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TM 1+2 Modding thread (Read 622974 times)
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Re: TM2 Modding thread
Reply #15 - 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.
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mgruby22
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Re: TM2 Modding thread
Reply #16 - 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.
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« Last Edit: 04/27/11 at 22:32:39 by mgruby22 »  
 
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Re: TM2 Modding thread
Reply #17 - 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!
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« Last Edit: 04/28/11 at 01:01:39 by mgruby22 »  
 
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Re: TM2 Modding thread
Reply #18 - 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
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Re: TM2 Modding thread
Reply #19 - 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.



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Re: TM2 Modding thread
Reply #20 - 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.
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Re: TM2 Modding thread
Reply #21 - 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=d...

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.
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Re: TM2 Modding thread
Reply #22 - 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 Sad
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Re: TM2 Modding thread
Reply #23 - 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 Wink

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.
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Re: TM2 Modding thread
Reply #24 - 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...
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Re: TM2 Modding thread
Reply #25 - 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!

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Re: TM2 Modding thread
Reply #26 - 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.
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Re: TM2 Modding thread
Reply #27 - 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.
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Re: TM2 Modding thread
Reply #28 - 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*
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Re: TM2 Modding thread
Reply #29 - 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.
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