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TM 1+2 Modding thread (Read 109358 times)
Manta Ray
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Re: TM 1+2 Modding thread
Reply #480 - 08/05/17 at 22:01:03
 
I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.
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Re: TM 1+2 Modding thread
Reply #481 - 08/06/17 at 01:52:43
 
Manta Ray wrote on 08/05/17 at 22:01:03:
I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.

Did not find really much of anything on Sony.


Nintendo, on the other hand...



I'm still surprised they're still letting us mod and hack mariokart games considering Nintendo's beef with fan games...
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Currently I am trying to understand how to modify Twisted Metal 2 PC.

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Re: TM 1+2 Modding thread
Reply #482 - 08/06/17 at 02:45:43
 
There's tons of PS1, PS2 emulators and roms online. I don't understand how those websites get away with that.

Regardless, I think I'm going to change the name of the toolkit to something else. On the code repository, it will be described as a general purpose modding toolkit for games. I won't mention Twisted Metal anywhere.
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Re: TM 1+2 Modding thread
Reply #483 - 08/06/17 at 06:03:05
 
Manta Ray wrote on 08/05/17 at 22:01:03:
I don't think Sony has ever shut down a fan project but maybe we should switch to a private board.


Yeah, Sony isn't going to do a damn thing. We're fine. It's a 21 year old PC game. I'm just happy it's finally getting some love.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #484 - 08/06/17 at 07:49:27
 
Outside of FREEWAY.DPC did the Toolkit crash when loading a file?

Right now I'm focused on fixing bugs before adding any new features. I think I'll release the source code this month. The UI code is a mess. I don't think we need a private board for this. I really doubt Sony would care unless we were charging money for it or something serious.

In order to build it you'll need Visual Studio 2017 and MonoGame Pipeline to compile the shaders.
http://www.monogame.net/2017/03/01/monogame-3-6/

*I might just call it Twisted Toolkit or something, and as much as I like the Sweet Tooth icon, we may need to change that to something non-copyrighted just to be safe.
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« Last Edit: 08/06/17 at 16:09:19 by Marltoro »  

 
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Re: TM 1+2 Modding thread
Reply #485 - 08/06/17 at 18:15:39
 
Marltoro wrote on 08/06/17 at 07:49:27:
Outside of FREEWAY.DPC did the Toolkit crash when loading a file?

Right now I'm focused on fixing bugs before adding any new features. I think I'll release the source code this month. The UI code is a mess. I don't think we need a private board for this. I really doubt Sony would care unless we were charging money for it or something serious.

In order to build it you'll need Visual Studio 2017 and MonoGame Pipeline to compile the shaders.
http://www.monogame.net/2017/03/01/monogame-3-6/

*I might just call it Twisted Toolkit or something, and as much as I like the Sweet Tooth icon, we may need to change that to something non-copyrighted just to be safe.

Is it possible the source code of Twisted could be rewritten to thus become open source similar to what modders have done with DOOM? Realistically I want to complete a total conversion mod, but If we could build new games off of this engine that would be amazing. I always envisioned a Twisted Metal game where you could leave your vehicle and go into a first person run and gun mode.
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Re: TM 1+2 Modding thread
Reply #486 - 08/06/17 at 18:33:00
 
Manta Ray wrote on 08/06/17 at 18:15:39:
Is it possible the source code of Twisted could be rewritten to thus become open source similar to what modders have done with DOOM? Realistically I want to complete a total conversion mod, but If we could build new games off of this engine that would be amazing. I always envisioned a Twisted Metal game where you could leave your vehicle and go into a first person run and gun mode.


I'm sure it would be possible to rewrite the game engine but I have no idea how many people or how long it would take. In terms of game programming I only have some experience writing code for graphics and 3D rendering but I've never even touched AI, game networking, or game physics.

I do think we could make a total conversion with the TM2 engine. I don't have a complete product yet but I have been testing different parts of map creation. Maps use RMP (Ramp) files to define the slopes you can drive on and I almost have a complete RMP compiler working. We could make a map editor using the same code base as the Toolkit. I think a map editor would be one of the best things to help revitalize the TM community.
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Re: TM 1+2 Modding thread
Reply #487 - 08/06/17 at 18:37:47
 
Marltoro wrote on 08/06/17 at 18:33:00:
I'm sure it would be possible to rewrite the game engine but I have no idea how many people or how long it would take. In terms of game programming I only have some experience writing code for graphics and 3D rendering but I've never even touched AI, game networking, or game physics.

I do think we could make a total conversion with the TM2 engine. I don't have a complete product yet but I have been testing different parts of map creation. Maps use RMP (Ramp) files to define the slopes you can drive on and I almost have a complete RMP compiler working. We could make a map editor using the same code base as the Toolkit. I think a map editor would be one of the best things to help revitalize the TM community.

