the final.


    Oh shit really? Is it for PS1?

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/03/17 at 20:19:23

    Archminion wrote on 08/03/17 at 15:09:00:
    I have a beta of TM1.
    It has some level differences and the boss Minion is called Mind Tank instead.

    It's got quite a few differences from the final.

    Let's uhh... Let's see this lol we're all curious man.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/04/17 at 01:06:29
    That actually sounds legit..



    You mean to tell me you've had this beta the whole time?!

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/04/17 at 01:22:04

    Manta Ray wrote on 08/04/17 at 01:06:29:
    That actually sounds legit...

    Especially when you consider the back story of Minion, He was a Tank that could go into the driver's thoughts, and it was taken by the gang Apocalypse 9.

    Title: Re: TM 1+2 Modding thread
    Post by Archminion on 08/04/17 at 06:11:37
    yeah ps1 version, pm me

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/05/17 at 06:40:37
    New prototype. Right now objects are organized into entities.
    If you want to see an entire level, you need to select the root entity at the very end of the entity list.
    We're getting fairly close to the official release which will have a separate thread.

    *I forgot to mention that billboards are disabled for now. So things like Sweet Tooth's head or weapon pickups won't appear.
    *It crashes when trying to open Freeway. Looking into it

    TMTK Prototype 2 - x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2d2pzWE1ZcVpsQlk

    TMTK Prototype 2 - x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2YlFhMGNWbGtvX1E

    https://s3.postimg.org/qzh1jknzz/hkong.png https://s3.postimg.org/y7mc0nmkv/DISH.png https://s1.postimg.org/4e9vshduz/BURB.png https://s3.postimg.org/jbxqoubpr/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/05/17 at 07:27:59
    This is amazing work. I actually can't believe this is something you were able to program on your own.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/05/17 at 20:03:19
    This is turning out truly amazing, and I wish there was a way to temporarily private this board and hide it away from Sony and stuff. They probably don't want us having cool toys like this being made for things from like 20 years ago that they still want to try and make money off of because greediness.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/05/17 at 20:29:59

    Big Boss wrote on 08/05/17 at 20:03:19:
    This is turning out truly amazing, and I wish there was a way to temporarily private this board and hide it away from Sony and stuff. They probably don't want us having cool toys like this being made for things from like 20 years ago that they still want to try and make money off of because greediness.


    I am a little worried considering the fact that I want to make this into an open-source project so me and other programmers could collaborate and add new stuff to it. We may have to change the name but even then I'm not sure if it will protect it. We could name it "Project Steel" or something more generic.

    I've seen open-source code repositories for crazy shit like World of Warcraft server emulators and I have no idea how they get away with that. I might need to consult with someone who knows more about open-source.

    On the plus side, at least Rockstar Games doesn't own Twisted Metal.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/05/17 at 22:01:03
    I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/06/17 at 01:52:43

    Manta Ray wrote on 08/05/17 at 22:01:03:
    I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.

    Did not find really much of anything on Sony.


    Nintendo, on the other hand...



    I'm still surprised they're still letting us mod and hack mariokart games considering Nintendo's beef with fan games...

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/06/17 at 02:45:43
    There's tons of PS1, PS2 emulators and roms online. I don't understand how those websites get away with that.

    Regardless, I think I'm going to change the name of the toolkit to something else. On the code repository, it will be described as a general purpose modding toolkit for games. I won't mention Twisted Metal anywhere.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 08/06/17 at 06:03:05

    Manta Ray wrote on 08/05/17 at 22:01:03:
    I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.


    Yeah, Sony isn't going to do a damn thing. We're fine. It's a 21 year old PC game. I'm just happy it's finally getting some love.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/06/17 at 07:49:27
    Outside of FREEWAY.DPC did the Toolkit crash when loading a file?

    Right now I'm focused on fixing bugs before adding any new features. I think I'll release the source code this month. The UI code is a mess. I don't think we need a private board for this. I really doubt Sony would care unless we were charging money for it or something serious.

    In order to build it you'll need Visual Studio 2017 and MonoGame Pipeline to compile the shaders.
    http://www.monogame.net/2017/03/01/monogame-3-6/

    *I might just call it Twisted Toolkit or something, and as much as I like the Sweet Tooth icon, we may need to change that to something non-copyrighted just to be safe.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/06/17 at 18:15:39

    Marltoro wrote on 08/06/17 at 07:49:27:
    Outside of FREEWAY.DPC did the Toolkit crash when loading a file?

    Right now I'm focused on fixing bugs before adding any new features. I think I'll release the source code this month. The UI code is a mess. I don't think we need a private board for this. I really doubt Sony would care unless we were charging money for it or something serious.

    In order to build it you'll need Visual Studio 2017 and MonoGame Pipeline to compile the shaders.
    http://www.monogame.net/2017/03/01/monogame-3-6/

    *I might just call it Twisted Toolkit or something, and as much as I like the Sweet Tooth icon, we may need to change that to something non-copyrighted just to be safe.

    Is it possible the source code of Twisted could be rewritten to thus become open source similar to what modders have done with DOOM? Realistically I want to complete a total conversion mod, but If we could build new games off of this engine that would be amazing. I always envisioned a Twisted Metal game where you could leave your vehicle and go into a first person run and gun mode.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/06/17 at 18:33:00

    Manta Ray wrote on 08/06/17 at 18:15:39:
    Is it possible the source code of Twisted could be rewritten to thus become open source similar to what modders have done with DOOM? Realistically I want to complete a total conversion mod, but If we could build new games off of this engine that would be amazing. I always envisioned a Twisted Metal game where you could leave your vehicle and go into a first person run and gun mode.


    I'm sure it would be possible to rewrite the game engine but I have no idea how many people or how long it would take. In terms of game programming I only have some experience writing code for graphics and 3D rendering but I've never even touched AI, game networking, or game physics.

    I do think we could make a total conversion with the TM2 engine. I don't have a complete product yet but I have been testing different parts of map creation. Maps use RMP (Ramp) files to define the slopes you can drive on and I almost have a complete RMP compiler working. We could make a map editor using the same code base as the Toolkit. I think a map editor would be one of the best things to help revitalize the TM community.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/06/17 at 18:37:47

    Marltoro wrote on 08/06/17 at 18:33:00:
    I'm sure it would be possible to rewrite the game engine but I have no idea how many people or how long it would take. In terms of game programming I only have some experience writing code for graphics and 3D rendering but I've never even touched AI, game networking, or game physics.

    I do think we could make a total conversion with the TM2 engine. I don't have a complete product yet but I have been testing different parts of map creation. Maps use RMP (Ramp) files to define the slopes you can drive on and I almost have a complete RMP compiler working. We could make a map editor using the same code base as the Toolkit. I think a map editor would be one of the best things to help revitalize the TM community.

    Absolutely. Skins are nice, but if we can recreate levels from Twisted 1 and games like Rogue Trip as well as original concepts, that would truly (quite literally) change the game.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 08/06/17 at 21:29:17
    Dammit, you guys are gonna get me to re-download TM2 PC. So the toolkit will make replacing models and textures noob-proof? And is it possible to rip models from PS1 games, such as TMSB? I don't know anything about this stuff so I didn't know the lengths at which things would be compatible.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/06/17 at 22:13:15

    Ripzsaur wrote on 08/06/17 at 21:29:17:
    Dammit, you guys are gonna get me to re-download TM2 PC. So the toolkit will make replacing models and textures noob-proof? And is it possible to rip models from PS1 games, such as TMSB? I don't know anything about this stuff so I didn't know the lengths at which things would be compatible.


    It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

    The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/06/17 at 23:42:33

    Marltoro wrote on 08/06/17 at 22:13:15:
    It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

    The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.

    I'm assuming Gran Turismo also uses this same system?

    Any chance of ever getting higher quality skin formats in-game? The greater resolution is nice, but it makes the textures really muddy looking when you have to scale it down to a bmp file. Either way, there's a lot of room for improvement with the current game's graphics I am finding, particularly with lining them graphics up correctly to the meshes.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 08/07/17 at 00:42:32

    Marltoro wrote on 08/06/17 at 22:13:15:
    It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

    The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.

    Matter of fact now that you said that, I think I remember seeing somewhere on here that TMSB was built with a tweaked TM2 game engine. I'll have to look into that sometime in the future. I saw the realistic vehicles you modded into the game. I believe it was a Viper? So anything of the approximate resolution of and graphical fidelity of PS1 games will be innately supported, correct? That would be really cool. If you guys get it so we can add a large amount of cars to the character select section, the opportunities would be endless. Especially with the map editor, we could combine all of SingleTrac's PS1 works into a huge Car Combat game. I'm not sure how well Rogue Trip would mesh though, it seems like it's on a different engine. I'm not sure though.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/07/17 at 02:55:15
    There is a playstation model format called DMD, which the Twisted Metal engine's mesh file is heavily based on. In fact it seems like it's just a slightly modified version of DMD. The Toolkit should work with pretty much every game engine that uses DMD or a similar format, I just don't know how hard it would be to replace meshes and textures on the PS1 version of games. I only tried PS1 models but I'm pretty sure it can handle at the very least PS2 Gran Turismo meshes.

    I'm experimenting with higher resolution textures. When you try anything with an area above an area of 512x512, you either get a clamp effect or a black smudge effect. I'm testing Spectre with a 1024x1024 texture so hopefully I can figure out what causes this.

    If I can't get past the texture memory limit then the only other option I can think of is to modify the meshes so they use multiple 512x512 textures instead of one texture. I don't have much experience with 3D modelers so I don't know if that would be easy or a huge pain in the ass.

    https://s3.postimg.org/p0h5xnp67/Spectre_1024_1024.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 08/07/17 at 04:17:20
    PSA. I ripped all of the vehicle textures from Rogue Trip if anyone wants them for TM2 skins. I'll have to double check what format they use for models.
    I tried ripping small brawl assets, but the car info is in a .PSX file, which from my research, can't be opened by anything already on the net. It would have to be written from scratch.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/07/17 at 07:38:54
    Some textures still get that strange clamp effect even when they're at 512x512 pixels. This could be an issue with the texture coordinates. I'm looking into it.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 08/07/17 at 07:49:27

    Mr.SLaM wrote on 08/07/17 at 04:17:20:
    PSA. I ripped all of the vehicle textures from Rogue Trip if anyone wants them for TM2 skins. I'll have to double check what format they use for models.
    I tried ripping small brawl assets, but the car info is in a .PSX file, which from my research, can't be opened by anything already on the net. It would have to be written from scratch.

    Well isn't that a bummer. I've heard that problem before, I'm surprised no developer program has been leaked all of these years.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/07/17 at 14:53:07
    Hey guys, I really don't think I can bypass the 512x512 limit without getting that clamp effect. Even some textures at 512x512 get the clamp effect on surfaces that repeat a lot like grass. I think the only workaround for this would be to remap the textures on meshes that have this issue. We can have cars with HD textures if we just use multiple textures for different parts. The default texture coordinates on cars are screwed up anyway so may as well replace them.

    In case you don't know what I'm talking about, the clamp effect looks like this, but most meshes seem unaffected by it:

    The only way to fix this for now is to use a smaller texture. We may be able to find out what exactly causes the clamp effect.

    https://s3.postimg.org/sdel39d0f/clamp.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/07/17 at 18:10:08
    I have ripped all of Rogue Trip's files including the level textures, but they are of the same quality as Twisted Metal 2's. If there is a way to reprogram which textures appear on the map maybe we can add more variety and thus have higher quality graphics. For example, if the repeating grass textures were broken up into several quadrats of a high quality image maybe we can achieve this.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/08/17 at 04:15:29
    Even just a slight resolution boost would be nice. Hopefully you can fix this problem soon though. I think this might be an intentional limitation for slower computers back then imo

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/08/17 at 10:27:19
    Fixed Freeway crash. Fixed a couple small/annoying texture replacement bugs. I also removed the texture size limit. Some textures actually worked at 1024x512. As for the clamp issue, I'll be able to fix it when we can replace meshes.

    TMTK Prototype - x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2d2pzWE1ZcVpsQlk

    TMTK Prototype - x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2YlFhMGNWbGtvX1E

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/08/17 at 13:43:41
    things seem to be lookin good round here!

    So that's what it's called...

    'Clamp Effect'...

    I always simply called it 'over-stretched textures!' ;D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/08/17 at 16:36:52
    Apparently I was wrong about 512x512 being the max size for the cars because 1024x512 works too.

    https://s1.postimg.org/h0wq8jb7v/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/08/17 at 18:08:47
    You can get some decent skyboxes with the toolkit. 1024x512
    And that's with the default sky mesh.

    https://s1.postimg.org/vydkr04p7/sky.png

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/09/17 at 13:03:42

    Marltoro wrote on 08/08/17 at 18:08:47:
    You can get some decent skyboxes with the toolkit. 1024x512
    And that's with the default sky mesh.

    https://s1.postimg.org/vydkr04p7/sky.png

    神聖なたわごと、それはいくつかの良いレンダリングです!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/09/17 at 14:46:30
    Anyone wanna make a new icon for the toolkit? I don't want to use the current icon because I don't want to risk any kind of copyright issues. If you guys have any ideas let's hear them.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/09/17 at 16:36:02
    Guys, I got 2048x2048 textures work with no clamp/stretch effect. I think it started working after I ran the TM2 SETUP.EXE file. I'll keep experimenting to see what this game engine can handle. I have to update the patcher for this to work but it'll be super easy.

    IMO this looks so fucking good. I think we're finally gonna get the HD Twisted Metal 2 we've always wanted. Even the cars can get 2048x2048 textures. Spectre in the last image is using a test 2048x2048 texture.

    https://s1.postimg.org/f6ija067f/image.png
    https://s2.postimg.org/btmuyvuat/image.png
    https://s2.postimg.org/v05zeea7p/HD2.png

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/10/17 at 05:30:02
    I'm starting to wonder if that grass was ripped from Halo. It's looks familiar.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/10/17 at 11:41:28
    Occasionally when using extremely large textures like 2048x2048 you'll get an out of memory error. I'm looking into how to fix it. Also the load times become really long when using extremely large textures so I'm looking into ways to improve that as well.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 08/11/17 at 09:03:31

    Marltoro wrote on 08/08/17 at 10:27:19:
    Fixed Freeway crash. Fixed a couple small/annoying texture replacement bugs. I also removed the texture size limit. Some textures actually worked at 1024x512. As for the clamp issue, I'll be able to fix it when we can replace meshes.

    TMTK Prototype - x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2d2pzWE1ZcVpsQlk

    TMTK Prototype - x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2YlFhMGNWbGtvX1E


    This is looking fucking amazing. Great work! Could you give a run down on the current tool kit build? What kind of features does it have compared to the older one? I may also throw together an icon for us to use. I'll get back to you!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/11/17 at 10:42:16
    The current build has the Collada importer almost finished, which should be released this month. I'd also like to add a tool for moving objects around like turbo exhausts but that will likely be after I finish the Collada importer. I'd like the tool to allow you to click and drag to move, scale, and rotate objects.

    New Mesh Manager Panel
    https://s2.postimg.org/z40yv766d/mesh.png

    I'm still working on a fix for improving the loading times for larger textures.

    The next prototype will also include an updated patcher that will allow 2048x2048 textures to work properly. The texture limit may be even higher than that but I haven't tested it.

    The icon shouldn't have any copyrighted characters like Sweet Tooth

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/11/17 at 19:43:32
    You can get some decent meshes too. I'm still testing the limit of the replace mesh tool.

    https://s2.postimg.org/cqtorrm6d/Untitled.png

    https://s1.postimg.org/7009mgy3f/image.png

    https://s1.postimg.org/47722fxqz/TM2_-_Copy_2017-08-06_23-46-51-35.png

    https://s1.postimg.org/o331hzesb/TM2_-_Copy_2017-08-06_23-52-40-33.png


    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/12/17 at 01:38:26
    Holy damn, sexy.

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 08/12/17 at 16:07:31

    Marltoro wrote on 08/11/17 at 19:43:32:
    You can get some decent meshes too. I'm still testing the limit of the replace mesh tool.

    https://s2.postimg.org/cqtorrm6d/Untitled.png

    https://s1.postimg.org/7009mgy3f/image.png

    https://s1.postimg.org/47722fxqz/TM2_-_Copy_2017-08-06_23-46-51-35.png

    https://s1.postimg.org/o331hzesb/TM2_-_Copy_2017-08-06_23-52-40-33.png

    BOURAK!!!!!!!!!!!!!!!!




    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/13/17 at 12:28:23

    ヒロ・ハマダ wrote on 08/12/17 at 16:07:31:
    BOURAK!!!!!!!!!!!!!!!!





    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/13/17 at 14:31:28
    Some TM1 levels work now. Ignore the messed up billboards.

    https://s2.postimg.org/4p24da5ad/TM1_PARK.png

    https://s2.postimg.org/7kf7k59ad/TM1_PARK2.png

    https://s1.postimg.org/alea94w97/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/13/17 at 15:19:33
    Hopefully through a level editor and some other hacky means, they'll be able to playable at least in multiplayer in TM2.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/14/17 at 04:03:14

    Big Boss wrote on 08/13/17 at 15:19:33:
    Hopefully through a level editor and some other hacky means, they'll be able to playable at least in multiplayer in TM2.

    Regarding the map editor, the hard part isn't rendering a custom level with custom meshes; it's getting the collision to work. In case you're curious, there's two main structures for having solid levels. Collision boxes and slopes. Slopes are defined as polygons, triangles, or spheres that can be driven on. Slopes are found in the .RMP (Ramp?) files.

    Collision boxes are found in the DPC file and define solid objects that you can crash into. The structure for the slopes is small and I easily cracked it while the structure for collision boxes is . . . I can't even begin to crack it. The structure for collision boxes is made up of 112 bytes or 28 four-byte values and I can't find any real consistency between them. Some of the values define rotations and all kinds of weird shit. It may be the only data structure where I'm going to have to ask someone about what kind of technique they were using. Maybe they did something weird like the first 16 values represents a 4x4 matrix while the remaining 12 represent something else. Sometimes changing a value causes the collision box to travel along an X, Y, or Z axis forever. Other times changing a value slices a collision box diagonally.

    I think they used this:

    https://s2.postimg.org/9dzm0c1o5/oob.jpg

    I'm still working on a RMP file compiler that will take collada files and convert them to slope formats within an RMP file.


    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/14/17 at 16:18:47
    I actually did try using Wine to play this game, but there are white squares everywhere, blocking my view (it did that almost every time I played MUGEN). I guess it's this kind of program that Wine can't run perfectly. I can't even see what I'm selecting in the main menu, so I can't change the controls.
    I'll have to do some more digging sometime. In the meantime, I am staring dreamily at these endless possibilities of editing the game. I may or may not request for 3D models from TMB and TMHO to be added.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/14/17 at 18:20:43

    Coleiosis wrote on 08/14/17 at 16:18:47:
    I actually did try using Wine to play this game, but there are white squares everywhere, blocking my view (it did that almost every time I played MUGEN). I guess it's this kind of program that Wine can't run perfectly. I can't even see what I'm selecting in the main menu, so I can't change the controls.
    I'll have to do some more digging sometime. In the meantime, I am staring dreamily at these endless possibilities of editing the game. I may or may not request for 3D models from TMB and TMHO to be added.


    I couldn't rip models from TMB unless they used a standard 3D model format used by Sony. Did you try using Windows inside of VirtualBox? I've used the Toolkit and played TM2 using VirtualBox running inside Fedora.

    Actually, I've never even played TMB but it looks and sounds like the best TM ever made.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/14/17 at 20:19:38
    You're missing out on too much, man! You gotta go for it!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/16/17 at 01:32:12
    I'll be releasing another version of the Toolkit within the next couple weeks.
    It has insanely fast texture replacing. I was able to replace every texture with a 2048x2048 texture almost instantly.
    It also has a Collada importer and mesh replacement tool. As well as texture replacement fixes/improvements.

    I'll also have to update the patcher so it can allocate more space for bigger TPC files.

    In addition to that, I'm getting closer to releasing the source code as well. It's getting more organized.

    After the core features are done I'd like to add some smaller features like screenshot functionality and full screen mode. Full screen mode would be nice when running the Toolkit inside a virtual machine.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 08/17/17 at 02:58:20
    Someone ripped Head-On models a while back. You may be able to find them. I'll take a look for one.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/17/17 at 03:09:39

    Mr.SLaM wrote on 08/17/17 at 02:58:20:
    Someone ripped Head-On models a while back. You may be able to find them. I'll take a look for one.


    Did they say anything about the developers using a standard Sony model format? The TM2 engine uses a modified version of Sony's DMD format which made it easy to get TM1 and TM2 working.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/17/17 at 05:52:27
    Here's my idea for map editing.

    The easiest and quickest way to make custom maps would be to make a program that converts Collada files into DPC files. This has the advantage of letting everyone use pretty much any 3D editor they want and would by far take the least amount of time to make. Collada uses XML so we could potentially add custom properties to XML elements.

    It wouldn't take very long to make a program that converts Collada to DPC. In fact, the Toolkit itself already has most of the code that would be needed.

    I really think this is the route we should go regarding map editing. People could use programs like Blender to design their maps.

    If I had to create a map editor program from scratch, it would take 10x as long and wouldn't have nearly as many features as Blender. Plus Blender is free and cross platform.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/22/17 at 10:34:46
    Here's another update. It has improved loading time for HD textures and the patcher has been updated to allow HD textures without crashing. The Collada importer is nearly done and I'll include that in the next release.

    Twisted Toolkit Prototype - x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2QUdSYzdqYUhYcnc

    Twisted Toolkit Prototype - x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2MVNzTkZBUzQ3dmM

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/22/17 at 14:41:02
    Wait, so level editing is nearly here? Seriously?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/22/17 at 15:02:07
    The Collada importer for replacing meshes/skins is nearly done. I haven't started on the Collada converter for making map files yet. That will take a some time and I still have to figure out things like collision.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 08/23/17 at 09:39:04

    Marltoro.. Thank you immensely for creating this tool.  Very excited to be modding the game. 

