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TM 1+2 Modding thread (Read 89329 times)
Big Boss
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Re: TM 1+2 Modding thread
Reply #270 - 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
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HiroHamada
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Re: TM 1+2 Modding thread
Reply #271 - 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?
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Marltoro
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Re: TM 1+2 Modding thread
Reply #272 - 04/16/17 at 08:10:36
 
HiroHamada wrote on 04/16/17 at 05:29:29:
SAY WHAT IN FLYIN' HEAVEN?!?!?!?!!!


NO. FREAKIN. WAY!!!


Now, how do you apply transparency to an image?


Good question. I'll have to add that to the readme.

To add transparency all you have to do is use a pure black color (0 Red, 0 Green, 0 Blue) on the part you want transparent and then check the transparency checkbox.
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Twisted Metal Toolkit Demo (x64)
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Re: TM 1+2 Modding thread
Reply #273 - 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.
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aybe
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Re: TM 1+2 Modding thread
Reply #274 - 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 Sad)

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 Smiley
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Re: TM 1+2 Modding thread
Reply #275 - 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!


Grin
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Re: TM 1+2 Modding thread
Reply #276 - 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
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Twisted Metal Toolkit Demo (x64)
https://drive.google.com/open?id=0B0o4uR2ahBj2VEJFYnpVSkJ0Y1E

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

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aybe
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Re: TM 1+2 Modding thread
Reply #277 - 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!


Grin


I can see that Smiley nvm
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aybe
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Re: TM 1+2 Modding thread
Reply #278 - 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,

...

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  Cheesy 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)

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aybe
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Re: TM 1+2 Modding thread
Reply #279 - 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),

  • 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:

  • coordinate system
  • object link to another ?
  • anything else ?


It's a pseudo-definition that should be understandable ! Smiley

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
 



@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  Cheesy
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Re: TM 1+2 Modding thread
Reply #280 - 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.
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Re: TM 1+2 Modding thread
Reply #281 - 04/20/17 at 04:25:08
 
Got it !!!!!!!!!!!!!!!!!!!!!!!!!!!!
  Cheesy Cheesy Cheesy

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. Smiley Smiley Smiley

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  Cool

PS previous post was the theory, this post says the same in a TL;DR version but it's tested and it works  Smiley
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Re: TM 1+2 Modding thread
Reply #282 - 04/20/17 at 22:09:40
 
aybe wrote on 04/20/17 at 04:25:08:
Got it !!!!!!!!!!!!!!!!!!!!!!!!!!!!
  Cheesy Cheesy Cheesy

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. Smiley Smiley Smiley

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  Cool

PS previous post was the theory, this post says the same in a TL;DR version but it's tested and it works  Smiley

You and Marltoro are absolutely gorgeous right now you know that? I'm so excited it's not even funny.
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Interested in playing the PC version of Twisted Metal 2 online? Ask me with a private message, or add me on Skype and talk to me about it! (You might need Skype anyway)
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Re: TM 1+2 Modding thread
Reply #283 - 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*
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Re: TM 1+2 Modding thread
Reply #284 - 04/21/17 at 14:22:48
 
HiroHamada wrote on 04/18/17 at 04:41:47:
I'll try that. I'll tell you if I have any problems with it.

Ok, I tried the blackness. I got a black box instead of transparency.
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