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TM 1+2 Modding thread (Read 623456 times)
Big Boss
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Re: TM 1+2 Modding thread
Reply #315 - 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.
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Re: TM 1+2 Modding thread
Reply #316 - 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.
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https://bitbucket.org/mrees240/toolkit

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Re: TM 1+2 Modding thread
Reply #317 - 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.
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Re: TM 1+2 Modding thread
Reply #318 - 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.
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Re: TM 1+2 Modding thread
Reply #319 - 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.
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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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Re: TM 1+2 Modding thread
Reply #320 - 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.
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Re: TM 1+2 Modding thread
Reply #321 - 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.
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Re: TM 1+2 Modding thread
Reply #322 - 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.
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« Last Edit: 05/14/17 at 02:51:38 by Marltoro »  

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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Re: TM 1+2 Modding thread
Reply #323 - 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.
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Re: TM 1+2 Modding thread
Reply #324 - 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.
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aybe
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Re: TM 1+2 Modding thread
Reply #325 - 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

... ...
...

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,

  • 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


  • 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  Smiley (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)

...

...

...



Alright, I hope you enjoyed these pics as much as I did,  Cool

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

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Re: TM 1+2 Modding thread
Reply #326 - 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.
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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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    Re: TM 1+2 Modding thread
    Reply #327 - 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 Cheesy

    (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:

    ...

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

    Cheers  Wink
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    Re: TM 1+2 Modding thread
    Reply #328 - 05/15/17 at 08:59:02
     
    Is that the mesh from the original game? That's amazing!
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    Re: TM 1+2 Modding thread
    Reply #329 - 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.
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