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/25/17 at 22:13:06
    Next release will have a Collada exporter as well. You'll be able to rip meshes from both TM1 and TM2.

    After the mesh importer/exporter functionality is done I'll focus on fixing billboards and other objects that are out of place. I'm also really close to making the source code public.

    Btw if anyone knows where the sound files are please let me know. They can be used to find all sorts of useful things including vehicle specials.

    https://s27.postimg.org/pa89w5dm7/image.png https://s27.postimg.org/qrtq7picv/DISH.png https://s27.postimg.org/auuyazpyn/HKONG1.png https://s27.postimg.org/4elzkwhf3/HKONG2.png
    https://s27.postimg.org/esi80ecrz/XARENA.png https://s27.postimg.org/tpqp1eq0f/XPARK.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/26/17 at 08:56:14

    Marltoro wrote on 08/25/17 at 22:13:06:
    Next release will have a Collada exporter as well. You'll be able to rip meshes from both TM1 and TM2.

    After the mesh importer/exporter functionality is done I'll focus on fixing billboards and other objects that are out of place. I'm also really close to making the source code public.

    Btw if anyone knows where the sound files are please let me know. They can be used to find all sorts of useful things including vehicle specials.

    https://s27.postimg.org/pa89w5dm7/image.png https://s27.postimg.org/qrtq7picv/DISH.png https://s27.postimg.org/auuyazpyn/HKONG1.png https://s27.postimg.org/4elzkwhf3/HKONG2.png
    https://s27.postimg.org/esi80ecrz/XARENA.png https://s27.postimg.org/tpqp1eq0f/XPARK.png

    I have ripped sound effects previously from the PSX versions, I imagine the file infrastructure is similar.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/26/17 at 15:16:03
    What file format were the sound files in?

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/26/17 at 17:06:19
    This is where I come in.  ;)

    The file format for the PlayStation originals of Twisted Metal 1, 2, and even the latter PSX games that we don't much like to talk about often here is the standard PlayStation sound formats.

    The file you want to look for is UACORE.VAB in this case for Twisted Metal 2 PSX.

    The extension .VAB, Virtual Audio Bank for short, contains .VAG files which are the PlayStation's proprietary PCM audio files for each sound effect and whatnot.

    .VAG files (I don't know the abbreviation for this one but LOL VAGina so funny immature joke sorry haha) iirc also sometimes contain looping data. For example: the turbo sound. But my memory could be shit, and that could actually be in the .VAB

    Come to think of it, and I apologize for my rambling. I've noticed sometimes that some of the sound effects are comprised of multiple .VAG files, playing at different tempos and pitches and whatnot E.G. Sweet Tooth's firing sound, or Dark Tooth's firing sound.

    There's also .VB and .VH files which aren't present. But they exist for other purposes with other games.

    I'd recommend researching those in particular, there's already leaked Sony tools that work perfectly, but if you could reverse engineer them and make them work on modern OS' and make them cross-platform? You'd kick serious fucking ass, needless to say. :P

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/26/17 at 19:35:14
    I already ripped the TM1 sound files you need:
    http://www.mediafire.com/file/zj044jnb5kbtm5o/TM1+sounds.zip

    Now we can all spare the fuss. Not to be rude or anything.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/27/17 at 13:42:07

    Coleiosis wrote on 08/26/17 at 19:35:14:
    I already ripped the TM1 sound files you need:
    http://www.mediafire.com/file/zj044jnb5kbtm5o/TM1+sounds.zip

    Now we can all spare the fuss. Not to be rude or anything.

    I don't think it's the files that we need, but finding the directory within TM2PC..correct?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/27/17 at 18:04:06

    Manta Ray wrote on 08/27/17 at 13:42:07:
    I don't think it's the files that we need, but finding the directory within TM2PC..correct?


    Yeah I need to find the directory within TM2PC that has the audio files.

    And Big Boss, do you have a link to the Sony tools? I'm not sure which ones you're referring to

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/27/17 at 20:40:56

    Marltoro wrote on 08/27/17 at 18:04:06:
    Yeah I need to find the directory within TM2PC that has the audio files.

    And Big Boss, do you have a link to the Sony tools? I'm not sure which ones you're referring to

    I'll go digging for them. I don't remember where they were exactly. I'll let you know if I find the link for the download.

    http://www.theisozone.com/downloads/playstation/tools/ps1-psx-hack-tools-v20/ Could be in here but iirc this was a little sketchy, run a malware scan on the stuff here. Because I remember getting them from a different source than this. Although I did install this one and it seemed fine, it just was weird.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/30/17 at 05:35:04
    Here's the latest version of the Twisted Toolkit Beta. It includes mesh importing and exporting.

    Twisted Toolkit Beta - x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2VF9wM1A5ZWFOV3M

    Twisted Toolkit Beta - x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2c0UtcnQwRURoakU

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/31/17 at 05:37:55
    Sweet! Now we can get the 3D models easier this way!

    Maltoro, you are da man! ;D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/31/17 at 10:17:19

    Coleiosis wrote on 08/31/17 at 05:37:55:
    Sweet! Now we can get the 3D models easier this way!

    Maltoro, you are da man! ;D


    Yeah you can rip entire levels. I know some objects are out of place and some of the billboards still need fixed.

    Btw, there's an issue when trying to run it in VirtualBox where the mouse doesn't control the camera properly. I'm looking into that too.

    * I forgot to mention in the readme that there's a couple things you need to be aware of when importing meshes.

    1.) Polygons cannot overlap or else the game engine will only render one of the overlapping polygons.
    2.) Polygons cannot be extremely tiny or else strange black artifacts appear and the polygon isn't rendered.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 08/31/17 at 13:32:58
    Now to see someone port a Twisted Metal 1 level to Twisted Metal 2, and if you figure out the AI shit, make it so that the secret levels are not only made accessible in challenge mode, and tournament mode. But figure out how to give the AIs proper spawning and paths, could probably just rip them from TM1 at this point.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 08/31/17 at 14:12:53

    Big Boss wrote on 08/31/17 at 13:32:58:
    Now to see someone port a Twisted Metal 1 level to Twisted Metal 2, and if you figure out the AI shit, make it so that the secret levels are not only made accessible in challenge mode, and tournament mode. But figure out how to give the AIs proper spawning and paths, could probably just rip them from TM1 at this point.


    I do think at some point we can port TM1 maps to TM2 with proper spawning. At least they would work as multiplayer maps. As for AI I'm really not sure. I think the AI data is stored in the GRP files found in the Terrain folder but TM1 has them somewhere else. I guess having AI depends on if we can crack the GRP file. When the GRP file is empty, the AI will stay near the center of the map, drive back and forth, and keep firing missles at you.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 09/01/17 at 05:16:53
    ;)Check it out..  https://skfb.ly/6tqNX
    Darkside!  Amazing job with the tool Maltoro!
    Thank you again.  I am already experimenting what we could do with this.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/01/17 at 07:34:33

    Taurus wrote on 09/01/17 at 05:16:53:
    ;)Check it out..  https://skfb.ly/6tqNX
    Darkside!  Amazing job with the tool Maltoro!
    Thank you again.  I am already experimenting what we could do with this.


    I'm excited to see what people make with the toolkit. The core features are done (texture modding, model modding) but I still have some small features to add and some bug fixes. When the Wiki is done I'll post a link to the source code as well.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 09/01/17 at 09:35:06

    Marltoro wrote on 09/01/17 at 07:34:33:
    I'm excited to see what people make with the toolkit. The core features are done (texture modding, model modding) but I still have some small features to add and some bug fixes. When the Wiki is done I'll post a link to the source code as well.


    Thank you greatly again.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/01/17 at 10:37:29
    If you get an error message about Assimp64.dll or Assimp32.dll, download this:
    https://www.microsoft.com/en-us/download/details.aspx?id=30679

    I'll work on a solution/workaround for this issue. I also installed Windows 10 and the camera movement seems to be too sensitive. I'll work on a fix for that too.

    To anyone else using this on Windows 10, does the camera act odd?

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 09/01/17 at 11:45:23







    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 09/01/17 at 11:50:43

    Marltoro wrote on 09/01/17 at 10:37:29:
    To anyone else using this on Windows 10, does the camera act odd?

    The question I would be asking is: would there be evidence and proof that TM1 PC and TM2 PC run on Windows 10?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/01/17 at 12:20:16
    TM2 works on Windows 10 after you enable DirectPlay. You have to go to Control Panel -> Programs -> Turn Windows Features On and Off. Then open the Legacy Components tab then check DirectPlay.

    https://s28.postimg.org/7uy52q20p/win_10.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/01/17 at 21:27:07
    I have an original copy arriving the mail this week, hopefully I can get it fully running. I'll be messing around with the new tool kit quite a bit soon, just downloaded Blender.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/02/17 at 09:27:50
    I think I fixed the drifting camera issue. If you had this issue then download the latest version from my signature.

    Also I plan on making a PSD (Photoshop) file importer. That way you won't have to export a BMP file for every texture you make. You can just save your Photoshop file then import it directly.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/03/17 at 14:36:32
    It seems that the mesh exporter is working fine but there's an issue with the importer. It's not assigning textures correctly. I'm working on a fix.

    On a side-note, I added mouse sensitivity settings under the Input Settings section.

    https://s9.postimg.org/yv91ehj0b/Mouse_Sensitivity.png

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 09/04/17 at 15:20:26
    Hey, Marltoro, any guarantee that if there will be another darkside release, the textures will be correctly aligned?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/04/17 at 15:53:08
    I was wanting to release a TM1 car pack at some point. Yeah I know the original textures were screwed up, especially Yellow Jacket. Me or someone else would just have to export the meshes, realign the texture coordinates, and then replace the old mesh.

    I'm still having issues with the mesh importer/exporter that I'm trying to fix. I'm not 100% sure but it seems upgrading to Windows 10 causes more issues with the Toolkit. I'll try to have a fix later this week or next week. In fact, I'm going to have to redo some of the mesh import/export code but it will be better in the long-run.

    The source code repository is here:
    https://bitbucket.org/mrees240/toolkit/

    You should just ignore the mesh import/export code for now since it's going to be redone completely. I started a wiki and if there's anything you want me to add to the wiki let me know.

    The TMLibrary module has all the code for parsing DPC, TPC files. WpfCore and TMTool modules are just for the GUI.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/06/17 at 21:04:29
    Another mini-update. I found the data for diffuse lighting so I applied them to the models. Still working on the Collada fixes.

    Here's a shot without diffuse lighting:

    https://s26.postimg.org/9hxfnmchx/0_No_Diffuse.png

    The one with diffuse lighting looks more like how it should look in game. The mountains are more colorful.

    https://s26.postimg.org/q4ezwp5fp/Diffuse.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/06/17 at 22:50:46
    Is there a way to add multiple light sources?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/07/17 at 00:26:10

    Manta Ray wrote on 09/06/17 at 22:50:46:
    Is there a way to add multiple light sources?


    Each vertex in the polygon has an assigned diffuse color. It doesn't use light sources rather hard-coded colors for each vertex.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/07/17 at 00:41:08
    It feels like Twisted Metal had lighting that worked differently than the sequel, especially on the PC version.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/08/17 at 00:23:56
    Another mini-update. The next release will have animations.

    https://webmshare.com/play/eQqGy
    https://webmshare.com/play/0KWaj

    I think TM1 used the same hard coded diffuse values as TM2.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/08/17 at 01:04:20

    Marltoro wrote on 09/08/17 at 00:23:56:
    Another mini-update. The next release will have animations.

    https://webmshare.com/play/eQqGy
    https://webmshare.com/play/0KWaj

    I think TM1 used the same hard coded diffuse values as TM2.

    Ha, that's pretty damn cool. I wonder if we'd be able to make a level with moving platforms at some point like Black Rock Stadium in the new game.

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 09/08/17 at 04:00:48

    Manta Ray wrote on 09/08/17 at 01:04:20:
    Ha, that's pretty damn cool. I wonder if we'd be able to make a level with moving platforms at some point like Black Rock Stadium in the new game.


    or make cars have animations, like the pedbasher from Carmageddon with it's moving spikes!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/08/17 at 21:48:24
    It may be possible to have custom animations. The only downside is that the engine uses key-frame animations so if you have a complex animation, the file size would get really big. I'd love to have a car with a spinning blade like this motherfucker:

    https://s26.postimg.org/4rjfjd2rp/aod_photo_09.jpg

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/09/17 at 00:12:34
    We could have Brimstone with a squirming radical attached to the front of the car. It'd have really jerky animation, but it'd be pretty bad ass to see.

    Title: Re: TM 1+2 Modding thread
    Post by Road-Kill_3197 on 09/10/17 at 03:45:41

    Manta Ray wrote on 09/09/17 at 00:12:34:
    We could have Brimstone with a squirming radical attached to the front of the car. It'd have really jerky animation, but it'd be pretty bad ass to see.


    Just use the sprite of the tm2 fan on the bumper of an edited model of shadow and you'd be in business!

    Title: Re: TM 1+2 Modding thread
    Post by FMVSweetTooth1995 on 09/10/17 at 21:50:18

    Road-Kill_3197 wrote on 09/10/17 at 03:45:41:
    Just use the sprite of the tm2 fan on the bumper of an edited model of shadow and you'd be in business!


    I had a similar idea with using sprites to depict the drivers once the cars are destroyed, sort of simulating a possible ramming bonus like in TMB. 

    Then I was watching the deleted Twisted Metal ending of Sweet Tooth, and immediately imagined a sprite of him armed with a machine gun and shouting about having a pineapple as you attempt to run him down. TM1 did have sprites that could harm the player after all.

    My big fantasy is to see all versions of Sweet Tooth duke it out in a Twisted Metal game, like having TMB Sweet Tooth's robot mode go up against TM2012's, and the virtually identical Sweet Tooth step vans of TM 1&2work as a team against the newer guys.

    :P

    Would there actually be a way to put cars from Small Brawl and Rogue Trip in TM2?  For me they represent an evolution in the franchise by sporting bouncing and turning wheels. 

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/11/17 at 10:41:58

    Marltoro wrote on 09/07/17 at 00:26:10:
    Each vertex in the polygon has an assigned diffuse color. It doesn't use light sources rather hard-coded colors for each vertex.


    I forgot that the PS1 version of TM1 does have a light source. As far as I know, the light source on the PC version is disabled and it only has hard-coded diffuse values for each vertex.

    I'm not sure if it would be possible to add multiple light sources on the PS1 version.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/11/17 at 15:52:14
    Regardless, that's a cool improvement you made.

    Title: Re: TM 1+2 Modding thread
    Post by FMVSweetTooth1995 on 09/12/17 at 08:23:24

    FMVSweetTooth1995 wrote on 09/10/17 at 21:50:18:
    I had a similar idea with using sprites to depict the drivers once the cars are destroyed, sort of simulating a possible ramming bonus like in TMB. 

    Then I was watching the deleted Twisted Metal ending of Sweet Tooth, and immediately imagined a sprite of him armed with a machine gun and shouting about having a pineapple as you attempt to run him down. TM1 did have sprites that could harm the player after all.

    My big fantasy is to see all versions of Sweet Tooth duke it out in a Twisted Metal game, like having TMB Sweet Tooth's robot mode go up against TM2012's, and the virtually identical Sweet Tooth step vans of TM 1&2work as a team against the newer guys.

    :P

    Would there actually be a way to put cars from Small Brawl and Rogue Trip in TM2?  For me they represent an evolution in the franchise by sporting bouncing and turning wheels. 


    Seeing TMB Sweet Tooth and TMX in the same game is probably not going to happen, but I really like the contrast of abilities between the original TM Sweet Tooth and the unlockable one in TM2.
    One needs a pick up to rear fire. one doesn't
    One flies into pieces when it is destroyed, while the other one's charred remains can serve as a road block that can still damage other players that hit it.
    One has a homing special weapon. the other does not.
    One has access to caltrops, oil spills and rear flame throwing pickups, while the other has access to Homing Napalms and Minion's special.

    Now imagine these twins coming after you in the same game 

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 09/12/17 at 18:40:31
    I want to make a retro themed mod inspired by Sonic Mania's recent success. Low polygon but with high res textures and bigger maps, additional content.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 09/17/17 at 20:20:28

    Manta Ray wrote on 09/12/17 at 18:40:31:
    I want to make a retro themed mod inspired by Sonic Mania's recent success. Low polygon but with high res textures and bigger maps, additional content.


    I want to make a full NEW car combat game that has ps1 graphics with flashy particle effects.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/17/17 at 22:58:07
    For starters, I'd love to see someone make a skin for Axel so he isn't flat. Maybe even his TMB appearance.

    https://webmshare.com/play/KDN3A

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 09/18/17 at 00:26:46

    Marltoro wrote on 09/17/17 at 22:58:07:
    For starters, I'd love to see someone make a skin for Axel so he isn't flat. Maybe even his TMB appearance.

    https://webmshare.com/play/KDN3A


    Flat?

    Also, GIF Version?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/20/17 at 02:36:45

    ヒロ・ハマダ wrote on 09/18/17 at 00:26:46:
    Flat?

    Also, GIF Version?


    Yeah, Axel himself is just a texture on a flat plane. I don't know how to convert Webm to GIF but it's just a short animation of Axel's special.

    Btw I'm almost done with the new Collada importer/exporter. It's taking me longer than I had hoped but it's finally getting somewhere. The new Collada files should be smaller and avoid duplicate vertices, and on top of that, you'll no longer need to download Microsoft Visual C++ in order to avoid the Assimp.dll error.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/26/17 at 07:47:46
    Here's the latest version of the Toolkit. It mostly consist of small additions/fixes. I had to revamp the Collada exporter/importer but I think it's for the best in the long run.

    -Fixed Assimp.dll error
    -Exported Collada (.dae) files should be smaller and more optimized. Less duplicate vertices
    -Added mouse sensitivity settings
    -Added animation support
    -Added polygons with diffuse lighting

    Things I still need to finish/fix
    -Billboards don't always face the camera
    -Finish TM1 compatibility. Some TM1 levels aren't rendered completely
    -Photoshop (PSD) file support for textures

    Twisted Toolkit x64
    https://drive.google.com/open?id=0B0o4uR2ahBj2aml3a0VXOEpJSlE

    Twisted Toolkit x86
    https://drive.google.com/open?id=0B0o4uR2ahBj2dDlUeVUwTmRqRTA

    I haven't had much time to test it so I'm leaving the previous version in my signature in case you have trouble running this one.

    * Apparently the bug where you can't replace a texture more than once is back. I think I fixed it.

    Title: Re: TM 1+2 Modding thread
    Post by Rob on 10/03/17 at 08:42:21

    Marltoro wrote on 09/26/17 at 07:47:46:
    Here's the latest version of the Toolkit. It mostly consist of small additions/fixes. I had to revamp the Collada exporter/importer but I think it's for the best in the long run.

    I really appreciate all of the work that you have done. It seems that you have made a lot of headway on understanding how the original models/graphics work. I'll start chewing over your bitbucket information and see what I can learn.

    I hope that we work together soon.  :)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/03/17 at 09:17:47

    Rob wrote on 10/03/17 at 08:42:21:
    I really appreciate all of the work that you have done. It seems that you have made a lot of headway on understanding how the original models/graphics work. I'll start chewing over your bitbucket information and see what I can learn.

    I hope that we work together soon.  :)


    This is my first big project and on top of that it's a reverse engineering project which makes it hard to organize some of the code since we have to guess how some things work. If something seems confusing or unclear let me know.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/08/17 at 16:57:06
    We still need a new icon for the toolkit. Didn't one of you guys say you wanted to make it?
    As long as it doesn't use any copyrighted material.

    I'm also working on the next major feature for the toolkit. I think you guys are gonna like it.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 10/09/17 at 05:25:32
    I thought of something cool for the icon. Why don't we use the scrapped paint job for Juggernaut, with Calypso holding a wrench. Good enough for a "toolkit", eh?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/10/17 at 17:54:52
    I honestly would love to use that as the icon. I just don't know the legality of using a copyrighted character on a free program. I doubt anyone would care but I'd like to check if that falls under fair use or not.

    The original icon was going to be Calypso looking into the plane from Shadow's ending.

    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 10/10/17 at 22:43:49

    Marltoro wrote on 10/10/17 at 17:54:52:
    The original icon was going to be Calypso looking into the plane from Shadow's ending.


    "IIIIII AAAAAMM CAAAALYYYPPSOOOOO!!!!!"

    *terrified passengers*

    "AND I THANK YOU FOR PLAYING TWIIIISSSTEEEEED METAAAAAAL!!!!"

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/21/17 at 05:40:50
    I reverse engineered the AI paths and rendered them in the toolkit. This will get us closer to custom levels. We could even add AI to multiplayer only maps at some point.

    https://s1.postimg.org/7xbntvqrsb/HKONG_AI.png

    https://s1.postimg.org/1btu2us2pn/HKONG_AI_2.png

    https://s1.postimg.org/8m4xdwisu3/HKONG_AI_3.png

    https://s1.postimg.org/246pkl3qyz/ISLANDS_AI.png

    https://s1.postimg.org/33msxrci6j/ISLANDS_AI2.png

    https://s1.postimg.org/5rc983zr6j/PARIS_AI.png

    https://s1.postimg.org/2id5bgjc6j/PARIS_AI2.png

    https://s1.postimg.org/6ubyj015ob/PARIS_AI3.png


    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 10/22/17 at 00:33:29
    Oh FUCK yes! We gotta set that shit up in the two Twisted Metal 1 maps, and the Jet Moto map first though before we start doing anything with custom levels first though. You're making dreams come true, my nigga. Keep up the good work!  :D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/22/17 at 21:36:44

    Big Boss wrote on 10/22/17 at 00:33:29:
    Oh FUCK yes! We gotta set that shit up in the two Twisted Metal 1 maps, and the Jet Moto map first though before we start doing anything with custom levels first though. You're making dreams come true, my nigga. Keep up the good work!  :D


    https://drive.google.com/file/d/0B0o4uR2ahBj2a0ZLMmRFQ2psWjQ/view?usp=sharing

    I made another mod. Extract the contents of the zip file into your TM2 directory and overwrite any files it asks about. Go into game and choose Moscow as the level.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 10/23/17 at 03:44:52
    Awh nice, that's pretty awesome. I'll do a video on this later if you'd like on my channel. The map was greatly ported although there was some weird texture problems in certain areas, and the lack of health could really fuck up beginners but other then that? It was great to be replaying one of the good levels from Twisted Metal 1 in Twisted Metal 2 :D

    And hopefully in the future we can find a way to have many levels listed individually in the stage selector and whatnot, and have it so we don't have to replace maps. I have faith in you that you could pull it off. Also, I thought of how cool it'd be to fight Dark Tooth, with his head in that map.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/23/17 at 07:00:47

    Big Boss wrote on 10/23/17 at 03:44:52:
    Awh nice, that's pretty awesome. I'll do a video on this later if you'd like on my channel. The map was greatly ported although there was some weird texture problems in certain areas, and the lack of health could really fuck up beginners but other then that? It was great to be replaying one of the good levels from Twisted Metal 1 in Twisted Metal 2 :D

    And hopefully in the future we can find a way to have many levels listed individually in the stage selector and whatnot, and have it so we don't have to replace maps. I have faith in you that you could pull it off. Also, I thought of how cool it'd be to fight Dark Tooth, with his head in that map.