Absolutely. Skins are nice, but if we can recreate levels from Twisted 1 and games like Rogue Trip as well as original concepts, that would truly (quite literally) change the game.
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Re: TM 1+2 Modding thread
Reply #488 - 08/06/17 at 21:29:17
 
Dammit, you guys are gonna get me to re-download TM2 PC. So the toolkit will make replacing models and textures noob-proof? And is it possible to rip models from PS1 games, such as TMSB? I don't know anything about this stuff so I didn't know the lengths at which things would be compatible.
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Re: TM 1+2 Modding thread
Reply #489 - 08/06/17 at 22:13:15
 
Ripzsaur wrote on 08/06/17 at 21:29:17:
Dammit, you guys are gonna get me to re-download TM2 PC. So the toolkit will make replacing models and textures noob-proof? And is it possible to rip models from PS1 games, such as TMSB? I don't know anything about this stuff so I didn't know the lengths at which things would be compatible.


It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.
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Re: TM 1+2 Modding thread
Reply #490 - 08/06/17 at 23:42:33
 
Marltoro wrote on 08/06/17 at 22:13:15:
It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.

I'm assuming Gran Turismo also uses this same system?

Any chance of ever getting higher quality skin formats in-game? The greater resolution is nice, but it makes the textures really muddy looking when you have to scale it down to a bmp file. Either way, there's a lot of room for improvement with the current game's graphics I am finding, particularly with lining them graphics up correctly to the meshes.
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Re: TM 1+2 Modding thread
Reply #491 - 08/07/17 at 00:42:32
 
Marltoro wrote on 08/06/17 at 22:13:15:
It's compatible with pretty much any game made with the same game engine as Twisted Metal 1 and 2. I got JetMoto and Outwars working with it at one point. I'm not sure about TMSB because I don't think it's the same game engine. But if TMSB used the same mesh format as the TM2 engine, which was based on a common format used on the PS1, then it should be compatible.

The Toolkit can easily replace textures and even update the texture coordinates so you can use higher-definition images. I have to redesign the model placement code but it will be able to do that as well. But replacing models can be a little tricky because of a couple small quirks of the game engine. Polygons can't be extremely tiny or else black artifacts appear, but when I say tiny I mean extremely tiny. Also you can't have polygons overlap or else one polygon will always hide the other. But for the most part it's easy to replace meshes.

Matter of fact now that you said that, I think I remember seeing somewhere on here that TMSB was built with a tweaked TM2 game engine. I'll have to look into that sometime in the future. I saw the realistic vehicles you modded into the game. I believe it was a Viper? So anything of the approximate resolution of and graphical fidelity of PS1 games will be innately supported, correct? That would be really cool. If you guys get it so we can add a large amount of cars to the character select section, the opportunities would be endless. Especially with the map editor, we could combine all of SingleTrac's PS1 works into a huge Car Combat game. I'm not sure how well Rogue Trip would mesh though, it seems like it's on a different engine. I'm not sure though.
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Re: TM 1+2 Modding thread
Reply #492 - 08/07/17 at 02:55:15
 
There is a playstation model format called DMD, which the Twisted Metal engine's mesh file is heavily based on. In fact it seems like it's just a slightly modified version of DMD. The Toolkit should work with pretty much every game engine that uses DMD or a similar format, I just don't know how hard it would be to replace meshes and textures on the PS1 version of games. I only tried PS1 models but I'm pretty sure it can handle at the very least PS2 Gran Turismo meshes.

I'm experimenting with higher resolution textures. When you try anything with an area above an area of 512x512, you either get a clamp effect or a black smudge effect. I'm testing Spectre with a 1024x1024 texture so hopefully I can figure out what causes this.

If I can't get past the texture memory limit then the only other option I can think of is to modify the meshes so they use multiple 512x512 textures instead of one texture. I don't have much experience with 3D modelers so I don't know if that would be easy or a huge pain in the ass.

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Re: TM 1+2 Modding thread
Reply #493 - 08/07/17 at 04:17:20
 
PSA. I ripped all of the vehicle textures from Rogue Trip if anyone wants them for TM2 skins. I'll have to double check what format they use for models.
I tried ripping small brawl assets, but the car info is in a .PSX file, which from my research, can't be opened by anything already on the net. It would have to be written from scratch.
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Re: TM 1+2 Modding thread
Reply #494 - 08/07/17 at 07:38:54
 
Some textures still get that strange clamp effect even when they're at 512x512 pixels. This could be an issue with the texture coordinates. I'm looking into it.
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