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TM 1+2 Modding thread (Read 120523 times)
Marltoro
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Re: TM 1+2 Modding thread
Reply #510 - 08/11/17 at 19:43:32
 
You can get some decent meshes too. I'm still testing the limit of the replace mesh tool.

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Big Boss
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Re: TM 1+2 Modding thread
Reply #511 - 08/12/17 at 01:38:26
 
Holy damn, sexy.
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Interested in playing the PC version of Twisted Metal 2 online? Ask me with a private message, or add me on Skype and talk to me about it! (You might need Skype anyway)
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Re: TM 1+2 Modding thread
Reply #512 - 08/12/17 at 16:07:31
 
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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 #513 - 08/13/17 at 12:28:23
 
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Marltoro
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Re: TM 1+2 Modding thread
Reply #514 - 08/13/17 at 14:31:28
 
Some TM1 levels work now. Ignore the messed up billboards.

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Re: TM 1+2 Modding thread
Reply #515 - 08/13/17 at 15:19:33
 
Hopefully through a level editor and some other hacky means, they'll be able to playable at least in multiplayer in TM2.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #516 - 08/14/17 at 04:03:14
 
Big Boss wrote on 08/13/17 at 15:19:33:
Hopefully through a level editor and some other hacky means, they'll be able to playable at least in multiplayer in TM2.

Regarding the map editor, the hard part isn't rendering a custom level with custom meshes; it's getting the collision to work. In case you're curious, there's two main structures for having solid levels. Collision boxes and slopes. Slopes are defined as polygons, triangles, or spheres that can be driven on. Slopes are found in the .RMP (Ramp?) files.

Collision boxes are found in the DPC file and define solid objects that you can crash into. The structure for the slopes is small and I easily cracked it while the structure for collision boxes is . . . I can't even begin to crack it. The structure for collision boxes is made up of 112 bytes or 28 four-byte values and I can't find any real consistency between them. Some of the values define rotations and all kinds of weird shit. It may be the only data structure where I'm going to have to ask someone about what kind of technique they were using. Maybe they did something weird like the first 16 values represents a 4x4 matrix while the remaining 12 represent something else. Sometimes changing a value causes the collision box to travel along an X, Y, or Z axis forever. Other times changing a value slices a collision box diagonally.

I think they used this:

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I'm still working on a RMP file compiler that will take collada files and convert them to slope formats within an RMP file.

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Re: TM 1+2 Modding thread
Reply #517 - 08/14/17 at 16:18:47
 
I actually did try using Wine to play this game, but there are white squares everywhere, blocking my view (it did that almost every time I played MUGEN). I guess it's this kind of program that Wine can't run perfectly. I can't even see what I'm selecting in the main menu, so I can't change the controls.
I'll have to do some more digging sometime. In the meantime, I am staring dreamily at these endless possibilities of editing the game. I may or may not request for 3D models from TMB and TMHO to be added.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #518 - 08/14/17 at 18:20:43
 
Coleiosis wrote on 08/14/17 at 16:18:47:
I actually did try using Wine to play this game, but there are white squares everywhere, blocking my view (it did that almost every time I played MUGEN). I guess it's this kind of program that Wine can't run perfectly. I can't even see what I'm selecting in the main menu, so I can't change the controls.
I'll have to do some more digging sometime. In the meantime, I am staring dreamily at these endless possibilities of editing the game. I may or may not request for 3D models from TMB and TMHO to be added.


I couldn't rip models from TMB unless they used a standard 3D model format used by Sony. Did you try using Windows inside of VirtualBox? I've used the Toolkit and played TM2 using VirtualBox running inside Fedora.

Actually, I've never even played TMB but it looks and sounds like the best TM ever made.
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Re: TM 1+2 Modding thread
Reply #519 - 08/14/17 at 20:19:38
 
You're missing out on too much, man! You gotta go for it!
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Marltoro
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Re: TM 1+2 Modding thread
Reply #520 - 08/16/17 at 01:32:12
 
I'll be releasing another version of the Toolkit within the next couple weeks.
It has insanely fast texture replacing. I was able to replace every texture with a 2048x2048 texture almost instantly.
It also has a Collada importer and mesh replacement tool. As well as texture replacement fixes/improvements.

I'll also have to update the patcher so it can allocate more space for bigger TPC files.

In addition to that, I'm getting closer to releasing the source code as well. It's getting more organized.

After the core features are done I'd like to add some smaller features like screenshot functionality and full screen mode. Full screen mode would be nice when running the Toolkit inside a virtual machine.
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« Last Edit: 08/16/17 at 10:54:00 by Marltoro »  
 
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Re: TM 1+2 Modding thread
Reply #521 - 08/17/17 at 02:58:20
 
Someone ripped Head-On models a while back. You may be able to find them. I'll take a look for one.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #522 - 08/17/17 at 03:09:39
 
Mr.SLaM wrote on 08/17/17 at 02:58:20:
Someone ripped Head-On models a while back. You may be able to find them. I'll take a look for one.


Did they say anything about the developers using a standard Sony model format? The TM2 engine uses a modified version of Sony's DMD format which made it easy to get TM1 and TM2 working.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #523 - 08/17/17 at 05:52:27
 
Here's my idea for map editing.

The easiest and quickest way to make custom maps would be to make a program that converts Collada files into DPC files. This has the advantage of letting everyone use pretty much any 3D editor they want and would by far take the least amount of time to make. Collada uses XML so we could potentially add custom properties to XML elements.

It wouldn't take very long to make a program that converts Collada to DPC. In fact, the Toolkit itself already has most of the code that would be needed.

I really think this is the route we should go regarding map editing. People could use programs like Blender to design their maps.

If I had to create a map editor program from scratch, it would take 10x as long and wouldn't have nearly as many features as Blender. Plus Blender is free and cross platform.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #524 - 08/22/17 at 10:34:46
 
Here's another update. It has improved loading time for HD textures and the patcher has been updated to allow HD textures without crashing. The Collada importer is nearly done and I'll include that in the next release.

Twisted Toolkit Prototype - x86
https://drive.google.com/open?id=0B0o4uR2ahBj2QUdSYzdqYUhYcnc

Twisted Toolkit Prototype - x64
https://drive.google.com/open?id=0B0o4uR2ahBj2MVNzTkZBUzQ3dmM
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« Last Edit: 08/22/17 at 12:25:35 by Marltoro »  
 
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