    I'd like to fix some bugs before we post it on YouTube. The AI will get stuck in certain areas and I found a couple small collision bugs after I uploaded it. There's also some strange clipping issues with the water and some of the buildings. Where were the texture problems at?

    As for the health, I thought everyone hated playing multiplayer with health kits so I left them out, but I can put some in.

    I'll try to get more levels to show up in the level select. I can't say how easy or how hard it will be.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 10/23/17 at 09:12:19
    This is so cool ! :D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/23/17 at 11:33:18
    Since we're making a lot of progress in terms of TM2 modding, I'm going to publish the data structures for the DPC, PTS, and RMP files soon. I do have a map compiler that converts Collada .DAE files to the various map file formats but it's extremely unoptimized and nowhere near finished. The final version will be open source.

    The tough file format that I'd like to crack is the GRP file. The GRP file is responsible for a lot of things including different surfaces such as water or lava. There doesn't seem to be a consistent structure used throughout the file. When you fire a napalm on the TM1 map, it will go through the ground due to some issue with the GRP file so I can't really fix that issue until I learn more about the GRP file.

    https://s1.postimg.org/119cc6j8gr/image.png

    https://s1.postimg.org/8pqve3u9jv/image.png

    https://s1.postimg.org/3oysmje78r/image.png

    https://s1.postimg.org/305j2iqvy3/image.png

    https://s1.postimg.org/1tm7tx1jx7/image.png

    https://s1.postimg.org/9e8nhryhbv/3_DSMAX_1.png

    https://s1.postimg.org/14hgtk4sbv/3_DSMAX_2.png


    Title: Re: TM 1+2 Modding thread
    Post by ヒロ・ハマダ on 10/25/17 at 01:26:38
    HOLY SHIT, YAAAY!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/28/17 at 01:08:22
    BigBoss, you can upload a video of it if you want. There's still some small issues with collision and pathfinding but I think people would be excited to see it regardless.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/31/17 at 04:30:35
    Also BigBoss asked about adding vehicles, levels to the game without replacing them. I've started working on that and so far I've been able to get Dark Tooth to show up in the character select and the multiplayer levels to appear in the single player menu. I went into Suicide Swamp as Dark Tooth without having to use Cheat Engine or anything like that. He's not really playable though since the camera freaks out for some reason. But we should be able to add cars/levels to the game using this technique. It just depends on how complicated the assembly code for car stats/level info is.

    Adding a single car to the game would require you to add it to multiple files so I'd like to make a Mod Manager that can help you install cars easily.

    https://s1.postimg.org/24xaj92t17/char_level_select.png

    https://s1.postimg.org/5dwefwnxsb/BB_FL.png



    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 10/31/17 at 16:58:30
    Fucking amazing, and if you get the head on and get shit to work as properly as possible. Good lord I'm going to shit myself so hard it won't even be funny (It'll smell bad, I'll need a shower, I'll need to wash the drawers, you get the idea)

    But yeah holy shit, I've personally thought of how cool it would be for one player to be Dark Tooth while other players would verse against them in multiplayer.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/01/17 at 08:47:48

    Big Boss wrote on 10/31/17 at 16:58:30:
    Fucking amazing, and if you get the head on and get shit to work as properly as possible. Good lord I'm going to shit myself so hard it won't even be funny (It'll smell bad, I'll need a shower, I'll need to wash the drawers, you get the idea)

    But yeah holy shit, I've personally thought of how cool it would be for one player to be Dark Tooth while other players would verse against them in multiplayer.


    Dark Tooth is extremely buggy. Like I said, the camera freaks out even if you're playing as him on a non-modded map and his special doesn't even work. Is there a team death match mode? I never played TM2 PC multiplayer.

    Before I delve into adding custom cars, I'm going to focus on finishing the next version of the Toolkit which will include a map converter. I'll also try to release a prototype mod manager that will let you easily add levels to the game. The version of the Toolkit I'm working on now is much faster too. A level that would take like 10-15 seconds to load in the previous version of the Toolkit loads in less than 3 seconds in the newest version.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 11/02/17 at 13:20:35
    I remember TM2PC having just a standard deathmatch and tournament mode which just cycled through the levels with a group of players and tallied the wins for each.

    Title: Re: TM 1+2 Modding thread
    Post by Honking Death on 11/20/17 at 22:50:23
    Logging back in after so many years to say that I just saw your work on Youtube for this and I'm all about it - I'm glad to see more modding stuff going on in the TM community with the classic titles and how far we've been able to push it lately.

    I have TM2PC on my machine (Windows 10 with DirectPlay enabled) but it runs at a ridiculously fast framerate and on attempting to start a match after selecting cars it crashes. Know what might be up?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/20/17 at 22:58:07

    Honking Death wrote on 11/20/17 at 22:50:23:
    Logging back in after so many years to say that I just saw your work on Youtube for this and I'm all about it - I'm glad to see more modding stuff going on in the TM community with the classic titles and how far we've been able to push it lately.

    I have TM2PC on my machine (Windows 10 with DirectPlay enabled) but it runs at a ridiculously fast framerate and on attempting to start a match after selecting cars it crashes. Know what might be up?


    It does the same thing on my PC if I'm not using DGVoodoo2. Have you tried that?
    Plus DGVoodoo will let you play in 1080p

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

    Title: Re: TM 1+2 Modding thread
    Post by Honking Death on 11/20/17 at 23:13:07
    How do you have TM2PC set up in/for dgVoodoo by chance? Have it all downloaded but I'm curious how the directories and options are set up.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/20/17 at 23:55:36

    Honking Death wrote on 11/20/17 at 23:13:07:
    How do you have TM2PC set up in/for dgVoodoo by chance? Have it all downloaded but I'm curious how the directories and options are set up.

    Take the three DLL files from the MS folder and put them in the same directory as TM2.EXE.

    It should work right after doing that.

    Title: Re: TM 1+2 Modding thread
    Post by Honking Death on 11/21/17 at 01:12:54
    Got everything working, thanks!

    The only other thing I'd wish was controller support but at this point the game working and the modding is probably enough to ask for, ahahah.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/21/17 at 01:26:39

    Honking Death wrote on 11/21/17 at 01:12:54:
    Got everything working, thanks!

    The only other thing I'd wish was controller support but at this point the game working and the modding is probably enough to ask for, ahahah.


    If you have a controller you could probably find a program that binds it to your keyboard keys. It would basically trick the game into thinking you're using a keyboard, and as for Twisted Metal modding, I'll have another mod video to upload to YouTube fairly soon.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/27/17 at 21:56:28
    https://www.youtube.com/watch?v=uDkPiW04G8E

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 11/28/17 at 03:37:23
    Holy damn. That's a massive map. Awesome nonetheless though. Wish there was lighting but eh, take what you can get, heh.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/28/17 at 06:54:22

    Big Boss wrote on 11/28/17 at 03:37:23:
    Holy damn. That's a massive map. Awesome nonetheless though. Wish there was lighting but eh, take what you can get, heh.


    I'll add better lighting now that you mention it.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 11/28/17 at 21:29:01
    It’s insane what you’ve managed to do. Looking at this level I can totally see there being recreations of TM: Black levels in the future.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/29/17 at 17:48:06
    I still need to finish some things like lighting, ramps, AI, etc. I'd like another map to test with but I'm not much of a 3D modeler.

    Any of you guys want to make the next map? It should be a lot smaller than the map I made IMO.

    Title: Re: TM 1+2 Modding thread
    Post by Richard -Dick- Biggs on 11/29/17 at 22:39:17
    This is amazing work. Looks like one of those huge Carmageddon maps, and I'm too envisioning some  TMB conversions. The possibilities! And I think you even made the AI paths, completely great.

    In a month or so, and once this version of the toolkit is released, I'll try and start to see what I can do in regards to this stuff. Cause step 1 (and most difficult) is having the tools to mod the game. And step 2 is WE have to make the content. Having the tools is useless if nobody is willing to start making stuff for the game.

    Thank gods for TM2 PC existence.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 11/29/17 at 23:21:22
    I can throw together an FBX level, if you could just make sure the map boundaries work. Give me tonight.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/30/17 at 04:32:30

    Mr.SLaM wrote on 11/29/17 at 23:21:22:
    I can throw together an FBX level, if you could just make sure the map boundaries work. Give me tonight.

    What 3D modeler do you use?

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 11/30/17 at 22:07:08

    Marltoro wrote on 11/30/17 at 04:32:30:
    What 3D modeler do you use?


    I use Maya, but I should be able to export it out as some type of format you could work with.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 12/01/17 at 12:10:42
    An FAQ or tutorial guide would be nice for those of us who are modeling impaired. I’d love to start a full scale project soon, this has been a dream of mine for a long time.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 12/01/17 at 16:57:49
    Would it be possible to add "instant death/ fatal fall areas" so we can create instant death maps like New York and Antarctica ? :D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/02/17 at 00:34:36

    Manta Ray wrote on 12/01/17 at 12:10:42:
    An FAQ or tutorial guide would be nice for those of us who are modeling impaired. I’d love to start a full scale project soon, this has been a dream of mine for a long time.


    I'll definitely make a tutorial/guide as well as an example level that people can look at. The TM engine has some strange quirks but I don't think it's anything too serious. You can't have polygons overlap or else one polygon will always hide the other. Things like that. Also the unpatched version of TM2 has a very small TPC size limit so if you want to release a map that doesn't require the patch then you'll have a very limited amount of textures you can use.

    To compile a level you'll need two Collada files, one with the level itself and one for only storing the surfaces/ramps that cars can drive on.


    TWISTEDCREECH96 wrote on 12/01/17 at 16:57:49:
    Would it be possible to add "instant death/ fatal fall areas" so we can create instant death maps like New York and Antarctica ? :D


    I think if a car is around 10,000 units below ground level they die instantly. I'll need to find the exact number.

    Anyway, I added some lighting. I'll add some more detail to the buildings as well. I just wanted this map to work with an unpatched copy of TM2 so I can only use so many textures. For some reason the AI doesn't want to drive across the bridge so I'll need to look into that as well.

    https://thumb.ibb.co/bGUATR/TM2_2017_11_17_17_48_42_368.jpg https://thumb.ibb.co/n5PNa6/TM2_2017_11_17_17_48_54_304.jpg https://thumb.ibb.co/dEmDhm/TM2_2017_11_17_17_49_03_805.jpg https://thumb.ibb.co/ko4c8R/TM2_2017_11_17_17_49_09_377.jpg https://thumb.ibb.co/fhjzNm/TM2_2017_11_17_17_49_16_811.jpg https://thumb.ibb.co/fVezNm/TM2_2017_11_17_17_51_13_965.jpg

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/02/17 at 04:45:55
    Actually, I think there will be three Collada files needed to compile a level. The level itself, the ramps/slopes file, and the low detail level. The models in the low detail model will only be rendered if the player is far away from the object. If there are too many polygons on the screen, the game crashes. In order to prevent this we'll need low detail models.

    Mr Slam, you can just send me the level file. I'll make the ramps file and the low detail model if needed.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/05/17 at 05:23:45
    Hey Mr. Slam, I'm having a small issue with the AI. The issue is that we need a way to connect AI path points together. For the map I released, I manually entered which AI path points were connected which was very tedious. Does Maya have a way to connect or link different objects?

    * Sorry about the triple post. This website won't let me edit my posts.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 12/06/17 at 10:21:56

    Marltoro wrote on 12/05/17 at 05:23:45:
    Hey Mr. Slam, I'm having a small issue with the AI. The issue is that we need a way to connect AI path points together. For the map I released, I manually entered which AI path points were connected which was very tedious. Does Maya have a way to connect or link different objects?

    * Sorry about the triple post. This website won't let me edit my posts.


    Maya has a type of object hierarchy. That being said, a hierarchy could be achieved with any modeling program. Worst case scenario, you may have you program player paths for a level again. The good news is I am not really far with this level yet. So no rush. How does Egypt sound? I have a map layout done, and a block out modelled out. It needs textures.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/06/17 at 10:28:51

    Mr.SLaM wrote on 12/06/17 at 10:21:56:
    Maya has a type of object hierarchy. That being said, a hierarchy could be achieved with any modeling program. Worst case scenario, you may have you program player paths for a level again. The good news is I am not really far with this level yet. So no rush. How does Egypt sound? I have a map layout done, and a block out modelled out. It needs textures.


    Is it an extremely hilly map? The max number of polygons we can have for the ramps file is 225 until I can create a patch to increase the limit.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 12/06/17 at 11:28:12

    Marltoro wrote on 12/06/17 at 10:28:51:
    Is it an extremely hilly map? The max number of polygons we can have for the ramps file is 225 until I can create a patch to increase the limit.


    I'll upload some sketches soon. It shouldn't be very hilly. There are going to be 3 pyramids with underground areas, and possibly a river running through the center. Could you isolate the water interactions for a custom level? Like how the river runs in front of the tower on the Paris map? Like splashing and everything? If not, I could replace the textures with roads.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/06/17 at 11:38:33

    Mr.SLaM wrote on 12/06/17 at 11:28:12:
    I'll upload some sketches soon. It shouldn't be very hilly. There are going to be 3 pyramids with underground areas, and possibly a river running through the center. Could you isolate the water interactions for a custom level? Like how the river runs in front of the tower on the Paris map? Like splashing and everything? If not, I could replace the textures with roads.


    The water/lava interaction in the TM2 engine is weird. On the Paris map, the water is a flat surface with the Z position of 0. I can make a level with water but any flat surface that is 0 on the Z axis will splash.

    If you want a river to run through the level, it will need to be 0 on the Z axis.

    On a side note, Jaffe saw the level. haha

    https://preview.ibb.co/hOFuSm/tweet.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 12/06/17 at 12:17:52

    Marltoro wrote on 12/06/17 at 11:38:33:
    The water/lava interaction in the TM2 engine is weird. On the Paris map, the water is a flat surface with the Z position of 0. I can make a level with water but any flat surface that is 0 on the Z axis will splash.

    If you want a river to run through the level, it will need to be 0 on the Z axis.

    On a side note, Jaffe saw the level. haha

    https://preview.ibb.co/hOFuSm/tweet.png


    Yeah, that was me. I couldn't let such an achievement go unnoticed. It's too cool.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 12/06/17 at 14:07:27
    Here is Egypt so far. Each Pyramid is connected underground by tunnels. The bottom flat portion will be the "Nile". I think it should be neat for something thrown together in a day without any playtests to see how balanced it is. I'd also like to add a few destructible trees if you could program destructibles. If not, no big deal. Let me know what ya'll think.






    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/06/17 at 14:45:30

    Mr.SLaM wrote on 12/06/17 at 14:07:27:
    Here is Egypt so far. Each Pyramid is connected underground by tunnels. The bottom flat portion will be the "Nile". I think it should be neat for something thrown together in a day without any playtests to see how balanced it is. I'd also like to add a few destructible trees if you could program destructibles. If not, no big deal. Let me know what ya'll think.





    Yeah that should work. I don't know how to do destructible trees yet but I plan on figuring that out eventually. This actually looks like a really good map for me to test the ramp compiler with.

    If you want to make the pickups, here's how it works. You create a cube and put one of the pickup codes below in its name. For example, if you wanted to create a health pickup, just create a cube and put "_health" somewhere in its name. Even if its name is "_health01", "cube_health02", etc, it will still work. It just has to be somewhere in the name. Lightning is kind of pointless at the moment because I can't move it yet.

    _fire
    _health
    _napalm
    _lightning
    _ricochet
    _homing
    _remote
    _power
    _turbo

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 12/06/17 at 15:00:58
    This is absolutely amazing ! Great times ahead for the Twisted Metal community !   :)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/07/17 at 06:29:23
    For connecting the AI paths, we'll just connect the two AI points using an edge. At first I thought the Collada format wouldn't support edges/lines but I was wrong.

    I'm really eager to make the Egypt level and hopefully within a month or so I'll be able to release the next version of the Toolkit. I was thinking we could make a version with low resolution textures and a version with HD textures that requires the patch.

    Mr. Slam, once the level is done do you mind if I post a video of it on YouTube? You could upload a video too and I'll make sure to give you credit. I have some subscribers that would share the level with other people.

    I can't believe we've made it this far.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 12/07/17 at 07:29:19
    Yeah, you can totally upload a video of it. Just let me shamelessly plug my Twitter @UnleadedPetro somewhere in the description.
    I can work on the textures tonight.

    Hiw does implementing a skybox work for TM2? I can whip up something for that too.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/07/17 at 07:52:30

    Mr.SLaM wrote on 12/07/17 at 07:29:19:
    Yeah, you can totally upload a video of it. Just let me shamelessly plug my Twitter @UnleadedPetro somewhere in the description.
    I can work on the textures tonight.

    Hiw does implementing a skybox work for TM2? I can whip up something for that too.


    For the skybox, you'd just use a dome with colors. Maybe you could open DISH.DPC in the Toolkit, find the Root Entity with the skybox and export that to see how it works. Or I could send you a Collada file with the skybox.

    Here's the Dish sky dome:
    https://drive.google.com/open?id=1jcibzVauCxBfnXVP__I4JaRRULKbJQZ7

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/14/17 at 10:41:02
    I'll try to release a prototype map compiler some time in December or in January if things don't go well.

    When we get some more custom maps made we gotta get some online matches going. We're about to enter a new era in Twisted Metal history. We could really bring back a lot of old players as well as some younger, new ones if we make some cool maps.

    Shit, we should host tournaments with like a $50 prize or something. We could rebalance the cars too.
    Twisted Metal 2: Tournament Edition

    Or maybe every Christmas Eve I host a tournament with a $250 prize.

    Title: Re: TM 1+2 Modding thread
    Post by Skwid79 on 12/15/17 at 00:26:29
    I dont even know if map making was a thing when I played the PC version, I used it to kill time in school in like 2012-13 until I graduated even ended up playing lan matches with other students. After seeing some of this stuff it makes me hopeful for the game's future.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 12/17/17 at 15:22:33
    A while ago someone asked about the collision volume structure. I'm pretty sure I finally deciphered the collision volume structure. Each collision volume is made up of six or less planes. I'll post more details later.

    Example
    https://image.ibb.co/hhH8hw/1_s2_0_S0096300314013794_gr3.jpg

    Apparently it's called K Dop.

    Anyway, pretty soon I'm going to release an example level as well as instructions on how to create levels.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 01/01/18 at 14:06:23
    Ay dude, I finally have some time to finish up that level. I'll texture it and do some rudimentary item placements. I could hand off the file to you, and you could work your magic.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/01/18 at 17:15:02

    Mr.SLaM wrote on 01/01/18 at 14:06:23:
    Ay dude, I finally have some time to finish up that level. I'll texture it and do some rudimentary item placements. I could hand off the file to you, and you could work your magic.


    Great. Sorry it's taking me so long to get the template level up. I'm having a small issue with the collision shapes. At least we know the structure now. When I made the custom level, I could only make collision boxes so things like pyramids wouldn't have worked. Now we can make collision shapes other than boxes easily.

    When I fix the collision issue, I'll upload the template level that will include things like AI paths and weapons/pickups.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 01/03/18 at 01:24:12
    My progress for tonight. I have a few textures to add in. I'd like to add some trees, a few boundaries, and background planes.


    Title: Re: TM 1+2 Modding thread
    Post by Road-Kill_3197 on 01/03/18 at 20:47:05
    If you can, add the sphinx and make it so you can destroy the head to turn it into sweet tooth's head. I think Tm3 did that. I cannot remember. Looks great though, I love the progress of this thread.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 01/03/18 at 23:17:46
    Beautiful map !

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 01/04/18 at 04:01:17
    The level is all textured. All I have to do now is a very rough item placement.


    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 01/06/18 at 11:45:47
    That's great work. What are the things on the water? Boats?

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 01/12/18 at 04:51:16
    I still can’t even get TM2 PC to run on my windows 10 laptop. It keeps saying it can’t find the setup file after running TM2SETUP.exe. Anyways, great work in here. Cant wait to see more progress!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/20/18 at 09:14:10
    I just wanted to let you guys know that I plan on releasing an updated version of the Toolkit within the next couple weeks. It will include various bug fixes and it loads files 10x faster than the original version. I can't say if this version will include the map editor or not but it should come soon after. And I'll finally update the source code repo too.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/21/18 at 11:44:39

    Ripzsaur wrote on 01/12/18 at 04:51:16:
    I still can’t even get TM2 PC to run on my windows 10 laptop. It keeps saying it can’t find the setup file after running TM2SETUP.exe. Anyways, great work in here. Cant wait to see more progress!


    I never had to install TM2. Did you try just running TM2.exe?

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 01/27/18 at 10:54:42

    Marltoro wrote on 01/21/18 at 11:44:39:
    I never had to install TM2. Did you try just running TM2.exe?

