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TM 1+2 Modding thread (Read 628287 times)
mgruby22
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Re: TM2 Modding thread
Reply #30 - 04/28/11 at 20:40:51
 
Yes , I've been waiting for this reply.

I've been going crazy spinning my wheels without much direction.

I need to study up on the difference between 32 bit windows 98 .exe's and 16 bit windows 95 .exe's.

My dad keeps telling me to decompile it into machine language.

I keep saving out files from the hex editor with very crazy parameters. Files that are hidden from the windows gui that can only be accessed through command prompt.

Also my antivirus software went a bit crazy when I tried to save out my .exe, and it deleted it/stopped it from being written.

Annoying shit, but all within reach.

I need to sleep now.

http://s1111.photobucket.com/albums/h480/gruby22/

some of the 3d art I've made.

Modding is a pain in the ass, but worth while for sure.
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Re: TM2 Modding thread
Reply #31 - 04/28/11 at 21:07:11
 
Are those all Axel?
I see about 2 usable ones. Sweet Tooth, and some cyber-white guy.
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Paint-It-Blak
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Re: TM2 Modding thread
Reply #32 - 04/28/11 at 23:53:38
 
I know this may be off-topic, but if you can rip me Spectre ghost missile wail I'd love you forever.
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Shadow
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Re: TM2 Modding thread
Reply #33 - 04/29/11 at 14:03:44
 
Here, catch Paint-It-Blak !!  Smiley Wink

Extract from the original file.
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mgruby22
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Re: TM2 Modding thread
Reply #34 - 04/29/11 at 14:22:38
 
Quote:
Are those all Axel?
I see about 2 usable ones. Sweet Tooth, and some cyber-white guy.

No, the only one there that is actually made to be a TM character is the sweet tooth.

There probably won't be any 3d models imported to the game, other than those from TM1.

I have way more stuff to show than that, I just need to upload all the pics.

I don't really plan on adding custom 3d content to the game, although if I ever had nothing better to do than study 3d formats all day I could probably do it.

I plan to hopefully add (not replace) TM1 levels to the game, as well as TM1 cars.

EDIT: And to Shadow: hopefully I'll be able to hack around the memory allocation/file size limit.

It'll be a good next thing to do.

The information you've provided me with is of innumerable value, and has saved me hours of scratching my ass and wondering WTF I'm doing wrong.
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GodzFire
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Re: TM2 Modding thread
Reply #35 - 04/29/11 at 16:07:22
 
Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  Smiley Wink

Extract from the original file.


Shadow, could you please extract all the sounds from TM1 and TM2? They don't have to be separate files if it's easier for you, they can stay in a single file, as long as it's a format that I can actually listen to Smiley
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mgruby22
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Re: TM2 Modding thread
Reply #36 - 04/29/11 at 18:38:03
 
Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  Smiley Wink

Extract from the original file.


Oh snap!

I C WUT U DD THR!

Time to extract some .tim (ps2 version), files from tm black\HO ETE.

If that doesn't work I'll use dx ripper in conjunction with my PS2 emulator.

Damn it feels good to be a gangster.
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Re: TM2 Modding thread
Reply #37 - 05/01/11 at 20:47:26
 
Shadow wrote on 04/29/11 at 14:03:44:
Here, catch Paint-It-Blak !!  Smiley Wink

Extract from the original file.



YOU ARE FUCKING JESUS.

Awesome thanks!
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biribiri
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Re: TM2 Modding thread
Reply #38 - 05/01/11 at 23:05:33
 
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.

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spectre.png (95 KB | )
spectre.png
 
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Re: TM2 Modding thread
Reply #39 - 05/01/11 at 23:55:06
 
biribiri wrote on 05/01/11 at 23:05:33:
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.


Could I ask what program you are using? That's really cool!
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biribiri
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Re: TM2 Modding thread
Reply #40 - 05/02/11 at 00:10:36
 
This is my own program. wrote to pull resources from tm1 and TM2 and convert them into files for 3d Max.

By the way, I overcame the texture you draw. I want you to just explain something about them (if you do not know):
Texture coordinates of the models are configured not float (0 .. 1 like in openGL and DX maybe), but as an integer. so if you want to paste the texture of better quality (size), then it will not display correctly. here you must change ourselves coordinates on the models.

I apologize for the clumsy English, I use the Google translator
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Re: TM2 Modding thread
Reply #41 - 05/02/11 at 00:18:14
 
That's wicked awesome. And you extracted my fave character too Cheesy
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biribiri
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Re: TM2 Modding thread
Reply #42 - 05/02/11 at 03:34:11
 
Glad you liked it  Smiley. keep a full set of pieces of the spectre + combined texture. Open "*.obj" files with any normal 3D editor.

True to the textures there was a problem. On some planes incorrectly calculated texture coordinates when drawing from dmd (there at all so confusing). I'll have to look at. But at least you can see on the models  Smiley

Ah, yes. texture have yet to cling in the editor. just too lazy to build upon the program now
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spectre_mod.zip (44 KB | )
 
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mgruby22
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Re: TM2 Modding thread
Reply #43 - 05/02/11 at 04:51:46
 
Please give me your program biribiri, I can't seem to find a download for it!

You are my new favorite modder BTW!

YES!

FULL MODDABLILITY!

AND IT"S PARTIALLY MY FAULT!

AND THEY KILLED OSAMA! YEAHHHHH!

EDIT:

Clumsy english doesn't bother me one bit, the texture coordinates are the hardest part to deal with.

Your current program alone helps the community a shit load.

Give it to me please lol
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« Last Edit: 05/02/11 at 11:33:14 by mgruby22 »  
 
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Re: TM2 Modding thread
Reply #44 - 05/02/11 at 17:08:31
 
biribiri wrote on 05/01/11 at 23:05:33:
Hello guys. If you need, i can extract models from tm1 and tm2 (PS1 only now, but in future maybe PC to).

sorry for my english.


Damn, it'd be cool to put those into NFS. Can you export those into .3ds and the like?
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