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TM 1+2 Modding thread (Read 108996 times)
Marltoro
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Re: TM 1+2 Modding thread
Reply #345 - 05/17/17 at 23:56:05
 
aybe wrote on 05/17/17 at 23:53:10:
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)


Yeah it's just a byte. I messed up.
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Re: TM 1+2 Modding thread
Reply #346 - 05/18/17 at 00:00:51
 
aybe wrote on 05/17/17 at 03:43:40:


If You can, can you fix the alignment of Darkside's textures? It seems off, and it gets on my nerves (I have OCD)
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aybe
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Re: TM 1+2 Modding thread
Reply #347 - 05/18/17 at 05:04:16
 
hahaha I'll see what I can do,

here's what we've been onto,

from 18 families of polygons, there are now really 3, two of which are quad, they have longer endings currently unknown ... ultimately it could be reduced to a single polygon with properties of IsTriangle and IsTextured <- probably later, bedtime now.

this reduction leads itself to better rendering already, see Grin

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this screens are in-memory representation,

TODO can there be some indicator somewhere in the polygons where to fetch these position ?

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good night Smiley
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Marltoro
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Re: TM 1+2 Modding thread
Reply #348 - 05/19/17 at 06:26:42
 
I fixed the transparency bug in the TM Toolkit Demo. I'll have it uploaded later this week after I test it some more.

For TM1 and TM2, I'm going to collect all the polygon flags (the unknown values at the end of the polygon) and try to determine what they do and see if they can help determine the length of the polygon. As Abe mentioned, some polygons are really weird and they may be modified by the end flags.

I'll take a look at those weird polygons.
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« Last Edit: 05/19/17 at 10:37:52 by Marltoro »  

 
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Re: TM 1+2 Modding thread
Reply #349 - 05/21/17 at 05:13:15
 
Marltoro wrote on 05/19/17 at 06:26:42:
I fixed the transparency bug in the TM Toolkit Demo.



OH, THANK GOD!
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Kratoscar2008
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Re: TM 1+2 Modding thread
Reply #350 - 05/21/17 at 10:21:31
 
Great work guys.

I cant help with anything coding related but i can give you some ideas!

I dunno how IP works but maybe we could use the discarded names like High Octane? I mean they did call TM that way before production but since it was never used maybe we can? I very much doubt they had renewed the patent.

As for wether you should do an spiritual sequel, just a compilation of TM 1&2 or a new IP. I say we should do a combination.

Like make the game the same as Twisted Metal but that it has enough changes to make it so it doesnt plagiarizes the TM IP.

Like the contest is still about a bunch of cars fighting for their wish but this time either some ancient God awakes and creates the contest so he can grant wishes or a mega armament corporation with endless pockets creates a contest to grant whatever the winner asks with the catch that they use the contest winner to try their latest killing machine vehicle (Think of Killer Instinct but cars).

Then the cars are basically expies of existing TM cars. I mean since TM already uses normal cars then as long as they are diferent and dont share clear similarities then it should be fine.

For example:
TM Car/ Expy
Outlaw=Rogue
Road Kill= Highway Murderer
Spectre=Wraith
Shadow=Shade
Mr. Grimm= Mr. Reaper
Mr Slam= Mr. Bam
Darkside= Abbys
Crimson Fury= Red Rage
Sweettooth= Mad Dentist
Thumper= Tunner

Well you get the idea, if SNK got away doing Ryu clones then so you guys  Grin
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Marltoro
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Re: TM 1+2 Modding thread
Reply #351 - 05/21/17 at 12:40:02
 
It's strange. I've tried experimenting with the flags at the end of different polygons but it had no obvious effects. I even tried changing the values to extremely high/low numbers and it didn't have any obvious effect. I was surprised that the game didn't crash.

Abe, do you need me to find more instructions in TM1?
And where are some of the weird polygons you mentioned? What files are they in?
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Re: TM 1+2 Modding thread
Reply #352 - 05/22/17 at 03:09:08
 
Hopefully, I can get those 3D models soon. I've got plenty of battlegrounds from Devil May Cry, the Walking Dead, and Silent Hill to place them at and create a cool scene.
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Re: TM 1+2 Modding thread
Reply #353 - 05/22/17 at 03:13:08
 
Sounds nice man. I could easily make good environments in the GZDoom engine for said models and whatnot. I just have no idea how I'd make a vehicle engine and whatnot.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #354 - 05/25/17 at 00:02:37
 
I uploaded the transparency fix for the TM Toolkit Demo. You'll need to replace the textures again in order for the newer version to fix the transparency. Sorry about that. You can get it from the link in my signature.

I should have a couple interesting videos to upload over the next few weeks.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #355 - 05/27/17 at 03:36:19
 
I don't know how many of you guys are 3D modelers, but do you guys have any car models that I could use for a video?

As for Darkside, I'll need to fix some of the TM1 rendering code and then I'll try to fix his textures and maybe get some more vehicles from TM1 into TM2.

I also started looking around some of the vehicle structure code so maybe we can try changing vehicle stats, specials, etc.
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Re: TM 1+2 Modding thread
Reply #356 - 05/27/17 at 19:47:43
 
If you can find the download link for Sweet Tooth's MUGEN files, you can find 3D models of the three trucks Sweet Tooth, Dark Tooth, and Gold Tooth (heads not included), a motorcycle with Dark Tooth's skin, and a giant semi to use for Darkside. I've found plenty of others to serve for Crazy 8, Crimson Fury, and Roadkill, and even a perfect-looking Minion from TM1 and TM2. But of course this would have to be discussed in another thread, because this is about modding the game.
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Re: TM 1+2 Modding thread
Reply #357 - 05/28/17 at 22:05:39
 
Marltoro wrote on 05/27/17 at 03:36:19:
I don't know how many of you guys are 3D modelers, but do you guys have any car models that I could use for a video?

As for Darkside, I'll need to fix some of the TM1 rendering code and then I'll try to fix his textures and maybe get some more vehicles from TM1 into TM2.

I also started looking around some of the vehicle structure code so maybe we can try changing vehicle stats, specials, etc.


If anyone can rework that Fan-made TM@ Darkside with the textures I provided, that would be nice.
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Currently I am trying to understand how to modify Twisted Metal 2 PC.

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YouTube account: https://www.youtube.com/user/TheApocalypseNine
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Marltoro
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Re: TM 1+2 Modding thread
Reply #358 - 05/29/17 at 07:09:11
 
I made a little present for you guys. It's a sneak peak of what's to come.

https://drive.google.com/drive/folders/0B0o4uR2ahBj2X3JwOTZXVGZHR2s?usp=sharing
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Re: TM 1+2 Modding thread
Reply #359 - 05/29/17 at 11:09:50
 
Marltoro wrote on 05/29/17 at 07:09:11:
I made a little present for you guys. It's a sneak peak of what's to come.

https://drive.google.com/drive/folders/0B0o4uR2ahBj2X3JwOTZXVGZHR2s?usp=sharing


Hella absolutely amazing, was not expecting that vehicle. I'm speechless.
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