    Yeah I have. The opening movie won’t display and the game crashes after picking my character and level. Any ideas?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/27/18 at 11:47:29

    Ripzsaur wrote on 01/27/18 at 10:54:42:
    Yeah I have. The opening movie won’t display and the game crashes after picking my character and level. Any ideas?


    It crashes on my computer as well if I'm not using DGVoodoo2. Have you tried that?
    Plus DGVoodoo will let you play with a higher resolution.

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

    Download Link:
    http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2_54.zip

    You basically set the settings you want in DGVoodoo then copy the contents of the MS folder to your TM2 directory, and then start the game.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 01/29/18 at 02:42:17

    Marltoro wrote on 01/27/18 at 11:47:29:
    It crashes on my computer as well if I'm not using DGVoodoo2. Have you tried that?
    Plus DGVoodoo will let you play with a higher resolution.

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

    Download Link:
    http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2_54.zip

    You basically set the settings you want in DGVoodoo then copy the contents of the MS folder to your TM2 directory, and then start the game.

    Thanks Marltoro, but still a no go. I keep getting an Application Error as follows:


    Quote:
    The instruction at 0046b379 referenced memory at 00c8d008. The memory could not be read from.

    Click on OK to terminate the application.


    I've tried to use the TM2PC file from the new TM2 online community and from the TMA Release of the TM2 PC files and neither worked. This same error happens in VMWare too. :-/  I'm running DirectX 12 on the current PC. I have a ton of Windows 95/98 games I'd love to run, especially TM2, but I can't get past this error on the games I've tried. So far, the issues I have had with TM2 are:
    [list bull-greenball]
  • The Singletrac movie and opening avi sequence receive an error and "can't be played."
  • The game menus are sped up. (dgVoodoo fixed this however, thank you for that.)
  • The error above pops up every time the game is about to load. For clarification, I can select my game mode, all vehicles, skip the globe scene, see who my opponents are, and THEN the game crashes with this error.
    I'm not really sure what to do.

  • Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/29/18 at 04:59:55

    Ripzsaur wrote on 01/29/18 at 02:42:17:
    Thanks Marltoro, but still a no go. I keep getting an Application Error as follows:


    I've tried to use the TM2PC file from the new TM2 online community and from the TMA Release of the TM2 PC files and neither worked. This same error happens in VMWare too. :-/  I'm running DirectX 12 on the current PC. I have a ton of Windows 95/98 games I'd love to run, especially TM2, but I can't get past this error on the games I've tried. So far, the issues I have had with TM2 are:
    [list bull-greenball]
  • The Singletrac movie and opening avi sequence receive an error and "can't be played."
  • The game menus are sped up. (dgVoodoo fixed this however, thank you for that.)
  • The error above pops up every time the game is about to load. For clarification, I can select my game mode, all vehicles, skip the globe scene, see who my opponents are, and THEN the game crashes with this error.
    I'm not really sure what to do.


  • Sometimes the patcher that I made can fix crashes. You could make a copy of your TM2 directory then try using the patcher on it. All you have to do is run Twisted Patcher.exe, select the TM2 directory then apply the patch.

    Link:
    https://drive.google.com/open?id=1kIW-0DKfRiMECH_iPR5gzPPxhkIwhjU9

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/13/18 at 11:14:29
    I'm also working on a new skin for Thumper. Textures are early WIP. It's a 1958 Plymouth Fury. Just wondering, have you guys made any new car skins?

    https://s14.postimg.org/7andaqam5/thumper_fury.png
    https://s14.postimg.org/3r1fkz5cd/thumper_fury2.png

    And the map compiler is so damn close to being finished. You just have a Collada file for the level and an OBJ model for the AI paths and spawn points. Then you press the compile button and that's it.

    https://s14.postimg.org/5vlsm5mfh/map_compiler.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 02/13/18 at 13:38:54
    How can we do vehicle skins? I'd love to do a few vehicles just to keep things interesting.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/13/18 at 19:46:48

    Mr.SLaM wrote on 02/13/18 at 13:38:54:
    How can we do vehicle skins? I'd love to do a few vehicles just to keep things interesting.


    1. Export your car as a Collada file.
    2. In the Toolkit, open the mesh manager tab
    3. Import the mesh
    4. Select the new mesh in the replacement meshes list
    5. Select the old meshes you want to replace in the meshes list (usually the first three meshes of a vehicle are its body meshes, but you can double check using Render Mode->Meshes Only
    6. Click replace then save

    I think I included these steps in the readme if I didn't I apologize.

    Eventually I'd like to make a vehicle creation app that lets you use animations and move things around like the car turbo's flame.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 02/13/18 at 20:27:20
    I think I'll also give skinning some vehicles a fair shake. Might give it a try when I get off of work today.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 02/14/18 at 07:52:31
    This is awesome ! That Thumper skin reminds me of Rock N Rule from Rouge Trip.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/15/18 at 16:18:22
    It take no time at all to make new levels now. I made this example map from Sketchup to TM2 in less than 45 minutes. It's so close to being ready to release. Once we get some new maps a lot of people are going to come back to TM. After the first release, I'll work on getting other things such as teleporters and destroyable objects working.

    https://s14.postimg.org/4w1gq9lql/blender.png

    https://s14.postimg.org/e3tp6z0il/compiler.png

    https://s14.postimg.org/6b31f09z1/game.png

    https://s14.postimg.org/qv7vdhxfx/game_2.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/16/18 at 01:36:46
    I’m gonna have to check this out. I’ve been out of the loop for a bit, but this looks a lot more accessible.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/16/18 at 08:24:43

    Manta Ray wrote on 02/16/18 at 01:36:46:
    I’m gonna have to check this out. I’ve been out of the loop for a bit, but this looks a lot more accessible.

    Yeah I'm trying to make it as accessible as possible. It's just really difficult since we're working with reverse engineered file formats. But I think It's getting better.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/16/18 at 13:32:20
    Could one of you guys test this level really quick? I just need someone to play this map in TM2 with hardware acceleration on. You just place the terrain and leveldb folders in your TM2 directory then pick Moscow in TM2.

    You can turn on hardware acceleration by running TM2Setup.exe, click options, then check the use Direct3D Hardware Acceleration.

    https://drive.google.com/open?id=19DfeYOgZO3GmL75LQSY95gFcR6UvTBFA

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 02/16/18 at 14:20:29
    Sorry, I'm testing it out right now. Had a busy past few days.

    EDIT: Ohhh this is a different level you made in sketchup. The grass texture around the building is stretching really badly, but that is the only issue I ran into.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/16/18 at 15:15:47

    Mr.SLaM wrote on 02/16/18 at 14:20:29:
    Sorry, I'm testing it out right now. Had a busy past few days.

    EDIT: Ohhh this is a different level you made in sketchup. The grass texture around the building is stretching really badly, but that is the only issue I ran into.

    Yeah the stretching issue is exactly what I'm looking into. Thanks for testing it.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/24/18 at 10:15:51
    Crankin' out some new levels now. Still got some smaller bugs to fix. I may scale the level down some.

    https://www.youtube.com/watch?v=5l0QXE1s4N0

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/08/18 at 02:39:01
    Yeah, it seems like unless we increase the speed of each vehicles large levels will be less playable.

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 02/08/18 at 07:53:23
    Large maps are definitely fun to look at, but not to take forever to hunt enemies down in haha.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/08/18 at 09:13:51
    I will scale it down. I wanted to wait until after we got the scale right before I start adding more details.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/09/18 at 04:45:28
    If you play Black it works well because every vehicle runs so much faster. I think it would be cool to recreate some of these levels, but we’d have to scale everything down.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/09/18 at 14:18:20

    Manta Ray wrote on 02/09/18 at 04:45:28:
    If you play Black it works well because every vehicle runs so much faster. I think it would be cool to recreate some of these levels, but we’d have to scale everything down.


    Well at some point we'll be able to modify car stats as well. In fact, I posted Spectre's car stat structure earlier in this thread so we could potentially make the cars faster, have better handling, etc. I'd like to update the game so that all the cars' stats are loaded from a .txt file so you can easily edit them for whatever mod you're working on.

    https://i.imgur.com/T3W48rA.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/11/18 at 15:28:39
    That's bad ass. Imagine if we upscale the vehicle models giving them more detail and then better high definition skins. Imagine for example all of the vehicles being the same scale as Dark Tooth with larger levels.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/12/18 at 06:55:31
    Canyon's nearly done. Just gotta add some small details and wrecked cars. The level's way smaller now. Even Hammerhead can get across the map quickly. This is the last map I need to test before I release the map compiler.

    https://thumb.ibb.co/jsxkbS/canyon.png

    Title: Re: TM 1+2 Modding thread
    Post by Big Boss on 02/12/18 at 12:29:04
    Looks good man.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/12/18 at 17:55:34
    Is there code for death pits like in the rooftop levels?

    Title: Re: TM 1+2 Modding thread
    Post by Ali on 02/12/18 at 17:56:12
    We are waiting for the map editor
    Yes, yes, we are the same guys from Russia 8-)

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/12/18 at 20:34:24
    Off-topic: How did Twisted Metal get so popular in Russia? Living in Japan now and the game is pretty much nonexistent in shops here where it's console originated from. Yet, in the US it has moderate popularity and it seems also in Russia.

    Title: Re: TM 1+2 Modding thread
    Post by Road-Kill_3197 on 02/13/18 at 05:31:51
    The Japanese branch of Sony was never too fond of the series from the beginning. In fact, most western first party titles have had a history of not being successful in Japanese markets...but the whole world goes crazy for most Japanese game releases, go figure.

    Back to topic now, I love following this thread.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/14/18 at 16:18:39

    Ali wrote on 02/12/18 at 17:56:12:
    We are waiting for the map editor
    Yes, yes, we are the same guys from Russia 8-)


    Just wondering, do you guys have a main site for Russian players to discuss TM2?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/14/18 at 17:14:07

    Manta Ray wrote on 02/12/18 at 17:55:34:
    Is there code for death pits like in the rooftop levels?

    I'm pretty sure that's set in the level's GRP file.

    Title: Re: TM 1+2 Modding thread
    Post by Richard -Dick- Biggs on 02/14/18 at 22:43:38
    Can you add sprites like the trees from Paris or can you hide weapons/health in 3d models like in the cars in Hong Kong?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/14/18 at 23:00:13

    Richard -Dick- Biggs wrote on 02/14/18 at 22:43:38:
    Can you add sprites like the trees from Paris or can you hide weapons/health in 3d models like in the cars in Hong Kong?


    Those trees from Paris are called billboards and yes you can make them. Slam's Egypt level uses them.

    Eventually we'll be able to make destroyable objects and I'd like to add things like teleporters at some point.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/19/18 at 20:23:32
    I'm just wondering which levels people would be interested in seeing here. Maybe we could put together a list of potential locations.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 02/20/18 at 00:40:17
    I want to figure this shit out and do my hometown one day. It's just a typical Mid-Sized Town, North Carolina but I live around a bunch of old people and people I dislike. I want to shoot a fire missile through their garage then chuck Grasshopper into the gas pump at the Sheetz down the road.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 02/20/18 at 02:14:38
    Best way to learn is to study whats already made.

    Grab a big level, study the geometry and learn from there.

    Plus the wealth of information on the internet you can learn anything.


    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/20/18 at 03:43:07

    Ripzsaur wrote on 02/20/18 at 00:40:17:
    I want to figure this shit out and do my hometown one day. It's just a typical Mid-Sized Town, North Carolina but I live around a bunch of old people and people I dislike. I want to shoot a fire missile through their garage then chuck Grasshopper into the gas pump at the Sheetz down the road.

    No offense, but isn't this how the Colombine shooters started? By recreating their high school in Doom..

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 02/20/18 at 03:55:47

    Manta Ray wrote on 02/20/18 at 03:43:07:
    No offense, but isn't this how the Colombine shooters started? By recreating their high school in Doom..

    Well it was mostly a joke about intentionally tracking down the people I dont like and killing them, but yes it would be neat to blow my own house up in a video game. However, I dont think I’m going to model the old lady down the street, put her in the driveway then kill all my neighbors. Besides, the other reason is I’m a grown-adult with a wife and a child, not an angsty teenager who wants to kill everyone.

    It would just be cool to have a virtual playground of my real mundane life. I dont even know my neighbors names.


    †Adonael wrote on 02/20/18 at 02:14:38:
    Best way to learn is to study whats already made.

    Grab a big level, study the geometry and learn from there.

    Plus the wealth of information on the internet you can learn anything.

    First step is getting TM2PC to run.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/20/18 at 04:24:32
    Yeah, I hear you. I'm interested in what massive GTA style maps would play like in this game..is there a way to program something similar to the mechanics of a game like PUBG or Fortnite? I'm guessing scripted events and game altering mechanics would be out of the question unless we find someone who can really break open the code.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 02/21/18 at 04:36:06
    I don't think it would ever be possible to make that engine handle 100+ people.

    Also think that gameplay style wouldn't work with twisted metal at all. I don't get the craze with this battle royal junk.

    And yeah, it's junk.

    Title: Re: TM 1+2 Modding thread
    Post by Road-Kill_3197 on 02/21/18 at 09:22:25

    †Adonael wrote on 02/21/18 at 04:36:06:
    I don't think it would ever be possible to make that engine handle 100+ people.

    Also think that gameplay style wouldn't work with twisted metal at all. I don't get the craze with this battle royal junk.

    And yeah, it's junk.


    I agree, and to be quite frank I think TM only works online IMO with 8 player max multiplayer with teams of 4v4.

    This sounds silly, but I am sure Adonael would agree with me.

    I figured this out recently after playing TMBO with him Spag, and many others, and it also showed me why TMX's multiplayer felt too chaotic and lacked coordination. Thats because they handled it like a modern day online shooter and didn't take into consideration that you play as cars, cars that move and maneuver around maps much differently than playing as a person in a FPS.

    There is too much to get into what goes into balancing Twisted metal for online play, and honestly I don't feel I am the guy to talk to to lay that foundation down 100%, but I can tell you is it will not work with a map full of players, it's just not that kind of game.

    Oh great, I started a new page...I hate doing that...

    Title: Re: TM 1+2 Modding thread
    Post by tmfan89 on 02/21/18 at 10:38:02

    Road-Kill_3197 wrote on 02/21/18 at 09:22:25:
    I agree, and to be quite frank I think TM only works online IMO with 8 player max multiplayer with teams of 4v4.

    This sounds silly, but I am sure Adonael would agree with me.

    I figured this out recently after playing TMBO with him Spag, and many others, and it also showed me why TMX's multiplayer felt too chaotic and lacked coordination. Thats because they handled it like a modern day online shooter and didn't take into consideration that you play as cars, cars that move and maneuver around maps much differently than playing as a person in a FPS.

    There is too much to get into what goes into balancing Twisted metal for online play, and honestly I don't feel I am the guy to talk to to lay that foundation down 100%, but I can tell you is it will not work with a map full of players, it's just not that kind of game.

    Oh great, I started a new page...I hate doing that...


    I think map size is also a big factor. In TMX if you were in a big map with 16 players it felt fine, chaotic at times but in a good way. There was plenty of room to maneuver and you could get away from the chaos. But in a smaller map with more than 5 or 6 players, it was just too much going on.

    Title: Re: TM 1+2 Modding thread
    Post by Malefactor on 02/21/18 at 17:21:29

    tmfan89 wrote on 02/21/18 at 10:38:02:
    I think map size is also a big factor. In TMX if you were in a big map with 16 players it felt fine, chaotic at times but in a good way. There was plenty of room to maneuver and you could get away from the chaos. But in a smaller map with more than 5 or 6 players, it was just too much going on.


    I agree with the other two.  TMX suffered from the same problems Black did in large levels, at least in team LMS.

    True, if you have respawns it mitigates it, but then it tends to make the matches lose their Twisted Metal feel (after all, it's a "to the death" concept). At least for me, endless lives never hit the spot.

    The problem is if you have a huge level, and half the cars get eliminated, suddenly there are huge gaps in gameplay as cars run from each other, run to find each other, etc. Prison Passage was an amazing single player level, but in multiplayer it was just MISERABLE. Same goes for Sunnydale or Sunny Hell or whatever TMX's level was. To say nothing of that God awful Diablo Pass.

    Now, MAYBE if, as cars were eliminated, the level actually reduced in scope and size.  That MIGHT make it work, and could be interesting.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/21/18 at 17:38:49

    Malefactor wrote on 02/21/18 at 17:21:29:
    I agree with the other two.  TMX suffered from the same problems Black did in large levels, at least in team LMS.

    True, if you have respawns it mitigates it, but then it tends to make the matches lose their Twisted Metal feel (after all, it's a "to the death" concept). At least for me, endless lives never hit the spot.

    The problem is if you have a huge level, and half the cars get eliminated, suddenly there are huge gaps in gameplay as cars run from each other, run to find each other, etc. Prison Passage was an amazing single player level, but in multiplayer it was just MISERABLE. Same goes for Sunnydale or Sunny Hell or whatever TMX's level was. To say nothing of that God awful Diablo Pass.

    Now, MAYBE if, as cars were eliminated, the level actually reduced in scope and size.  That MIGHT make it work, and could be interesting.


    You know what sucks? Many games actually become worse with extremely large levels, but "this game is bigger than the last!" is such a major selling point. Even if it hurts the game, publishers gotta get that selling point. I hope if they do make another TM then they keep the levels a reasonable size.

    Back in the PS2 era, I remember advertisements for Socom III discussing how the maps were bigger and had vehicles. So half the game was just driving around looking for someone to kill. It really sucked

    Even the first level I made for TM2 ended up being too big. The canyon level I'm working on now is much smaller but I think it's far superior than the first map.

    I'm not sure when the map editor will be ready. I've had to change some things around as I learned more about the DPC file format. But on the plus side, you'll be able to create billboards (like the exploding trees in Paris) that explode when you wreck into them.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 02/22/18 at 13:04:25
    On Diablo Pass full map, everyone fights on the bridge, it is so chaotic.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 02/22/18 at 13:54:20

    Manta Ray wrote on 02/20/18 at 04:24:32:
    Yeah, I hear you. I'm interested in what massive GTA style maps would play like in this game..is there a way to program something similar to the mechanics of a game like PUBG or Fortnite? I'm guessing scripted events and game altering mechanics would be out of the question unless we find someone who can really break open the code.

    Well you’ll get an example it seems.

    Title: Re: TM 1+2 Modding thread
    Post by tmfan89 on 02/22/18 at 15:18:16

    Malefactor wrote on 02/21/18 at 17:21:29:
    I agree with the other two.  TMX suffered from the same problems Black did in large levels, at least in team LMS.

    True, if you have respawns it mitigates it, but then it tends to make the matches lose their Twisted Metal feel (after all, it's a "to the death" concept). At least for me, endless lives never hit the spot.

    The problem is if you have a huge level, and half the cars get eliminated, suddenly there are huge gaps in gameplay as cars run from each other, run to find each other, etc. Prison Passage was an amazing single player level, but in multiplayer it was just MISERABLE. Same goes for Sunnydale or Sunny Hell or whatever TMX's level was. To say nothing of that God awful Diablo Pass.

    Now, MAYBE if, as cars were eliminated, the level actually reduced in scope and size.  That MIGHT make it work, and could be interesting.


    Certain levels had these choke points that really gathered players into smaller areas (another poster mentioned the bridge on Diablos pass) but other levels that were more well rounded like Metro Square and Sunsprings really did a good job of having several areas where combat could convene and it had good outlet points where you could escape and chases could occur. If you had 12-16 players on some of the bigger maps it worked.

    The smaller variants also made it so that if you had less people you could pick a more closed in map. The problem was that people would pick the mid-sized maps and jam way too many players and it just became a clusterfuck. I actually didn't mind the clusterfuck now and again but it was nothing more than some cheap fun. If you got a good sized map with the right amount of players I think the game worked.

    Title: Re: TM 1+2 Modding thread
    Post by tmfan89 on 02/22/18 at 15:35:53

    Marltoro wrote on 02/21/18 at 17:38:49:
    You know what sucks? Many games actually become worse with extremely large levels, but "this game is bigger than the last!" is such a major selling point. Even if it hurts the game, publishers gotta get that selling point. I hope if they do make another TM then they keep the levels a reasonable size.

    Back in the PS2 era, I remember advertisements for Socom III discussing how the maps were bigger and had vehicles. So half the game was just driving around looking for someone to kill. It really sucked

    Even the first level I made for TM2 ended up being too big. The canyon level I'm working on now is much smaller but I think it's far superior than the first map.

    I'm not sure when the map editor will be ready. I've had to change some things around as I learned more about the DPC file format. But on the plus side, you'll be able to create billboards (like the exploding trees in Paris) that explode when you wreck into them.


    GTA really made the whole bigger (even if there isn't a lot to do) is better. Just having bigger areas was seen as a feature sadly. I thought the levels in TMX were well designed for the number of players. Large variants tended to work well with 12-16 players, middle-sized variants worked well with 5-8 players, and smaller variants worked well with 4 or less players.

    From what I remember I think that they had some restrictions in ranked games with how many players could play on certain sized maps. But I am not sure if those caps were properly balanced or managed. But I thought a lof of the levels and their variants were well designed and the variants made it so that you could play the maps with all sorts of player sizes.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/23/18 at 05:57:45

    Ripzsaur wrote on 02/22/18 at 13:54:20:
    Well you’ll get an example it seems.

