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TM 1+2 Modding thread (Read 620453 times)
Big Boss
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Re: TM 1+2 Modding thread
Reply #300 - 05/03/17 at 04:32:22
 
Sweet! Let's see some screen-caps of the vehicle models, (and maybe projectiles? levels?)
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Marltoro
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Re: TM 1+2 Modding thread
Reply #301 - 05/03/17 at 07:41:55
 

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Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
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Big Boss
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Re: TM 1+2 Modding thread
Reply #302 - 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?
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Marltoro
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Re: TM 1+2 Modding thread
Reply #303 - 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.
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Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
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aybe
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Re: TM 1+2 Modding thread
Reply #304 - 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;

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Big Boss
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Re: TM 1+2 Modding thread
Reply #305 - 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.
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aybe
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Re: TM 1+2 Modding thread
Reply #306 - 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
  • 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

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ヒロ・ハマダ
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Re: TM 1+2 Modding thread
Reply #307 - 05/04/17 at 03:47:54
 
How do I play TM1 PC on a Windows 7 32 Bit Laptop? Shocked
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Currently I am trying to understand how to modify Twisted Metal 2 PC.

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Marltoro
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Re: TM 1+2 Modding thread
Reply #308 - 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?
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Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
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tempID
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Re: TM 1+2 Modding thread
Reply #309 - 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)
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aybe
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Re: TM 1+2 Modding thread
Reply #310 - 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? Shocked


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 ???
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aybe
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Re: TM 1+2 Modding thread
Reply #311 - 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,

  • 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,

  • 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:

  • 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
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Aic
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Re: TM 1+2 Modding thread
Reply #312 - 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.
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Winter is coming... but TM2 is forever!
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Re: TM 1+2 Modding thread
Reply #313 - 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.
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---===OG "Noob of the Week"===---


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Aic
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Re: TM 1+2 Modding thread
Reply #314 - 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.
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Winter is coming... but TM2 is forever!
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