Welcome, Guest. Please Login or Register
TMA - Temporary Board
 
  HomeHelpSearchLoginRegister  
 
Pages: 1 ... 21 22 23 24 25 ... 58
Send Topic Print
TM 1+2 Modding thread (Read 623067 times)
Manta Ray
Tom Selleck's Mustache
*****************
Offline



Posts: 538
Re: TM 1+2 Modding thread
Reply #330 - 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.
Back to top
 


---===OG "Noob of the Week"===---


...

"WHAAASSSUUUP!"

 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #331 - 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
Back to top
 
 
IP Logged
 
tempID
Human – Fungus Hybrid
*
Offline


I Love Space Jam!

Posts: 4
Re: TM 1+2 Modding thread
Reply #332 - 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.
Back to top
 
 
IP Logged
 
Hooptiegoo
Ex Member
*



Re: TM 1+2 Modding thread
Reply #333 - 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.
Back to top
 
 
IP Logged
 
tempID
Human – Fungus Hybrid
*
Offline


I Love Space Jam!

Posts: 4
Re: TM 1+2 Modding thread
Reply #334 - 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.
...

Back to top
 
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #335 - 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.
https://img15.hostingpics.net/pics/463357111.jpg



Ok for the billboards, definitely makes sense !

Would be great if you could share your app/sources  Cheesy 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 Smiley

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
Back to top
 
 
IP Logged
 
tempID
Human – Fungus Hybrid
*
Offline


I Love Space Jam!

Posts: 4
Re: TM 1+2 Modding thread
Reply #336 - 05/16/17 at 02:26:30
 
the wrong polygons is a billboards as i remember (thanks hooptie, didnt know the termin Smiley ). 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 Smiley. But i like what you do and will be gladly join as spectator Cheesy.

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.
Back to top
 
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #337 - 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 Cheesy Cheesy Cheesy

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  Smiley 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) ?
Back to top
 
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 266
Ohio
Re: TM 1+2 Modding thread
Reply #338 - 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 Cheesy Cheesy Cheesy

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  Smiley 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.
Back to top
« Last Edit: 05/16/17 at 18:06:34 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
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #339 - 05/16/17 at 19:51:57
 
problem fixed  Grin

...
Back to top
 
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #340 - 05/17/17 at 03:43:40
 
here's some texturing !

...

...

...

...
Back to top
 
 
IP Logged
 
Manta Ray
Tom Selleck's Mustache
*****************
Offline



Posts: 538
Re: TM 1+2 Modding thread
Reply #341 - 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.
Back to top
 


---===OG "Noob of the Week"===---


...

"WHAAASSSUUUP!"

 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 266
Ohio
Re: TM 1+2 Modding thread
Reply #342 - 05/17/17 at 04:37:20
 
Back to top
 

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
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #343 - 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  Wink

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)
Back to top
 
 
IP Logged
 
aybe
Certified Astronaut
***
Offline


No matter the consequences

Posts: 39
Re: TM 1+2 Modding thread
Reply #344 - 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)
Back to top
 
 
IP Logged
 
Pages: 1 ... 21 22 23 24 25 ... 58
Send Topic Print