    See! I know it would work..the problem I have with PUBG is everything moves SO SLOW.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/25/18 at 00:58:27
    Nearly there.

    https://thumb.ibb.co/ndX8kx/20180224043302_1.jpg https://thumb.ibb.co/cqZM5x/20180224043250_1.jpg https://thumb.ibb.co/fUwCCc/20180224043310_1.jpg https://thumb.ibb.co/jigCCc/20180224043312_1.jpg https://thumb.ibb.co/cuVTkx/20180224043333_1.jpg https://thumb.ibb.co/dx0Tkx/20180224043337_1.jpg https://thumb.ibb.co/dEzzsc/20180224043341_1.jpg https://thumb.ibb.co/nbJsCc/20180224043350_1.jpg https://thumb.ibb.co/nc4AyH/20180224043358_1.jpg https://thumb.ibb.co/mct3JH/20180224043403_1.jpg https://thumb.ibb.co/jqdsCc/20180224043409_1.jpg https://thumb.ibb.co/b7W15x/20180224043419_1.jpg https://thumb.ibb.co/fWd3JH/20180224043422_1.jpg https://thumb.ibb.co/e7J3JH/20180224043422_2.jpg https://thumb.ibb.co/cxuzsc/20180224043424_1.jpg https://thumb.ibb.co/eek5Xc/20180224043445_1.jpg https://thumb.ibb.co/jSkiJH/20180224043448_1.jpg https://thumb.ibb.co/d9RqyH/20180224043455_1.jpg https://thumb.ibb.co/huy3JH/20180224043505_1.jpg https://thumb.ibb.co/eqdsCc/20180224043511_1.jpg https://thumb.ibb.co/gQiQXc/20180224043517_1.jpg

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 02/25/18 at 05:38:02
    That is looking awesome!

    Title: Re: TM 1+2 Modding thread
    Post by tmfan89 on 02/25/18 at 13:05:21
    Once these mods get fully up and running how could the community play it? I assume it just works off of the standard TM2 PC game.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/25/18 at 13:23:55

    tmfan89 wrote on 02/25/18 at 13:05:21:
    Once these mods get fully up and running how could the community play it? I assume it just works off of the standard TM2 PC game.


    You'd have to make sure everyone has the same level files basically. For levels with HD textures, everyone would need to use the patch I released with the toolkit. It only takes a second to patch it. The patch actually fixed an issue where my game would always crash if hardware acceleration was on.

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 02/25/18 at 20:18:02
    That is a beautiful map  :)

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 02/25/18 at 22:43:15

    TWISTEDCREECH96 wrote on 02/25/18 at 20:18:02:
    That is a beautiful map  :)

    Yeah once I get some better textures it made a huge difference. I may make a winter version.

    Anyway, this map should be done some time next week.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 02/26/18 at 04:44:32
    This is really good work. I never imagine it would get to this point.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/03/18 at 17:58:16
    https://drive.google.com/open?id=1zlR6tgYZkp_lOUfNa7jm9pNrVvJY8fc9

    Extract the folders into your TM2 directory then pick Moscow: Suicide Slide in game to play it.

    I haven't had time to test it yet. The level looks a lot better if you turn on Hardware Acceleration in TM2Setup.exe

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/04/18 at 01:08:04
    Actually, I uploaded a video of it too.
    https://www.youtube.com/watch?v=oEttbmDoLYQ

    Now about releasing the map editor/compiler itself, I've learned a lot about what works and what doesn't work in the TM2 engine after making a couple maps. As of now, making a new level is somewhat tedious. TM2 has a really primitive method for rendering polygons which can cause clipping issues, such as polygons further away from the camera appearing in front of closer polygons, and the only way I know to fix this is to subdivide the polygons so they're smaller. And on top of that, if you have too many polygons on the screen then the game will crash. I basically had to go back and forth from sub-dividing the meshes until there was no more clipping issues and reducing the number of polygons for each mesh once it started to crash the game.

    It took a many tries of cloning and subdividing the meshes in the canyon level before I got it working just right. I'm not too experienced with Blender or 3DS Max so there may be more efficient ways to do it, but that process by itself took longer than it took to make the level in Sketchup. Plus there's all kinds of other issues that can come up if you don't do this process correctly. I don't want to release the map editor/compiler until it can automatically subdivide and organize the meshes itself. If I released it without that, virtually everyone would have different kinds of issues with their levels and it would be a giant headache for everyone.

    I just want the map compiler to be an easy to use tool, not some Bethesda abomination of a modding tool.

    Title: Re: TM 1+2 Modding thread
    Post by login on 03/06/18 at 07:37:57
    hello people, if someone wants to edit the car's speed from TM1PC. you only have to open the file "TWISTED.exe" with a hexeditor (make sure to have a copy). then you have to go to the offsets:
    0x262AB  -> Sweet Tooth Speed (Default: 5A)
    0x263D7 -> Darkside Speed (Default: 5A)
    0x26513 -> Yellow Jacket Speed (Default: 6E)
    0x2665B -> Hammer Speed (Defautl: 5A)
    0x2679F -> Crimson Fury Speed (Default: 87)
    0x268E7 -> Outlaw Speed (Default: 73)
    0x26A2F -> Pit Viper Speed (Default: 6B)
    0x26B77 -> Warthog Speed (Default: 5B)
    0x26CB7 -> Thumper Speed (Default: 78)
    0x26E00 -> Roadkill Speed (Default: 78)
    0x26F37 -> Mr. Grimm Speed (Default: 7D)
    0x27073 -> Spectre Speed (Default: 82)
    0x271B7 -> Minion Speed (Default: 73)
    The range of values are from 00 to FF
    ___
    example (editing mr. grimm top speed)


    notice that the maximum speed is 238 unlike TM2 (which is 254)

    Sorry for my bad english  :D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/06/18 at 09:31:19

    login wrote on 03/06/18 at 07:37:57:
    hello people, if someone wants to edit the car's speed from TM1PC. you only have to open the file "TWISTED.exe" with a hexeditor (make sure to have a copy). then you have to go to the offsets:
    0x262AB  -> Sweet Tooth Speed (Default: 5A)
    0x263D7 -> Darkside Speed (Default: 5A)
    0x26513 -> Yellow Jacket Speed (Default: 6E)
    0x2665B -> Hammer Speed (Defautl: 5A)
    0x2679F -> Crimson Fury Speed (Default: 87)
    0x268E7 -> Outlaw Speed (Default: 73)
    0x26A2F -> Pit Viper Speed (Default: 6B)
    0x26B77 -> Warthog Speed (Default: 5B)
    0x26CB7 -> Thumper Speed (Default: 78)
    0x26E00 -> Roadkill Speed (Default: 78)
    0x26F37 -> Mr. Grimm Speed (Default: 7D)
    0x27073 -> Spectre Speed (Default: 82)
    0x271B7 -> Minion Speed (Default: 73)
    The range of values are from 00 to FF
    ___
    example (editing mr. grimm top speed)


    notice that the maximum speed is 238 unlike TM2 (which is 254)

    Sorry for my bad english  :D


    Have you tried experimenting with the other hex values near the speed values?

    Title: Re: TM 1+2 Modding thread
    Post by login on 03/06/18 at 17:47:57

    Marltoro wrote on 03/06/18 at 09:31:19:
    Have you tried experimenting with the other hex values near the speed values?

    i found these:

    ARMOR
    CAR Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
    Address 0x2639C 0x264D2 0x26625 0x26760 0x268B1 0x269F9 0x26B41 0x26C7C 0x26DC9 0x26F04 0x2702E 0x2717B 0x272B0
    Value
    73
    8C
    64
    78
    64
    6E
    64
    78
    6E
    6E
    64
    64
    FA
    ____________
    ACCELERATION
    CAR: Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
    Address 0x262CC 0x263F8 0x26534 0x2667C 0x267C0 0x26908 0x26A50 0x26B98 0x26CD8 0x26E20 0x26F58 0x27094 0x271D8
    Value 05 04 0A 0A 0D 05 05 06 05 06 07 0A 05
    ____________
    HANDLING[center]
    CAR: Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
    Address 0x263DD 0x26473 0x265BC 0x26701 0x26848 0x26990 0x26AD8 0x26C1D 0x26D60 0x26E9B 0x26FC5 0x27112 0x27251
    Value 46 6E 4E 52 48 52 3A 3F 50 42 35 42 52

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 03/07/18 at 00:00:50
    I'll tell you what I want to see for TM2PC...

    Remakes of the Twisted Metal: Lost levels (all five, not four), in classic TM2 style!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/07/18 at 00:53:04

    Coleiosis wrote on 03/07/18 at 00:00:50:
    I'll tell you what I want to see for TM2PC...

    Remakes of the Twisted Metal: Lost levels (all five, not four), in classic TM2 style!


    Yeah but as Manta Ray mentioned, we may need to change the vehicle stats for the bigger levels.

    Title: Re: TM 1+2 Modding thread
    Post by login on 03/07/18 at 07:58:46
    TM2CAR SWEET HAMME OUTLA GRASS WART THUMP MRGRI SPECT TWIST AXEL MRSLAM SHADOW DARKT MINIO ROADK
    TOP SPEED Address 0x28A1B 0x28B11 0x28C23 0x28D1B 0x28E1D 0x28F2B 0x2903A 0x29130 0x29232 0x29334 0x29444 0x2955C 0x29664 0x29770 0x2A3B3
    - Value 5C 60 7F 79 65 6F 7D 83 8D 67 5C 71 7F 7F 77
    _____________
    TURN Address 0x28A21 0x28B17 0x28C29 0x28D21 0x28E23 0x28F31 0x29040 0x29136 0x29238 0x2933A 0x2944A 0x29562 0x2966A 0x29776 0x2A3B9
    - Value 46 19 67 5A 6E 55 6E 6E 8C 4B 50 4B 4B 96 4B
    _____________
    HANDLING Address 0x28A45 0x28B4D 0x28C59 0x28D51 0x28E59 0x28F61 0x2906A 0x29166 0x29268 0x2936A 0x29480 0x29591 0x2969A 0x297A6 0x2A3E9
    - Value 50 64 4B 41 5A 55 41 46 46 64 5A 69 50 4B 50
    _____________
    ARMOR Address 0x28A8D 0x28B95 0x28CA1 0x28D99 0x28EA1 0x28FA9 0x290B2 0x291AE 0x292B0 0x293B2 0x294C8 0x295DA 0x296E2 0x297EE 0x2A431
    - Value 78 6E 64 5A 82 64 41 5A 4B 6E 78 64 2C 01 D2 64
    _____________
    ACCELERATION Address 0x28A0E 0x28B03 0x28C15 0x28E02 0x28F10 0x29012 0x29112 0x29217 0x29319 0x2941F 0x29436 0x29649 0x29755 0x29861 0x2A49A
    - Value 05 08 06 05 06 05 0B 0A 09 06 04 06 06 06 06

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/07/18 at 11:51:20
    Thanks for posting those. I'll definitely use them when I try to add more cars to the game.

    I'm kind of curious, I wonder how close we could make TM2 look like TM:Black. We can replace meshes and use HD textures to make the game more modern.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 03/07/18 at 20:21:46
    I've downloaded Blender ans have been working on a map similar to the Downtown battleground from Black..would be cool to have the textures actually ripped from the game, but I'm starting to actually consider using retro graphics and textures from other Single Trac games to supplement the ones already in the game.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/08/18 at 11:48:22

    Manta Ray wrote on 03/07/18 at 20:21:46:
    I've downloaded Blender ans have been working on a map similar to the Downtown battleground from Black..would be cool to have the textures actually ripped from the game, but I'm starting to actually consider using retro graphics and textures from other Single Trac games to supplement the ones already in the game.

    I'm pretty sure I'll have the map editor/compiler released this month. I was going to release it last month but I ran into issues that I had to fix and it's 1000x better now. In the old version, you had to manually subdivide meshes to avoid clipping issues and manually set their draw distance. Now the map compiler will automatically subdivide meshes and create different models based on their draw distance.

    I will release a video showing the process of making the map in Sketchup all the way to playing the level in game. It'll be called something like "From Sketchup to TM2 Tutorial" It will include a written tutorial as well.

    Title: Re: TM 1+2 Modding thread
    Post by Vlygar on 03/09/18 at 13:07:59
    Damn, that is some great work on that Canyon level. 

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 03/11/18 at 21:59:20

    Marltoro wrote on 03/08/18 at 11:48:22:
    I'm pretty sure I'll have the map editor/compiler released this month. I was going to release it last month but I ran into issues that I had to fix and it's 1000x better now. In the old version, you had to manually subdivide meshes to avoid clipping issues and manually set their draw distance. Now the map compiler will automatically subdivide meshes and create different models based on their draw distance.

    I will release a video showing the process of making the map in Sketchup all the way to playing the level in game. It'll be called something like "From Sketchup to TM2 Tutorial" It will include a written tutorial as well.

    I've learned the basic functions of building the maps on Blender, but how do you get the scaling correct and actually implement it in the game? Looking forward to using this more soon.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 03/12/18 at 05:51:38
    Blender uses the gird as measurement and you can adjust it as such (Inches, feet, etc etc.) To get and idea of scale you will need a level from the game and come up with your own understanding of how big the levels are.

    Once you figure that out converting other things from the real world into twisted 2's scale should be no problem.

    ______________

    Also to share with you guys something I found out while messing around with Jet Moto that also applies to Twisted metal:

    "I fell into a happy accident today while messing about with Unreal Tournament.

    A funny fact is when you extract skins from UTX they are saved as PCX sound familiar?

    I found that Paint.Net with this plugin=(https://forums.getpaint.net/topic/2135-pcx-plug-in/) you can open the PCX files in JetMoto and Twisted. Just like I thought, these mostly handle menus and the such."


    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 03/12/18 at 09:00:17
    I actually have an archive of every texture from the following games:

    Twisted Metal 1+2
    Jet Moto 1+2
    Warhawk
    Rogue Trip

    If anyone is interested I can look into attaching a .rar.

    Title: Re: TM 1+2 Modding thread
    Post by Road-Kill_3197 on 03/13/18 at 08:41:47
    Actually, That would be great. I Want to make maps for TM2 that look like officially created maps. That includes having the same texture resolution. I probably could borrow assets from those games and even use the already existing ones as reference to created more.

    Also, I could...(or someone else could) use existing textures to try and recreate them in higher resolution, similar to what a lot of people do for mods for classic games such as Doom, Unreal, quake, etc.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 03/14/18 at 04:29:33
    I haven't tried replacing any of the Level select images for twisted metal yet, but I'm sure I'll have a similar issue. The images display with a tent of read over them. I'm not sure if that has to do with the engine running on 8 bit or the fact that I don't know much about .PCX

    I'll look more into it soon, so we can also make custom select images for our stages.



    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 03/16/18 at 19:31:27
    Interesting thing about modifying TM2's PCX files. When I do in in jet moto I have to modify the ISO due to the game always reading off of the disk.

    The TM2 I have requires no disc, but even after changing and replacing files it all remains the same. So Slightly confused but I'll figure it out.

    -----------------------------

    Seems like the menu files are handled by the TIM files rather than the PCX files for twisted metal 2. So I really don't get the point of the PCX files.  :-?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 04/12/18 at 09:57:35
    Hey guys, I'm sorry I haven't been very active recently. I was behind on some RL stuff.

    Anyway, I had to change plans regarding the level editor. Making the levels in a 3D modeler and having them compiled wouldn't work. There's just too many quirks with the Collada file format which would make the process way too confusing. For example, I was going to use splines for the AI paths but the Collada file format doesn't support splines. There's no easy way to create paths in a Collada and have them compiled. There were also situations such as having one-way paths for ramps which would be a mess to implement if we had to do everything in 3D modelers which is why I decided to make a fully featured map editor instead. It will be incredibly easy to use.

    The UI looks similar to other map editors like Valve's Hammer editor. This program will be much easier to use compared to making everything in a 3D modeling program. Instead of needing to create lights and make adjustments to them until they're just right, you just go to the light settings panel and set your light settings in there, or even use one of the presets.

    I can't say how long it will take to finish but I'll make sure to post updates. I'm sorry I delayed everything but I think this decision will be for the best in the long run.

    https://s17.postimg.org/c6cd0odxn/amain_ui.png
    https://s17.postimg.org/3o2wwcf4r/light_settings.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 04/12/18 at 10:55:07
    As long as I can model a level in another program, and bring it into your editor for final adjustments, I'd be happy.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 04/12/18 at 11:25:45

    Mr.SLaM wrote on 04/12/18 at 10:55:07:
    As long as I can model a level in another program, and bring it into your editor for final adjustments, I'd be happy.


    Yeah you can just create meshes in 3DS Max, Maya, Blender and then import them into the map editor. Then you can use them to create static objects. It's similar to most map editing programs.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 04/12/18 at 11:54:05
    So will this editor allow pathing and item placement?

    As long as a 3d mesh can  be imported in, your program could be used to do the rest.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 04/12/18 at 18:11:07

    Mr.SLaM wrote on 04/12/18 at 11:54:05:
    So will this editor allow pathing and item placement?

    As long as a 3d mesh can  be imported in, your program could be used to do the rest.


    Yeah you'll be able to place path-points for the A.I. and connect them together. You can still use 3DS Max, Maya, Blender to create meshes.

    Title: Re: TM 1+2 Modding thread
    Post by Antiram on 04/30/18 at 17:49:59
    Hello Marltoro

    I just found your TM2 PC stuff and have to tell you , great work !!!
    When I tried to patch my TM2 PC version with your patcher I found out your patcher does only patch the cracked exe TM2.exe file version 97.10.31.100.
    The original EU release TM2.exe version 97.10.31.100 is not able to be patched.

    Sony released an official Patch for TM2 wich can be found on my webside (I safed this file years ago).

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Patch/Tm2Setup.exe

    This offical Patch changed to TM2.exe file to version 97.11.18.101 and does some changes to the game.

    For example the texture loading screen at each level is different and is loading much faster !

    So it would be great you patch would support the patched original file too.

    The difference of the loading screen can be seen here:

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review.html

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review-Dateien/image004.jpg

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review-Dateien/image006.jpg

    If you need a patched TM2.exe or the EU TM2.iso file let me know, I can upload it.

    The offical patch has also some other improvements for example one of the (only) multiplayer levels crashed loading with 3dfx card in the  version 97.10.31.100 TM2.exe.

    Update: Tested the canyon map, looked like it also works only with the cracked 97.10.31.100 TM2.exe and not with mounted original CD iso.


    Regards from Berlin.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/01/18 at 00:32:04

    Antiram wrote on 04/30/18 at 17:49:59:
    Hello Marltoro

    I just found your TM2 PC stuff and have to tell you , great work !!!
    When I tried to patch my TM2 PC version with your patcher I found out your patcher does only patch the cracked exe TM2.exe file version 97.10.31.100.
    The original EU release TM2.exe version 97.10.31.100 is not able to be patched.

    Sony released an official Patch for TM2 wich can be found on my webside (I safed this file years ago).

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Patch/Tm2Setup.exe

    This offical Patch changed to TM2.exe file to version 97.11.18.101 and does some changes to the game.

    For example the texture loading screen at each level is different and is loading much faster !

    So it would be great you patch would support the patched original file too.

    The difference of the loading screen can be seen here:

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review.html

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review-Dateien/image004.jpg

    http://david.linuxprofessionals.org/diverses/PC/Twisted-Metal-2/Retro-Review/review-Dateien/image006.jpg

    If you need a patched TM2.exe or the EU TM2.iso file let me know, I can upload it.

    The offical patch has also some other improvements for example one of the (only) multiplayer levels crashed loading with 3dfx card in the  version 97.10.31.100 TM2.exe.

    Update: Tested the canyon map, looked like it also works only with the cracked 97.10.31.100 TM2.exe and not with mounted original CD iso.


    Regards from Berlin.


    I'll see if I can patch the other versions as well. When the map editor is done everyone will need to use the patcher due to other limitations of the game.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/01/18 at 02:23:46
    There was an image of Sweet Tooth’s truck from the PS3 promotion that made it to the front page of Reddit the other day. In the comments people were discussing how they’d wish Sony would make an HD remake and then others mentioning that TM2 on PC had online play..hmm.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/01/18 at 05:33:04

    Manta Ray wrote on 05/01/18 at 02:23:46:
    There was an image of Sweet Tooth’s truck from the PS3 promotion that made it to the front page of Reddit the other day. In the comments people were discussing how they’d wish Sony would make an HD remake and then others mentioning that TM2 on PC had online play..hmm.


    I didn't even know TM2 was on PC until 2016. It was really odd seeing people actually playing online. I still wish TM: Black was on PC.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 05/01/18 at 19:29:13
    I only got to play TM2 online once or twice. I played it with a fella named DOOM ages ago and another time with a friend of  mine to test it out with the tunnling software Hamachi.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/04/18 at 17:47:50

    †Adonael wrote on 05/01/18 at 19:29:13:
    I only got to play TM2 online once or twice. I played it with a fella named DOOM ages ago and another time with a friend of  mine to test it out with the tunnling software Hamachi.

    I used to be part of the handful of people on here who played it via Kali (or Khali?) in the early 2000s. It was a fun time and honestly the only online game I’ve ever steadily played. I can say that playing Twisted 2 competitively online is a completely different experience than playing the game versus CPU or one other human player. It felt like an entirely foreign experience to me and forces you to play in a much different way.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/05/18 at 07:00:08
    I just wanted to mention how much easier this map editor is.

    The absolute minimum required to make a running map takes these steps:
    1.) Open the Map Editor
    2.) Create a new static object
    3.) Click Browse... to select a mesh for the static object.
    4.) Click compile map

    https://s17.postimg.cc/k022nq7kb/image.png
    https://s17.postimg.cc/z8s01igob/image.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 05/05/18 at 07:56:20
    Very exciting dude. Looking forward to some updates. Maybe I should throw together a new map for testing too.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/08/18 at 09:00:06
    At some point soon I'm going to do a pre-alpha release so we can work out any major issues early on. Getting 4 view-ports to render drastically changed the rendering process compared to the Toolkit so I need to test it on other computers.

    The repository is open again and I'm working on the wiki too.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/12/18 at 23:28:20
    Are maps still made used outside programs or is this an all in one sort of application? Also, how are you setting respawn points and weapon pickups? I’m really behind on this stuff, but I’d like to pick it up. Mostly I’m interested in remodeling older levels and combining them right now. Is it easy to open another preexisting level in a program to edit? And can you important vehicles for scale if you are creating something original?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/13/18 at 11:19:36

    Manta Ray wrote on 05/12/18 at 23:28:20:
    Are maps still made used outside programs or is this an all in one sort of application? Also, how are you setting respawn points and weapon pickups? I’m really behind on this stuff, but I’d like to pick it up. Mostly I’m interested in remodeling older levels and combining them right now. Is it easy to open another preexisting level in a program to edit? And can you important vehicles for scale if you are creating something original?

    You still make your level's meshes and import them as static objects in the editor. Respawn points and pickups will be made in the editor. You'll be able to combine older levels.

    Title: Sweetbot Renders
    Post by DJ Normality on 05/13/18 at 03:26:01
    1. Sweetbot Vs. Titan Joker

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 05/19/18 at 20:02:03
    That isn't a mod for twisted metal 1 or 2. I think we'd all appreciate it if you'd quit spamming models you've ripped in more than one thread.

    Almost as bad as cancer.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 05/20/18 at 03:45:06
    Magnum, do some fucking modding around here. If I see that retarded model again I'm going to have an aneurysm.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/21/18 at 12:37:43
    I just wanted to let you guys know about the progress I've made so far. I updated the patch file so that there's no limit for the number ramps that can be loaded from the RMP file. Ramps are basically polygons that can be driven on. Without the patch, the maximum number of ramps was 225. I'm also working on getting the patcher to work with all versions of TM2.

    You can create static object, compile levels, and go into game easily now. I'd like to upload some video footage of it in action some time this week and maybe release an alpha build that people can play around with. It doesn't have paths or weapon pickups yet but that shouldn't take long.

    This thing's incredibly easy to use.

    Title: Re: TM 1+2 Modding thread
    Post by Magnum on 05/21/18 at 18:49:52
    Wait wha?!?

    What's modding? I can't draw for shit.  ;D

    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 05/22/18 at 08:28:33
    I have a question, would it be possible to covert Jet Moto maps into TM2PC ? A deathmatch on Jet Moto 2's Rollercide would be awesome lol ! ;D

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/22/18 at 10:28:47

    TWISTEDCREECH96 wrote on 05/22/18 at 08:28:33:
    I have a question, would it be possible to covert Jet Moto maps into TM2PC ? A deathmatch on Jet Moto 2's Rollercide would be awesome lol ! ;D


    The DPC file format for TM2 PC and Jet Moto 1 are almost identical. I don't know anything about Jet Moto 2's model format though.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 05/22/18 at 22:06:39
    Jet Moto 2 uses a different format than that of Twisted metal 2 and Jet Moto 1. .DMD I believe.

    And nothing I've found on the net suggest anyone has ever cracked playstation's .DMD format. I do know much like .DPC they store .TDM files and models, but that is as far as it goes.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/23/18 at 15:30:13
    I was wondering if anyone has had experience adding new models into the game, how does hit detection work? I’m wondering for example if you added larger scale models of the same vehicles into the game how would they interact with other vehicles and the environment. My current idea once all of the toolkits are finished is to create a larger and more detailed version of Twisted Metal 1.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/23/18 at 15:37:16

    Manta Ray wrote on 05/23/18 at 15:30:13:
    I was wondering if anyone has had experience adding new models into the game, how does hit detection work? I’m wondering for example if you added larger scale models of the same vehicles into the game how would they interact with other vehicles and the environment. My current idea once all of the toolkits are finished is to create a larger and more detailed version of Twisted Metal 1.


    There is a collision structure located in the DPC file. I know there's at least one in each car's DPC file but I haven't really experimented with those yet.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 05/23/18 at 17:19:08

    Marltoro wrote on 05/23/18 at 15:37:16:
    There is a collision structure located in the DPC file. I know there's at least one in each car's DPC file but I haven't really experimented with those yet.

    I see. I wonder how that would affect gameplay as well. Maybe I’ll just stick to working on an upscaled “de-make.”

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/27/18 at 11:16:12
    I got a lot done for the UI and I got proper lighting implemented now. I should have all the UI controls for the lighting done real soon. The lighting controls will include the position of the sun, the color of the lighting, etc. It will even include presets like morning, noon, afternoon. You won't have to mess with lighting at all when you make your meshes in Blender, 3DS Max, or Maya.

    Major things left:
    -Finish lighting UI controls
    -Implement item pickups
    -Implement controls for creating A.I. paths and spawn points

    https://thumb.ibb.co/cgSawT/1.png
    https://thumb.ibb.co/gukTGT/2.png
    https://thumb.ibb.co/hQoR38/3.png
    https://thumb.ibb.co/fRS3i8/4.png

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 05/27/18 at 13:57:47
    Egypt is coming to life!

    I know we already had a working version of it, but I'm excited to see what your level builder and progress doed in terms of quality.

    I think I'm going to start that India level, but I may explore other options.

    Someone give us some world tour locations for us to annihilate.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/27/18 at 16:43:02
    Berlin, Germany
    San Francisco
    Tokyo, Japan (You can run over weeaboos)
    Roman Colosseum
    Las Vegas
    Hawaii
    A huge cruise ship

    Vegas would require flashing lights, which reminds me that I need to add animation support for the map editor. Animations in the TM2 engine are simply frame-by-frame animations which uses a separate mesh for each frame.

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 05/28/18 at 09:23:02
    Twisted Metal doesn’t have very many “Anytown, USA” type maps. Like the original Suburbs in TM1, but more rural. Sporadic house placement, a few shopping Plazas, a small independent truck shipping depot, a couple of gas stations, a small neighborhood or two, a park—Thatd be neat.

    Title: Re: TM 1+2 Modding thread
    Post by Malefactor on 05/28/18 at 19:47:06

    Ripzsaur wrote on 05/28/18 at 09:23:02:
    Twisted Metal doesn’t have very many “Anytown, USA” type maps. Like the original Suburbs in TM1, but more rural. Sporadic house placement, a few shopping Plazas, a small independent truck shipping depot, a couple of gas stations, a small neighborhood or two, a park—Thatd be neat.


    You don't think Suburbs from Black pretty much fits this?

    Title: Re: TM 1+2 Modding thread
    Post by Ripzsaur on 05/29/18 at 09:22:57

    Malefactor wrote on 05/28/18 at 19:47:06:
    You don't think Suburbs from Black pretty much fits this?

    No, not what I had in my head. I realize my description earlier sounds exactly like it. I was thinking more of a middle of nowhere type town. Like the town in What’s Eating Gilbert Grape or most of rural South Carolina. A couple of long backroads through trees that lead to a small town. Suburbs from TM1 is more fitting, but thats more of a Californian type map. The hills in TMB have the kind of house placement I was talking about, but the rest of the map still feels more developed than what I was thinking. Kind of like Suburbs meets the Ghost Town part of the Canyon map on TMPS3. Just not in a barren desert type, more in the middle of America, with farm land and a lot of woods.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 05/29/18 at 10:12:32
    I made a short video showing how easy it is to adjust the lighting in a level. There will be more options for things like color, ambient light, and lighting effects for night levels. Next I'm going to work on getting item pickups working. Really looking forward to releasing this.

    https://www.youtube.com/watch?v=ITOI_9ERfXg

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 05/29/18 at 18:14:53
    I don't have much to add, just that this is awesome work.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/08/18 at 08:10:53
    Excited for the release.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 06/12/18 at 12:17:49
    I can imagine the cruise ship to be like from Captain America: The Winter Soldier.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 06/17/18 at 04:37:10
    So I have been experimenting with the tool and the Unreal Engine..  Preferably Unreal Tournament.  I export the models > Blender > Tweaks in Blender (Some of the models have holes etc.) > FBX output to the Unreal Editor > Import and tweak again in blender > Photoshop edits if needed for textures etc.

    You can check out some of the screen shots here -https://imgur.com/gallery/Dyidapp

    I will try and get some video up tomorrow and will hopefully have a download available for these maps.

    I might even do a upgraded version of these maps as HD remakes.  Could be a fun challenge and learning experience.

    Marltoro, thank you again for being so awesome.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/17/18 at 19:22:34

    Taurus wrote on 06/17/18 at 04:37:10:
    So I have been experimenting with the tool and the Unreal Engine..  Preferably Unreal Tournament.  I export the models > Blender > Tweaks in Blender (Some of the models have holes etc.) > FBX output to the Unreal Editor > Import and tweak again in blender > Photoshop edits if needed for textures etc.

    You can check out some of the screen shots here -https://imgur.com/gallery/Dyidapp

    I will try and get some video up tomorrow and will hopefully have a download available for these maps.

    I might even do a upgraded version of these maps as HD remakes.  Could be a fun challenge and learning experience.

    Marltoro, thank you again for being so awesome.


    Blender has some issues with Collada files. Could you show me an example of one of the models with these holes? I'd like to check if it's an issue with the exporter or an issue with Blender. Btw, I've made a lot of changes to the Collada exporter since the last release.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 06/18/18 at 18:00:34
    So I currently have an Easter Island map blocked out. It's really small and simple, but should make a fun replacement for Moscow.

    So, do we have death zones working for the map tool? Like can I add in the drowning from the Arctic and Tokyo levels, because that's really important here.

    Also sorry for making levels with extra complexities, but I figure they're really good for testing out features.

    Title: Re: TM 1+2 Modding thread
    Post by Taurus on 06/18/18 at 19:33:01

    Marltoro wrote on 06/17/18 at 19:22:34:
    Blender has some issues with Collada files. Could you show me an example of one of the models with these holes? I'd like to check if it's an issue with the exporter or an issue with Blender. Btw, I've made a lot of changes to the Collada exporter since the last release.


    Moscow- the center floor on the lowest level had splits. The vertices are not connected probably.

    Holland- inside the windmills. Same issue with the vertices not being connected.

    I'll send some screenshots tonight.  Unfortunately I am at work here. Till 11pm est. 

    I honestly believe it isn't blender or your tool.   I believe it's the actual model itself.   

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 06/19/18 at 05:44:44

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/19/18 at 06:47:49
    This will probably be the last update before the release.

    I got basic mouse picking/selection working as well as the translation gizmo for moving objects around the level. I just have to finish the AI path finding system and make some other smaller changes and then it will be ready for release.

    https://s22.postimg.cc/bjy958xzh/mapeditor.png
    https://s22.postimg.cc/mjjggvbjx/mapeditor2.png

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/23/18 at 10:46:56
    This looks great. Any chance of level hazards like the instant death tiles in the rooftop levels or slippery surfaces like that single ice rink in TM1? I feel like maybe those mechanics were completely removed from this game as there is no oil slick weapon either. I also noticed the lack of water elements in the PC version compared to the console game.

    I'm also wondering if it's possible to add destructible elements like the ramps that vanish in Suicide Slide or level specific background items like the Hollywood sign or the Statue of Liberty.

    Anyways, great work and I can't wait to tinker with it.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 06/24/18 at 07:00:12

    Manta Ray wrote on 06/23/18 at 10:46:56:
    This looks great. Any chance of level hazards like the instant death tiles in the rooftop levels or slippery surfaces like that single ice rink in TM1? I feel like maybe those mechanics were completely removed from this game as there is no oil slick weapon either. I also noticed the lack of water elements in the PC version compared to the console game.

    I'm also wondering if it's possible to add destructible elements like the ramps that vanish in Suicide Slide or level specific background items like the Hollywood sign or the Statue of Liberty.

    Anyways, great work and I can't wait to tinker with it.


    In the DPC file, I found a structure for sub-entities with special physical properties for things like explode on impact or explode after receiving a certain amount of damage. Each of those entities has a short (2 byte) value that determines that physical properties:

    Default (just a solid object) = 0x0
    Explode on impact = 0x208
    Destructable = 0x01F6

    I'm guessing that things like the Hollywood Sign and the Statue of Liberty use the same entity structure. I'll do some digging around tonight actually. I really want to figure out the teleporters. I'll look at TM1 as well.

    *Edit* I found the Eiffel tower entity and it was linked to two other objects, the undamaged Eiffel tower and the damaged Eiffel tower with the bridges connecting the buildings. Its short value was 0xC80. I'm still not sure where the trigger zone for the explosives are but I got a couple ideas on how to find it. So at some point we should be able to have similar events to the Eiffel tower event in our own maps.

    *Edit 2* In addition to the map editor, there's another app I'm going to make. It will be a car creator app which will let you create a car with the ability to import animations and adjust things for the car such as the turbo flame location, wheels, etc.

    Title: Re: TM 1+2 Modding thread
    Post by Ali on 06/24/18 at 23:33:58
    Hello bro. Recently saw your comment in the chat on the broadcast of the game Marltoro)

    subscribe to the channel
    https://www.youtube.com/watch?v=FsyTKZiA5_Y

    my English is perfect 8-)

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/30/18 at 22:56:25
    What’s new everyone?

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 07/31/18 at 00:01:22

    Quote:
    What’s new everyone?


    I still have the Twisted Metal Garage collection, containing the 3D models of the vehicles from TMB and TMHO.  If you would like me to add a download link, feel free to ask.  It would be great to see those models in TM2 for PC! :D

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/01/18 at 23:52:26
    What, what, whaaa..? How did you manage to get those? Does that include skins too? And yes, would love to see it.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/09/18 at 18:39:54
    They do include the textures/skins of the included vehicles.  Although, they might appear differently than they do on 3D animation programs.  I take it we just need to use the Twisted Toolkit to to load them and export them to the file format needed.

    http://www.mediafire.com/file/h3eekivwwlvw8bk/TwistedMetalGarage.zip/file

    P.S. These models and textures were extracted by F***TwistedMetal.  His original link is dead, so I had to provide a new one.

    See if they work.  If not, please report back.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/10/18 at 02:04:19
    I’ll have to check this out later when I’m on my laptop. Is there any way to get level textures as well?

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 08/10/18 at 13:07:25
    You mean textures from TMB and TMHO levels?  Sorry, but no.  Vehicles only.

    Title: Re: TM 1+2 Modding thread
    Post by Cambelt on 09/06/18 at 18:12:28

    Mr.SLaM wrote on 06/19/18 at 05:44:44:



    That looks great. What software did you use to create that?

    TM2 World Tour should live up to its name in a modded remake imo.

    I've got some ideas for London, Chernobyl, Barcelona, Rome and some others. What sort of skills are required to create a map like yours?

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/06/18 at 21:00:59

    Coleiosis wrote on 08/09/18 at 18:39:54:
    They do include the textures/skins of the included vehicles.  Although, they might appear differently than they do on 3D animation programs.  I take it we just need to use the Twisted Toolkit to to load them and export them to the file format needed.

    http://www.mediafire.com/file/h3eekivwwlvw8bk/TwistedMetalGarage.zip/file

    P.S. These models and textures were extracted by F***TwistedMetal.  His original link is dead, so I had to provide a new one.

    See if they work.  If not, please report back.


    The only issue with using the HD car models is that the game has a polygon limit. If too many polygons are on the screen then the game just crashes. I've made a new patch that removes the hard-coded limit on ramps, HD textures, but I'd still need to remove the hard-coded limit on polygons.

    Anyway, I just wanted to let you guys know that I'm still actively working on the map editor. It just took a bit longer than I though due to a couple setbacks. I'm going to fix a couple bugs then release an alpha version as soon as possible.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 09/06/18 at 22:13:38
    Another issue is even if the poly limit is removed theres no guarantee the engine will beable to run those models efficiently. Could be a giant memory leak by doing so. Itd be best to recreate the models as low poly rather than shove High poly HD models into it. It would be far more efficient and less chance of crazy side effects. That poly limit is probably built in for a reason.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/06/18 at 23:29:40

    †Adonael wrote on 09/06/18 at 22:13:38:
    Another issue is even if the poly limit is removed theres no guarantee the engine will beable to run those models efficiently. Could be a giant memory leak by doing so. Itd be best to recreate the models as low poly rather than shove High poly HD models into it. It would be far more efficient and less chance of crazy side effects. That poly limit is probably built in for a reason.


    Now that you mention it, I remember another reason why we can't just import HD models. The meshes for TM2 use short (non decimal numbers) values for the vertices. If we imported an HD model then the model would lose all of its decimal values and would mess up the model.

    I think Adonael's right. We should just remake the cars as low poly vehicles with HD textures.

    Title: Re: TM 1+2 Modding thread
    Post by Cambelt on 09/07/18 at 03:32:37

    Marltoro wrote on 09/06/18 at 23:29:40:
    I think Adonael's right. We should just remake the cars as low poly vehicles with HD textures.


    Could you use quadric edge collapse decimation on MeshLab to convert a high poly vehicle to a low poly vehicle but maintaining the HD textures?

    Just trying to figure out a method to accomplish what you said.

    Title: Re: TM 1+2 Modding thread
    Post by 000001 on 09/07/18 at 07:17:32
    I am the guy who did the garage. I have all textures and models from every Twisted metal.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/07/18 at 08:07:57
    Did you find any cut content from those games?

    Title: Re: TM 1+2 Modding thread
    Post by 000001 on 09/07/18 at 08:27:16
    I mean I got so many objects and meshes. So far I got everything. Not trying to skip anything. I did find the grinder / missle truck.



    Title: Re: TM 1+2 Modding thread
    Post by Sharp on 09/07/18 at 22:19:54



    UV mapped and ready for the garage. All Head On models.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 09/08/18 at 00:44:09
    This is legit, me NOT being a dick Sharp.

    But this thread is about modding not ripping models.

    Now you are spamming other peoples threads instead of creating your own. Calm down man.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/08/18 at 01:46:24
    Sharp, I think you'd be better off keeping all the ripped models in one thread. That way we can easily keep track of your progress in one place.

    I'm going to make a separate thread for the map editor once it's done. It will be strictly meant for discussing bugs, features, and updates for the map editor itself.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/26/18 at 09:01:19
    I'm going to release the Map Editor on Saturday, September 22nd

    I'll upload some more screenshots/video footage tonight or tomorrow.

    Title: Re: TM 1+2 Modding thread
    Post by Sharp on 09/26/18 at 18:13:02
    Here's my mod then.. well one of them so far.
    https://youtu.be/26eL4oP-Zt4

    Title: Re: TM 1+2 Modding thread
    Post by Sharp on 09/26/18 at 18:15:41
    Yeah I wish I could delete posts. Sorry for the posting so much. I'm just really happy to have these after trying for around 8 months. It's not been easy.


    Marltoro wrote on 09/08/18 at 01:46:24:
    Sharp, I think you'd be better off keeping all the ripped models in one thread. That way we can easily keep track of your progress in one place.

    I'm going to make a separate thread for the map editor once it's done. It will be strictly meant for discussing bugs, features, and updates for the map editor itself.


    Title: Re: TM 1+2 Modding thread
    Post by Sharp on 09/26/18 at 18:16:36
    Your right. Sorry.

    †Adonael wrote on 09/08/18 at 00:44:09:
    This is legit, me NOT being a dick Sharp.

    But this thread is about modding not ripping models.

    Now you are spamming other peoples threads instead of creating your own. Calm down man.


    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 09/30/18 at 12:27:06
    Here's a couple screenshots of the AI path system. Basically you just point and click where you want AI nodes and then you just link them together.

    I'll upload a video of it later tonight or tomorrow. Also shortly after the map editor release I'm going to upload a newer version of the Toolkit with some bug fixes. Some people were having issues with replacing textures.

    https://thumb.ibb.co/dU16NK/pathnode0.png https://thumb.ibb.co/m52D2K/pathnode1.png https://thumb.ibb.co/kRX2we/pathnode3.png

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/06/18 at 02:29:52
    https://drive.google.com/open?id=1aLI165YG7T5-9Jvl3tqiwVCUSTbijRJ0

    I had to disable weapon pickups because of a bug.

    Also I wanted to mention that the Map Editor and TM Toolkit share the same code-base now so I'll be upload a newer version of the Toolkit with some bug fixes soon. I'll make a separate thread once we work out the major bugs.

    https://www.youtube.com/watch?v=6NZje9QGtqg

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/08/18 at 04:32:41
    I'll try to have the weapons/pickups working some time later this week or this weekend.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 10/08/18 at 06:59:05
    This is great work. Looking forward to messing around with it. Have you by chance noticed any issues with level size? I wanted to work on one giant map for now and then possibly break it off into individual segments at a later time.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 10/21/18 at 09:55:58
    Just wanted to let you guys know that I fixed a major bug with the billboards. I'll upload the newest version with weapon pickups as soon as possible.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 10/21/18 at 09:57:28
    Awesome. I look forward to messing around with it.

    Title: Re: TM 1+2 Modding thread
    Post by Fidgetspinner on 10/22/18 at 17:45:44
    Yo, dawg. This shit is cash money boi. Can't wait to see what comes crackin.

    Title: Re: TM 1+2 Modding thread
    Post by Psycho Se7eN on 11/09/18 at 21:21:00
    Can we download the garage yet? Is it finished? I want this so much right now.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/10/18 at 02:57:51
    https://thumb.ibb.co/fun00q/pickups.png

    Sorry about the slow progress. I've been sick for the past month and recently I've started having issues running TM2. I have the weapon pickups working and I'll upload the latest build once I can get TM2 running and make sure that the pickups work in game. The original build of the Map Editor wouldn't even start on some computers but I think I've tracked down and fixed those bugs in this newer build.

    In case anyone wants to look at the BitBucket repo, there's some files missing so you'll need to wait for me to upload them.

    Title: Re: TM 1+2 Modding thread
    Post by Sharp on 11/10/18 at 14:09:06
    The garage will be available on 10/31/2018. I should have all generations of models from TM2 to 2012.

    Title: Re: TM 1+2 Modding thread
    Post by Psycho Se7eN on 11/12/18 at 02:14:39

    Sharp wrote on 11/10/18 at 14:09:06:
    The garage will be available on 10/31/2018. I should have all generations of models from TM2 to 2012.


    Awesome! Thanks! Does this include all of the bosses?

    Title: Re: TM 1+2 Modding thread
    Post by Vlygar on 11/15/18 at 06:43:46
    Sitting at this thread, at about an hour after midnight on 10/31.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 11/19/18 at 09:25:08
    Anybody know if it’s possible to script events like the Antarctica level falling away? I think it’d make for some interesting level designs.

    Title: Re: TM 1+2 Modding thread
    Post by Coleiosis on 11/21/18 at 04:10:00

    Quote:
    Anybody know if it’s possible to script events like the Antarctica level falling away? I think it’d make for some interesting level designs.


    Sounds like you want to make a volcanic level where some of the rocky platforms sink into the hot magma.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 11/25/18 at 02:24:43

    Coleiosis wrote on 11/21/18 at 04:10:00:
    Sounds like you want to make a volcanic level where some of the rocky platforms sink into the hot magma.

    Yeah, something like that or an earthquake type level. Basically I’m interested in experimenting with a battle royale type format for a few large scale levels. Call it “Twisted Royal.”

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/25/18 at 09:12:07
    Here's a new version of the Map Editor. I tested it on a few different computers so it should run fine now. Post any bugs you find in this thread.

    https://drive.google.com/open?id=1pI7Nu2jDh4y8htBVuZBrgnnB3qov5JTJ

    I also uploaded some footage of me using it to create the Canyon Level.

    https://www.youtube.com/watch?v=m8Ors0P8oZQ

    And I'm going to fix the BitBucket repo and upload a fixed version of the Toolkit as soon as possible.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 11/26/18 at 16:55:45
    This is truly insane. I’m going to start work on my mod in February. Currently I’m acquiring assets and planning my levels. Do you still recommend using Blender? How do you scale your levels? I was thinking of importing a Dark Tooth model so every vehicle would be compatible with the environment. I’m also thinking of ways to create different types of games using the format we are already stuck with essentially. If you look at some of the creative things people have done making a full scale Castlevania remake on Doom you begin to imagine greater options.

    Fantastic work!

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/26/18 at 23:23:41

    Manta Ray wrote on 11/26/18 at 16:55:45:
    This is truly insane. I’m going to start work on my mod in February. Currently I’m acquiring assets and planning my levels. Do you still recommend using Blender? How do you scale your levels? I was thinking of importing a Dark Tooth model so every vehicle would be compatible with the environment. I’m also thinking of ways to create different types of games using the format we are already stuck with essentially. If you look at some of the creative things people have done making a full scale Castlevania remake on Doom you begin to imagine greater options.

    Fantastic work!


    I've updated the Collada importer code so Sketchup, Blender, Maya, 3DS Max should be fine. For scaling levels, I'll include some example models that can be used as a reference for scale.

    Actually at this point, I think Blender is a piece of shit. Sometimes it doesn't even import Collada files correctly. But if you want to use Blender it should work fine with the map editor.

    Title: Re: TM 1+2 Modding thread
    Post by CekillRaven on 11/27/18 at 07:34:08
    That's amazing gonna blow some dust out of my Sketchup skill
    also im looking forward to see some community's work from from my favorite dying genre

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 11/29/18 at 05:00:48
    There appears to be a frame rate issue when a lot of AI paths are on the screen and sometimes the collada importer doesn't import texture coordinates correctly. Looking into it.

    Title: Re: TM 1+2 Modding thread
    Post by johnnyde94 on 12/03/18 at 06:24:17
    Hello, there I am new to TM Modding. I was wondering if there was a central repository to where all of the mods are located. Is there a webpage for mods? Is there a specific emulator for PC that works best for TM and is there a location for the game files, I have on and the original disk as well.

    Thanks

    Title: Re: TM 1+2 Modding thread
    Post by CekillRaven on 12/04/18 at 19:20:31

    Marltoro wrote on 11/25/18 at 09:12:07:
    Here's a new version of the Map Editor. I tested it on a few different computers so it should run fine now. Post any bugs you find in this thread.

    https://drive.google.com/open?id=1pI7Nu2jDh4y8htBVuZBrgnnB3qov5JTJ

    I also uploaded some footage of me using it to create the Canyon Level.

    https://www.youtube.com/watch?v=m8Ors0P8oZQ

    And I'm going to fix the BitBucket repo and upload a fixed version of the Toolkit as soon as possible.


    I don't know if you're the one making the TM2_Patcher or not but after I install the patch my car fall through the floor most of the time and can only run on some little bit of terrain(like the asphalt road on LA and bottom of the pit in DISH) but
    I can play in your map both LA and canyon with no problem though
    I'm i doing something wrong or it suppose to happened because of the old limitation of vanilla map


    Title: Re: TM 1+2 Modding thread
    Post by VegasFlatline on 12/13/18 at 08:21:00
    Just found a bug on your engine I don't know how it happened I followed everystep on the setup I compiled my test map without any error but seem like I can't collect any pick-ups beside health pick-up that seem to work fine
    also all fire missile are turn into lighting



    I'm not sure the version I use is the same as your or not so I just take a pic of all my files in MapResource folder




    Title: Re: TM 1+2 Modding thread
    Post by Berenastera on 12/30/18 at 15:45:06

    Marltoro wrote on 11/29/18 at 05:00:48:
    There appears to be a frame rate issue when a lot of AI paths are on the screen and sometimes the collada importer doesn't import texture coordinates correctly. Looking into it.


    I downloaded TM2 a few days ago and I came to this forum today after finding your videos on youtube. Congratulations ! Great job ... I hope to test your maps.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 01/15/19 at 21:00:40
    I’ve started a project with the goal of conjoining multiple levels from different entries into one cityscape sized larger battleground. I’m trying to push the limit of the mod capability with this. If it doesn’t work out (if the game crashes) I’ll split the map into medium sized but still XL areas with infused signatures from past games. The idea being not to make the game larger necessarily but more involved with condensed versions of the levels we love. I will post more as I go along, for now I am laying out the concept brick by brick. In addition to the city maps I am using graphic assets from multiple Single Trac games as sort of a love letter to the car combat genre and the era that birthed Twisted Metal.

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/27/19 at 11:15:36
    Added skybox settings, key bind settings. I also fixed some serious performance issues as well. I'll upload the updated version after I fix a couple issues. It's still in a very early state and I have yet to test it on many other computers so if you run into any other issues post them here.

    https://i.postimg.cc/G9dqgcRC/1.png

    https://i.postimg.cc/nCLTZ0MS/2.png

    https://i.postimg.cc/V5g433sb/3.png

    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 01/27/19 at 17:14:06

    VegasFlatline wrote on 12/13/18 at 08:21:00:
    Just found a bug on your engine I don't know how it happened I followed everystep on the setup I compiled my test map without any error but seem like I can't collect any pick-ups beside health pick-up that seem to work fine
    also all fire missile are turn into lighting



    I'm not sure the version I use is the same as your or not so I just take a pic of all my files in MapResource folder



    Thanks for letting me know. I'll fix the pickups.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 01/29/19 at 11:41:56

    Marltoro wrote on 01/27/19 at 11:15:36:
    Added skybox settings, key bind settings. I also fixed some serious performance issues as well. I'll upload the updated version after I fix a couple issues. It's still in a very early state and I have yet to test it on many other computers so if you run into any other issues post them here.

    https://i.postimg.cc/G9dqgcRC/1.png

    https://i.postimg.cc/nCLTZ0MS/2.png

    https://i.postimg.cc/V5g433sb/3.png

    What’s the largest image size for the skyboxes?

    Title: Re: TM 1+2 Modding thread
    Post by DeadMustang on 02/23/19 at 04:03:07
    That map making tool is looking insane!!!! I never thought this game would get modded some day but this is awesome  ;D
    Sorry to bother you with this but I downloaded the map editor and I get this error message when I start it:


    Sorry for the Spanish, my PC is in Spanish lol. I thought it may be related to .Net Framework but I tried to download the one from the readme link and it says I already have that version or a newer one installed.

    Also the other Toolkit crashes when I try to replace a texture, not sure if I may be missing something (that .Net Framework also tells me it's already installed)  :-/
    //EDIT: It seems the x64 version of the tool works for that, it lets me replace the textures. Excellent ;D Haven't tried the replaced texture in game yet.



    Title: Re: TM 1+2 Modding thread
    Post by Marltoro on 03/01/19 at 06:32:08

    DeadMustang wrote on 02/23/19 at 04:03:07:
    That map making tool is looking insane!!!! I never thought this game would get modded some day but this is awesome  ;D
    Sorry to bother you with this but I downloaded the map editor and I get this error message when I start it:


    Sorry for the Spanish, my PC is in Spanish lol. I thought it may be related to .Net Framework but I tried to download the one from the readme link and it says I already have that version or a newer one installed.

    Also the other Toolkit crashes when I try to replace a texture, not sure if I may be missing something (that .Net Framework also tells me it's already installed)  :-/
    //EDIT: It seems the x64 version of the tool works for that, it lets me replace the textures. Excellent ;D Haven't tried the replaced texture in game yet.


    I actually fixed the texture replacement issue in the newest version of the toolkit so I'll upload that once I fix a couple small issues. Does the map editor crash as soon as you start it or does it happen if you try to do something specific?

    I have a lot more free time to work on them now and I fixed some other issues that were really holding things up so I'll upload fixed versions of them as soon as I can.

    Title: Re: TM 1+2 Modding thread
    Post by DeadMustang on 03/01/19 at 09:16:14
    Excellent!
    Well the map editor crashes as soon as I start it. I double click on the exe, it opens (shows the whole interface and stuff), and right afterwards before clicking on anything, the message from my image pops up.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 05/28/19 at 00:39:55
    I have been so stressed out the past few months with finding a job after I graduated, but I finally just said fuck it, and decided to work on my Easter Island level for Twisted Metal 2.

    I'll need working water and death zones, but the whole point of this level was to test modding tool features we still needed to iron out.


    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 05/29/19 at 02:10:58
    Sorry for the double post, but here is some Easter Island progress. It's basically finished. I have to just get it optimized for the current memory expansion patch, and do weapon pick-up placements. Oh, and AI pathing too.


    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 06/10/19 at 16:02:57
    I have been working on a Twisted Metal 2 version of Trapper. It's coming out really good. Expect something ready for download by the end of this week.




    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 06/11/19 at 19:29:06



    Title: Re: TM 1+2 Modding thread
    Post by TWISTEDCREECH96 on 06/12/19 at 13:55:11
    Oh man this is beautiful !

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 06/13/19 at 20:11:37
    Dope! Great work, man.

    Title: Re: TM 1+2 Modding thread
    Post by VegasFlatline on 06/14/19 at 05:16:14
    :D
    Is this a first modded car ?

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 06/16/19 at 16:10:42
    Has anyone tried making any Black vehicles or tracks? I'd try myself but for some reason the toolkit wont run on Win 7

    Title: Re: TM 1+2 Modding thread
    Post by Kratoscar2008 on 06/19/19 at 09:55:17

    Mr.SLaM wrote on 06/10/19 at 16:02:57:
    I have been working on a Twisted Metal 2 version of Trapper. It's coming out really good. Expect something ready for download by the end of this week.





    Good to see some Small Brawl love  ;D Will it have the silly monkey special?

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/15/19 at 02:42:57
    If anyone could help I am trying to import textures into TTK but it keeps crashing. I have tried using a variety of .bmp textures at the correct sizes and each time the program will crash. I have gotten the program to work before so I am thinking maybe I am just saving the .bmp files under the wrong settings but I have no clue.

    EDIT: I got the original 64-bit prototype to work.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 07/20/19 at 09:00:52
    Does anyone have the skills to put the vehicles meshes in something like Unity? I'm trying to decide whether to mod this game completely or start a whole new project.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/11/19 at 19:07:44
    I've started working on new enhanced textures for the game. These are 128 x 128 resolution to 512 x 512 sized upgrades. I will post Axel soon.



    I wasn't able to get the helmet to show up in the Toolkit I am using, but maybe someone can get this working in TM2PC and we can see better screenshots of it in action. As you can see from the texture file there are a lot of details from the old game I carried over including the helmet.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 08/12/19 at 02:51:23
    That's pretty nice looking.

    I think from what maltaro explained is high res textures dont work right now. I dont remember if he fixed that or not.

    Which is a shame on my part because I like that grim.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/12/19 at 05:57:05
    I thought the patcher allowed for up to 1024 x 1024. Unfortunately because these are stuck to paint files I don't think the graphics will improve that much past 512 x 512. I think even Head-On had 256 x 256 files, so that's not bad company to be in as far as graphical improvements go. These are mainly based on TMPS3 texture files which are 1024 x 1024.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 08/12/19 at 21:42:33
    Ah then he probably did fix that issue. I couldn't remember to be honest. Would love to see some in game screenshots.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 08/13/19 at 21:39:14


    He's an Axel I'm working on. I still need to complete his backside, but I think this is basically the design I'm most happy with, with maybe a few more details added in.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 01/02/20 at 00:26:41
    Bumping this thread.
    I'll see if I can get the Easter Island map done this week.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 03/09/20 at 03:17:23
    Has anyone created a guide on how to make these custom levels? I have a lot of ideas I would like to mess around with but I am a newb when it comes to 3D modeling software.

    Edit: To be more specific, what files you are using and how you import objects, how to place respawns, etc.

    Title: Re: TM 1+2 Modding thread
    Post by Honking Death on 04/08/20 at 00:03:35
    I was checking back in on this thread to see whatever small projects had been done so far, and it occured to me that Marltoro's vid links here broke. Sure enough, his account disappeared off my watch list and YouTube in general. Anyone around know what may have happened? I'm only ever around in a blue moon since there's a lull in the fandom for the time (unless there's a Discord I haven't seen yet).

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 04/09/20 at 03:14:22
    I'm still wondering how to use the tools he made. It seems like only a few people on here do know and are keeping it to themselves.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 04/10/20 at 02:00:17
    I'm probably going to start messing with this later this week. I have an idea I'd like to try.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 04/15/20 at 01:39:38
    Is it as simple as making a map in Blender? I don’t really understand the process.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 04/16/20 at 05:31:06
    Go watch some videos on YouTube. It should give you a basic understanding. Better than me trying to explain it here.

    Title: Re: TM 1+2 Modding thread
    Post by Honking Death on 04/17/20 at 04:30:13

    †Adonael wrote on 04/16/20 at 05:31:06:
    Go watch some videos on YouTube. It should give you a basic understanding. Better than me trying to explain it here.


    That's kind of the caveat, unless you're referring to Blender: Marltoro's YT account and all his videos on the subject went kaput so seemingly the only video evidence of the Twisted Editor is: https://youtu.be/v76WXP2T6Uc

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 04/17/20 at 09:49:54
    I mean, I'm mostly wondering how to use the Toolkit which there are zero videos on. I understand how to make a 3D environment, but the big thing I'm wondering about is how you set the respawn points, weapons, destructible elements, etc. The only other issue I can think of is scaling.

    Title: Re: TM 1+2 Modding thread
    Post by Manta Ray on 04/19/20 at 08:14:03
    So, I've transferred all of the levels to Collada files with the except of The Quake Zone which crashes every time I try to export the file. Has anyone had luck with this, it's the only file I can't export.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 04/19/20 at 20:06:27
    Just read the thread your posting in buddy. Most of it is explained here you just gotta do some searching. This doesn't exactly explain what you are asking but I'm sure if you go further back it will.


    http://temp.tmalliance.com/?num=1303914644/615

    Title: Re: TM 1+2 Modding thread
    Post by mgruby22 on 04/22/20 at 11:34:42
    https://images.guru/images/2020/03/09/KhG3x.png

    https://images.guru/images/2020/03/09/KhMKY.png

    Title: Re: TM 1+2 Modding thread
    Post by Spolyp on 04/23/20 at 10:53:02
    This is a real shot in the dark but any backups of Marltolos videos? Would love to see what he was cooking up, sad he seems to have vanished out of nowhere and that I missed the initial party. Egypt video is super exciting and the screencaps of the easter island level look great. Fingers crossed for a equivalent TMBO tool by the year 2030/2045.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 04/23/20 at 20:54:31
    Yeah. I miss him. He was making some good strides towards a fully moddable TM2 with talks of adding support for TM1 as well. It's sad he just up and left like that.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 04/24/20 at 04:38:11
    Not only is it sad, but also kind of concerning. The guy just dissappeared, and ALL of his content was deleted. Like what the hell happened? Is he alright? I know we're all technically internet strangers here, but people don't usually just delete all of their content without warning.

    Title: Re: TM 1+2 Modding thread
    Post by Spolyp on 04/24/20 at 06:49:39
    i assume a DMCA isn't likely given the existence of stuff like the TMBO servers, so maybe just the pressure of the project/being hounded for updates got to him? Easier to just go ghost and vanish into the night than officially announce the end of the project and generate a bunch of dissapointment. Not passing any judgement on the guy or anyone else, I just can't imagine anyone would be dedicated enough to hack the guy and delete all his stuff in such a niche community (and why would you want to run a guy like that off anyway) and in the case of some sort of unfortunate IRL happenstance I see no reason why his internet footprint would be so systematically and extensively obliterated.

    Title: Re: TM 1+2 Modding thread
    Post by Mr.SLaM on 04/24/20 at 17:55:37
    I know i sounds kind of paranoid, but isn't he Russian? Perhaps something happened to him politically or maybe he was snatched up for his programming work.
    The guy was skilled. I'm assuming that could have either gotten him into trouble or gotten him work.

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 04/25/20 at 00:04:30
    His profile has always said Ohio and he spoke pretty good english. I doubt he was russian. There was a AiC I believe his name was, who was russian

    Title: Re: TM 1+2 Modding thread
    Post by Dr.Conure on 04/28/20 at 22:21:41
    Anyone had trouble changing the .dpc before? They seem to revert back when ever I load the game?

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/04/20 at 00:19:31
    Did you know that Twisted Metal 1 Japanese version for PSX had a SYM file next to it ?

    For skeptical ones, it's not only PsyQ symbols but all symbols:

    [code]
    create_DEATHSPEAR_missile
    create_FIRE_missile
    create_FREEZE_missile
    create_GHOST_missile
    create_HOMING_missile
    create_LOS_missile
    create_POWER_missile
    create_REAR_missile
    create_SINGING_missile
    create_stars
    create_SWARM_missile
    [/code]

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 06/05/20 at 02:23:29
    It's good to see you around Aybe. Did you have any luck ripping TM1 models?

    And if you are interested we have a discord community dedicated to TM1. I plan on rebalance some things once I have the time. (Weapon damages, etc.)

    We would be glad to have you. We are trying to build a place with all TM1 knowledge in one spot.

    Discord:
    https://discord.gg/ZfacgpV

    Title: Re: TM 1+2 Modding thread
    Post by SpectreMissile on 06/06/20 at 15:00:39
    I found a couple of posts on another forum which show how to listen to the sound effects from the Twisted Metal PC games. Not sure if it helps with modding though.

    VAB files (not from PS1) [Twisted Metal 1 and Air Assault (Warhawk)]

    GRY files [Twisted Metal 2, Jet Moto, and Outwars]

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 03:45:28

    †Adonael wrote on 06/05/20 at 02:23:29:
    It's good to see you around Aybe. Did you have any luck ripping TM1 models?

    And if you are interested we have a discord community dedicated to TM1. I plan on rebalance some things once I have the time. (Weapon damages, etc.)

    We would be glad to have you. We are trying to build a place with all TM1 knowledge in one spot.

    Discord:
    https://discord.gg/ZfacgpV


    I've lost my Unity project where I had an already made viewer ... looked at DMD again to try get my parser back online, I have 100% tests passed up to 00FF blocks which contains models ... but well, my idea of a modern engine for TM will probably never happen ...

    I remember back then when I first came in, I was so motivated that I made the impossible: understand these files instead of blindly writing to byte arrays at some offsets ... guess what, many times I've tried to push him so we unite but the guy always ignored me, keeping on doing his cryptic stuff so at some point I realized I was completely wasting my time.

    His project, like many others out there, is a monster that only him can really understand.

    As for Discord, I just realized I lost my 2AF and my account is lost forever  ;D

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 03:48:39

    SpectreMissile wrote on 06/06/20 at 15:00:39:
    I found a couple of posts on another forum which show how to listen to the sound effects from the Twisted Metal PC games. Not sure if it helps with modding though.

    VAB files (not from PS1) [Twisted Metal 1 and Air Assault (Warhawk)]

    GRY files [Twisted Metal 2, Jet Moto, and Outwars]


    Myself I would rather focus on PSX version for many reasons,
    - symbols are now available on Ghidra which is a huge help with C decompilation !
    - PSX files are more homogeneous, they're not a rewrite like DPC is and therefore easier to focus on
    - no$psx GPU debugger is extremely handy

    PS

    With PSX there won't be an extra layer to accomodate for DirectX like there is on PC, which is radically different than PSX you'll admit.

    And there are plently of tools for PSX like no$psx, ghidra, tim2view, docs, along symbols ... for the PC you get none of that, trying to use IDA for it in a VM does work but it has its own downsides too

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 04:18:09
    Now here's quick info about DMD while it's still fresh again on my mind,

    [list bull-redball]
  • it's not TMD at all !
  • it's a mix of PMD and HMD but a version that never been made public, you can see that the version number from disassembly is higher that what's on SDK docs [1]
  • that supposedly mysterious field at start is not ! it's the date/time in UNIX format, circa '96
  • it's definitely hierarchical data like HMD, because when you start tweaking PSX games you quickly realize there are tons of dupe models but in fact these are only LOD models, you see that very clearly in no$psx, a car very far is nothing more than a textured cube
  • like in Unity, transforms are hierarchical so position are relative, this is why when you try to render a level it looks weird unless you account for parent transforms
  • trying to read 100% of the file as I did figure out with unit tests will not work, there are pointers in the file pointing outside it, i.e. to some memory location in PSX, some loaded resource whatever it is
  • also, it's impossible to guess the exact block size after normals, the length isn't just there, you just have to read what you need then forget about these zeroes (or not !), basically they do like I've recently seen in Quake source code, they read a bunch of bytes, cast them to a struct and eventually to another struct -> extremely confusing regarding an approach one would have today, this is why it's very hard to follow in disassembly, everything has been read already then it's all about offsets and at some early point insanely hard to follow, but as I said, symbol files are extremely useful since we have method names the guys wrote back then !


    Your best friends : LibRef47.pdf, File Format 47.pdf, LibOver47.pdf at http://www.psxdev.net/downloads.html and ofc no$psx.

    And for VAB/VH/VB, there are some cases where the sample rate won't be in the files so it's in the executable.

    Last thing why I say prefer PSX over PC is that they deliberately corrupted TIM files headers, probably to prevent some people to try decipher them ... they have a 9 while it should be 8 or 1 ... so who knows what else they changed.

    [1] not as complex as HMD, it's 100 pages in the docs, but not as simple as PMD, also, maybe they wrote their own packet driver because none match the ones in the docs, however, they aren't too difficult to guess, mostly quads ... and again, no$psx is gold when it comes to understanding it, you can know exactly what type of polygon/mode is used for a particular thing on the screen  8-)

  • Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 04:30:27
    One last thing for you guys who'd like to look at symbols

    [list bull-redball]
  • get https://github.com/lab313ru/ghidra_psx_ldr for ghidra 9.1.1
  • get ghidra 9.1.1 https://ghidra-sre.org/releaseNotes_9.1.2.html
  • install the plugin by copying the zip file directly, then activate it in ghidra
  • get TM1 NTSC-J, the EXE + SYM file
  • create a new ghidra project and import the EXE
  • at some point it'll ask for SYM file
  • wait for decompilation
  • enjoy real method names as well as higher level decompilation !


    Now of course, you won't magically get the real source code BUT those real method names are extremely useful since you know what part of the game you're looking at, it's instantly less of a hurdle to try understand a part of the game.

    And for no$psx, when you use the GPU debugger, scroll to item of interest until you see it adorned in red on output, then, those register values on right are explained in no$psx docs + you get better understanding by spotting these on the SDK docs.

  • Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 05:20:52
    OK GUYS

    :D :D :D

    I've cleaned up the repository and uploaded it for you, fork it, comment it, it's all the work I did recently on DMD:

    https://github.com/aybe/OpenTwisted

    Look at the README, I've explained things,

    You will see that in fact there are only really 6 different types of data structures in all TM1 DMD levels, when you know that it's already some sort of relief  ;D

    And OFC, with Issues tab you guys will get instant email notification whereas it's not the case for this forum. Keep in mind that you can use GitHub not only for programming stuff, in fact you have your own little forum with storage as well, fast and free !

    Enjoy and I will try to help providing I have some free time.

    :)

    https://i.ibb.co/nC0VSN2/devenv-2020-06-07-05-50-33.png

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 23:07:17
    Hi guys,

    I've been able to enhance the project a bit  :)

    [list bull-redball]
  • hierarchical structure is done up to models but not from models to data yet ;D
  • resolved all incoming calls to those data blocks -> I know what data belongs to what, or at least what comes right before them (maybe it'll be another DMDNode type or not, I dunno, I didn't do any hex hunting today !)
  • started code reuse and upgraded a few things
  • more logging
  • and more stats!!!


    Look at this !


    Code (]
    C:\Users\Aybe\source\repos\OpenTwisted\.twisted\TM1PSUSA\UADMD\CARS.DMD
    6/7/2020 10:59:00 PM
    Addresses:
    45196
    53752
    62844
    72156
    80184
    87936
    96048
    111288
    121540
    131156
    140380
    152072
    152672
    DMDNodeROOT, Children: 13, Position: 76
         DMDNode0107XXXX, Children: 1, Position: 152672
               DMDNode00FFXXXX, Children: 0, Position: 152100
         DMDNode0107XXXX, Children: 1, Position: 152072
               DMDNode040BXXXX, Children: 1, Position: 152048
                     DMDNode0107XXXX, Children: 4, Position: 152008
                           DMDNode0207XXXX, Children: 1, Position: 151984
                                 DMDNode0107XXXX, Children: 2, Position: 151940
                                       DMDNode00FFXXXX, Children: 0, Position: 150552
                                       DMDNode00FFXXXX, Children: 0, Position: 150412
                           DMDNode0207XXXX, Children: 1, Position: 150388
                                 DMDNode0107XXXX, Children: 1, Position: 150348
                                       DMDNode00FFXXXX, Children: 0, Position: 150216
                           DMDNode0207XXXX, Children: 4, Position: 150180
                                 DMDNode00FFXXXX, Children: 0, Position: 149696
                                 DMDNode00FFXXXX, Children: 0, Position: 148860
                                 DMDNode00FFXXXX, Children: 0, Position: 145692
                                 DMDNode00FFXXXX, Children: 0, Position: 140864
                           DMDNode0207XXXX, Children: 1, Position: 140840
                                 DMDNode00FFXXXX, Children: 0, Position: 140408
         DMDNode0107XXXX, Children: 1, Position: 140380
               DMDNode040BXXXX, Children: 1, Position: 140356
                     DMDNode0107XXXX, Children: 4, Position: 140316
                           DMDNode0207XXXX, Children: 1, Position: 140292
                                 DMDNode0107XXXX, Children: 2, Position: 140248
                                       DMDNode00FFXXXX, Children: 0, Position: 138860
                                       DMDNode00FFXXXX, Children: 0, Position: 138720
                           DMDNode0207XXXX, Children: 1, Position: 138696
                                 DMDNode0107XXXX, Children: 1, Position: 138656
                                       DMDNode00FFXXXX, Children: 0, Position: 138524
                           DMDNode0207XXXX, Children: 4, Position: 138488
                                 DMDNode00FFXXXX, Children: 0, Position: 138152
                                 DMDNode00FFXXXX, Children: 0, Position: 137504
                                 DMDNode00FFXXXX, Children: 0, Position: 135652
                                 DMDNode00FFXXXX, Children: 0, Position: 131632
                           DMDNode0207XXXX, Children: 1, Position: 131608
                                 DMDNode00FFXXXX, Children: 0, Position: 131184
         DMDNode0107XXXX, Children: 1, Position: 131156
               DMDNode040BXXXX, Children: 1, Position: 131132
                     DMDNode0107XXXX, Children: 3, Position: 131096
                           DMDNode0207XXXX, Children: 1, Position: 131072
                                 DMDNode0107XXXX, Children: 2, Position: 131028
                                       DMDNode00FFXXXX, Children: 0, Position: 129640
                                       DMDNode00FFXXXX, Children: 0, Position: 129404
                           DMDNode0207XXXX, Children: 1, Position: 129380
                                 DMDNode0107XXXX, Children: 1, Position: 129340
                                       DMDNode00FFXXXX, Children: 0, Position: 129208
                           DMDNode0207XXXX, Children: 4, Position: 129172
                                 DMDNode00FFXXXX, Children: 0, Position: 128920
                                 DMDNode00FFXXXX, Children: 0, Position: 128344
                                 DMDNode00FFXXXX, Children: 0, Position: 126484
                                 DMDNode00FFXXXX, Children: 0, Position: 121568
         DMDNode0107XXXX, Children: 1, Position: 121540
               DMDNode040BXXXX, Children: 1, Position: 121516
                     DMDNode0107XXXX, Children: 4, Position: 121476
                           DMDNode0207XXXX, Children: 1, Position: 121452
                                 DMDNode0107XXXX, Children: 2, Position: 121408
                                       DMDNode00FFXXXX, Children: 0, Position: 120020
                                       DMDNode00FFXXXX, Children: 0, Position: 119880
                           DMDNode0207XXXX, Children: 2, Position: 119852
                                 DMDNode00FFXXXX, Children: 0, Position: 119256
                                 DMDNode00FFXXXX, Children: 0, Position: 117608
                           DMDNode0207XXXX, Children: 1, Position: 117584
                                 DMDNode0107XXXX, Children: 1, Position: 117544
                                       DMDNode00FFXXXX, Children: 0, Position: 117208
                           DMDNode0207XXXX, Children: 5, Position: 117168
                                 DMDNode00FFXXXX, Children: 0, Position: 116740
                                 DMDNode00FFXXXX, Children: 0, Position: 116072
                                 DMDNode00FFXXXX, Children: 0, Position: 115340
                                 DMDNode00FFXXXX, Children: 0, Position: 114232
                                 DMDNode00FFXXXX, Children: 0, Position: 111316
         DMDNode0107XXXX, Children: 1, Position: 111288
               DMDNode040BXXXX, Children: 1, Position: 111264
                     DMDNode0107XXXX, Children: 6, Position: 111216
                           DMDNode0207XXXX, Children: 1, Position: 111192
                                 DMDNode0107XXXX, Children: 2, Position: 111148
                                       DMDNode00FFXXXX, Children: 0, Position: 110432
                                       DMDNode0107XXXX, Children: 0, Position: 110408
                           DMDNode0207XXXX, Children: 1, Position: 110384
                                 DMDNode0107XXXX, Children: 1, Position: 110344
                                       DMDNode00FFXXXX, Children: 0, Position: 110228
                           DMDNode0207XXXX, Children: 1, Position: 110204
                                 DMDNode00FFXXXX, Children: 0, Position: 109604
                           DMDNode0207XXXX, Children: 1, Position: 109580
                                 DMDNode00FFXXXX, Children: 0, Position: 108776
                           DMDNode0207XXXX, Children: 1, Position: 108752
                                 DMDNode00FFXXXX, Children: 0, Position: 107068
                           DMDNode0207XXXX, Children: 2, Position: 107040
                                 DMDNode00FFXXXX, Children: 0, Position: 103624
                                 DMDNode00FFXXXX, Children: 0, Position: 96076
         DMDNode0107XXXX, Children: 1, Position: 96048
               DMDNode040BXXXX, Children: 1, Position: 96024
                     DMDNode0107XXXX, Children: 4, Position: 95984
                           DMDNode0207XXXX, Children: 1, Position: 95960
                                 DMDNode0107XXXX, Children: 2, Position: 95916
                                       DMDNode00FFXXXX, Children: 0, Position: 94528
                                       DMDNode00FFXXXX, Children: 0, Position: 94388
                           DMDNode0207XXXX, Children: 1, Position: 94364
                                 DMDNode0107XXXX, Children: 1, Position: 94324
                                       DMDNode00FFXXXX, Children: 0, Position: 94192
                           DMDNode0207XXXX, Children: 4, Position: 94156
                                 DMDNode00FFXXXX, Children: 0, Position: 93820
                                 DMDNode00FFXXXX, Children: 0, Position: 93212
                                 DMDNode00FFXXXX, Children: 0, Position: 91564
                                 DMDNode00FFXXXX, Children: 0, Position: 88332
                           DMDNode0207XXXX, Children: 1, Position: 88308
                                 DMDNode00FFXXXX, Children: 0, Position: 87964
         DMDNode0107XXXX, Children: 1, Position: 87936
               DMDNode040BXXXX, Children: 1, Position: 87912
                     DMDNode0107XXXX, Children: 5, Position: 87868
                           DMDNode0207XXXX, Children: 1, Position: 87844
                                 DMDNode0107XXXX, Children: 2, Position: 87800
                                       DMDNode00FFXXXX, Children: 0, Position: 86412
                                       DMDNode00FFXXXX, Children: 0, Position: 86272
                           DMDNode0207XXXX, Children: 1, Position: 86248
                                 DMDNode0107XXXX, Children: 1, Position: 86208
                                       DMDNode00FFXXXX, Children: 0, Position: 86080
                           DMDNode0207XXXX, Children: 1, Position: 86056
                                 DMDNode00FFXXXX, Children: 0, Position: 85544
                           DMDNode0207XXXX, Children: 1, Position: 85520
                                 DMDNode00FFXXXX, Children: 0, Position: 84024
                           DMDNode0207XXXX, Children: 1, Position: 84000
                                 DMDNode00FFXXXX, Children: 0, Position: 80212
         DMDNode0107XXXX, Children: 1, Position: 80184
               DMDNode040BXXXX, Children: 1, Position: 80160
                     DMDNode0107XXXX, Children: 5, Position: 80116
                           DMDNode0207XXXX, Children: 1, Position: 80092
                                 DMDNode0107XXXX, Children: 2, Position: 80048
                                       DMDNode00FFXXXX, Children: 0, Position: 78660
                                       DMDNode00FFXXXX, Children: 0, Position: 78520
                           DMDNode0207XXXX, Children: 1, Position: 78496
                                 DMDNode0107XXXX, Children: 1, Position: 78456
                                       DMDNode00FFXXXX, Children: 0, Position: 78324
                           DMDNode0207XXXX, Children: 1, Position: 78300
                                 DMDNode00FFXXXX, Children: 0, Position: 77468
                           DMDNode0207XXXX, Children: 1, Position: 77444
                                 DMDNode00FFXXXX, Children: 0, Position: 75752
                           DMDNode0207XXXX, Children: 1, Position: 75728
                                 DMDNode00FFXXXX, Children: 0, Position: 72184
    ....
    Total nodes: 241
         DMDNode00FFXXXX: 103
         DMDNode0107XXXX: 62
         DMDNode0207XXXX: 60
         DMDNode040BXXXX: 13
         DMDNode0903XXXX: 2
         DMDNodeROOT: 1
    [/code):

    We can already draw many conclusions,

    040B blocks seem to define a model, we have 12 cars in DMD + probably 1 root, makes sense as it's hierarchical  ;D

    0107 and 0207 these act as chain links, they're absolutely everywhere !!! i hate these little structs because they're hard to figure in general, maybe transforms ?

    00FF we know these are models, and confirms my LOD thinking, many LODs for each model

    XXXX basically means any two 16-bit numbers after the DMD node type -> unknown

    So you see, 241 nodes only for 12 cars ... on levels it's like +6K nodes  :'(

    I remember that on my old viewer I've lost it was very cryptic, some models were only the wheels but back then I didn't really understand where to pick the highest LOD model, it appeared to be randomly put.

    Also, see on levels like below, there are dead ends for 0107 but also models nested within models !!! really crazy... This game is full of traps  ;D ;D ;D


    And see some of the positions, some models are as low as 80 bytes, e.g. 1 polygon, 4 vertices, 1 normal -> a quad ...

    [code]                                                DMDNode040BXXXX, Children: 1, Position: 552540
                                                         DMDNode0903XXXX, Children: 7, Position: 552504
                                                               DMDNode0107XXXX, Children: 0, Position: 552480
                                                               DMDNode00FFXXXX, Children: 0, Position: 552400
                                                               DMDNode00FFXXXX, Children: 0, Position: 552320
                                                               DMDNode0107XXXX, Children: 1, Position: 552288
                                                                     DMDNode00FFXXXX, Children: 0, Position: 552120
                                                               DMDNode0107XXXX, Children: 1, Position: 552088
                                                                     DMDNode00FFXXXX, Children: 0, Position: 551920
                                                               DMDNode0107XXXX, Children: 1, Position: 551888
                                                                     DMDNode00FFXXXX, Children: 0, Position: 551720


    Last thing so you guys understand how I do that, basically I do live unit testing, which means that tests continuously run as I type so I can try things very easily and get instant results  :) If it works, it works, as it's tested instantly against all TM1 versions ... very very cool 8-)

    cheers ;)

  • Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/07/20 at 23:46:21
    One last thing for today   ;D ;D ;D

    Now I print the tree directly as it's being read, and you really get a clear understanding of what's unknown and where it sits :)

    So, maybe ReadGeometry is not about geometry at all in fact ... I wonder why it occurs for 0207 and not always for 00FF ..........

    [code]
                                       DMDNode0107XXXX, Depth: 6, Children: 0, Position: 581840
                                             DMDNode0207XXXX, Depth: 7, Children: 0, Position: 581140
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 580500
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 580708
                                             DMDNode0207XXXX, Depth: 7, Children: 0, Position: 581812
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 581168
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 581420
                                 DMDNode0107XXXX, Depth: 5, Children: 0, Position: 583620
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
    0x08FF0000: DMDNode0107XXXX
                     DMDNode0207XXXX, Depth: 3, Children: 0, Position: 583888
    ReadGeometry
    0x0B060000: DMDNode0207XXXX
                           DMDNode0107XXXX, Depth: 4, Children: 0, Position: 583720
                                 DMDNode0107XXXX, Depth: 5, Children: 0, Position: 581872
                                       DMDNode0107XXXX, Depth: 6, Children: 0, Position: 559060
                                             DMDNode0207XXXX, Depth: 7, Children: 0, Position: 558044
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 556368
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 557260
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 557728
                                             DMDNode0207XXXX, Depth: 7, Children: 0, Position: 558600
    ReadGeometry
                                                   DMDNode00FFXXXX, Depth: 8, Children: 0, Position: 558076
                                             DMDNode0207XXXX, Depth: 7, Children: 0, Position: 558876
    ReadGeometry
    [/code]

    night

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 06/08/20 at 15:35:53
    I find all this highly interesting. I just wish I understood more about file formats so I could do something more useful haha.

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/08/20 at 17:09:05
    well, i think i am going to abandon ... it's too complex  :'(

    i've pushed my latest work in case someone else comes in

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 06/09/20 at 00:20:12
    Thats a shame. Thanks for sharing though Aybe!

    Title: Re: TM 1+2 Modding thread
    Post by aybe on 06/10/20 at 07:29:27
    life goes on ... time is probably better off spent playing good old TM1 on a real PSX !

    that said however, pointing out that SYM file exists for the game is indeed of great help ... for really motivated people, though !

    the repository is still up and as usual, people should back it up, because you know, whatever can happen ... like how I lost the other project which was more advanced than current one !

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 06/11/20 at 03:06:18
    You could always join us in playing online with the PC version.  ;D

    Title: Re: TM 1+2 Modding thread
    Post by Quirk on 09/06/20 at 07:52:10

    †Adonael wrote on 06/11/20 at 03:06:18:
    You could always join us in playing online with the PC version.  ;D


    Excuse the slight dereail, but is there currently a method for exporting 3D models from Twisted Metal 1 PC?

    Title: Re: TM 1+2 Modding thread
    Post by MissStrawberry on 09/14/20 at 09:25:27

    Quirk wrote on 09/06/20 at 07:52:10:
    Excuse the slight dereail, but is there currently a method for exporting 3D models from Twisted Metal 1 PC?

    It's been a loooong time >-> so I'm not sure its much help, but I'm pretty sure the Twisted Toolkit can extract them! and with the right plugin they can be opened in blender. I recall extracting Darkside and Spectre from TM1 and putting it into TM2, since I liked the wings and wondered why they were removed in the second game. I had a really hard time importing anything I exported from blender >_< as it would crash.

    As far as the TT is concerned, I thank maltoro for making it, but it was pretty buggy, each build had its own quirks, I recall having 3 or 4 of them bc they all did things differently.
    I had a hard time adding in any models, as soon as I would extract one it wouldn't even reimport the same model to the same part.
    None of them are sorted so I can't say much except for try them all! One of them actually opened TM1PC and at one point I had Yellowjacket in blender, but its long gone ;-;
    Also afaik every darn time I toggled transparency on a texture it wouldn't do anything unless I saved, quit, reopened, and retoggled it, then saved it. Always double check bc it gets pretty odd >~>

    Title: Re: TM 1+2 Modding thread
    Post by A Wyz Wizard on 01/12/21 at 04:39:31
    Hello guys just joined after reading most of this threads pages and finding out TM2 was available on PC. I've been messing with default Car textures and level textures using ai upscaling at 4x. I've completed 90% cars and have 90% of level 1 done.

    I've got a few questions. I downloaded the dark side mod replacing mortimer. Is there a way to use the twisted tools to make it replace grasshopper instead? I would also like to change machine gun audio how would this be achieved? Finally is there anyway to add the hidden levels to the tournament mode? Thanks for any help hopefully things are still active here.

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 01/13/21 at 02:05:53
    Could you upload that Darkside mod? i can't seem to find it anymore.

    but in the car files it should say
    HS.dpc
    HS.tpc

    replace them with
    PV.dpc
    PV.tpc

    (essentially just rename the mod files to swap whoever)

    Title: Re: TM 1+2 Modding thread
    Post by A Wyz Wizard on 01/13/21 at 04:30:15
    Thanks for your timely reply troll taco here is the website I downloaded it from.

    https://gamebanana.com/games/5818

    Sorry I've been modifying my post alot. I thought hard about your trip and did manage to get dark side ported over to grasshopper properly with full functionality. Thank you for that. You wouldn't happen to know how to change level audio or any audio by chance would you?

    Title: Re: TM 1+2 Modding thread
    Post by DefinitelyNotTrollTaco on 01/13/21 at 18:33:30
    I've been tryingto mess with that myself. I assume it will be convert the UA2C.GRY file to wav. in audacity. one track is just data so its static. ive seperated it then converted my own sounds in place of the ones in the sound track. but i get crashes so i must be doing something wrong. Mortimer did a mod doing it a long time ago but he's not around anymore so i cant ask.

    Title: Re: TM 1+2 Modding thread
    Post by A Wyz Wizard on 01/14/21 at 00:59:34
    Ok I'm going to give that a shot and I'll let you know if I have any luck myself. I have one last question for you. I downloaded two different copies of twisted metal 1 hoping to rip either yellowjacket or crimson fury but I was unable to find or properly access the car files. Do you have a suggestion on where to find those files? Thanks you have been a big help.

    Title: Re: TM 1+2 Modding thread
    Post by A Wyz Wizard on 01/15/21 at 05:40:15
    I have completed my retexture project using A.I. to upscale default graphics to 4x normal resolution. I'm unsure if there are any texture mods available I'm incredibly new to most of this. A few cars I had trouble with transparency. Notably wheels looking square even though transparency is enabled. I've edited the area in photoshop to be absolute black and this persists for Darkside and warthogs wheels and mr grims helmet have these issues. Aside from that a large majority of things work and look great(I think). I looked to change audio, but that's beyond me. I deleted the data track but everything sounded too fast so I left it alone. I would love to hear from you guys and know if you like it.

    Enjoy. :D

    https://icedrive.net/1/62ws5D2ejL

    Title: Re: TM 1+2 Modding thread
    Post by †Adonael on 01/18/21 at 20:12:37
    Post some screenshots. I would be interested to see.

    Title: Re: TM 1+2 Modding thread
    Post by A Wyz Wizard on 08/29/21 at 02:11:39
    Does anyone know if it's possible to extend the car roster? I'd like to add yellow jacket even if it means he uses a cloned version of another cars special/model. My thought being roadkill or possibly even hammerhead.

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