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TM 1+2 Modding thread (Read 120535 times)
Marltoro
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Re: TM 1+2 Modding thread
Reply #600 - 11/28/17 at 06:54:22
 
Big Boss wrote on 11/28/17 at 03:37:23:
Holy damn. That's a massive map. Awesome nonetheless though. Wish there was lighting but eh, take what you can get, heh.


I'll add better lighting now that you mention it.
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Manta Ray
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Re: TM 1+2 Modding thread
Reply #601 - 11/28/17 at 21:29:01
 
It’s insane what you’ve managed to do. Looking at this level I can totally see there being recreations of TM: Black levels in the future.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #602 - 11/29/17 at 17:48:06
 
I still need to finish some things like lighting, ramps, AI, etc. I'd like another map to test with but I'm not much of a 3D modeler.

Any of you guys want to make the next map? It should be a lot smaller than the map I made IMO.
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Richard -Dick- Biggs
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Re: TM 1+2 Modding thread
Reply #603 - 11/29/17 at 22:39:17
 
This is amazing work. Looks like one of those huge Carmageddon maps, and I'm too envisioning some  TMB conversions. The possibilities! And I think you even made the AI paths, completely great.

In a month or so, and once this version of the toolkit is released, I'll try and start to see what I can do in regards to this stuff. Cause step 1 (and most difficult) is having the tools to mod the game. And step 2 is WE have to make the content. Having the tools is useless if nobody is willing to start making stuff for the game.

Thank gods for TM2 PC existence.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #604 - 11/29/17 at 23:21:22
 
I can throw together an FBX level, if you could just make sure the map boundaries work. Give me tonight.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #605 - 11/30/17 at 04:32:30
 
Mr.SLaM wrote on 11/29/17 at 23:21:22:
I can throw together an FBX level, if you could just make sure the map boundaries work. Give me tonight.

What 3D modeler do you use?
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #606 - 11/30/17 at 22:07:08
 
Marltoro wrote on 11/30/17 at 04:32:30:
What 3D modeler do you use?


I use Maya, but I should be able to export it out as some type of format you could work with.
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Manta Ray
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Re: TM 1+2 Modding thread
Reply #607 - 12/01/17 at 12:10:42
 
An FAQ or tutorial guide would be nice for those of us who are modeling impaired. I’d love to start a full scale project soon, this has been a dream of mine for a long time.
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TWISTEDCREECH96
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Re: TM 1+2 Modding thread
Reply #608 - 12/01/17 at 16:57:49
 
Would it be possible to add "instant death/ fatal fall areas" so we can create instant death maps like New York and Antarctica ? Cheesy
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Marltoro
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Re: TM 1+2 Modding thread
Reply #609 - 12/02/17 at 00:34:36
 
Manta Ray wrote on 12/01/17 at 12:10:42:
An FAQ or tutorial guide would be nice for those of us who are modeling impaired. I’d love to start a full scale project soon, this has been a dream of mine for a long time.


I'll definitely make a tutorial/guide as well as an example level that people can look at. The TM engine has some strange quirks but I don't think it's anything too serious. You can't have polygons overlap or else one polygon will always hide the other. Things like that. Also the unpatched version of TM2 has a very small TPC size limit so if you want to release a map that doesn't require the patch then you'll have a very limited amount of textures you can use.

To compile a level you'll need two Collada files, one with the level itself and one for only storing the surfaces/ramps that cars can drive on.

TWISTEDCREECH96 wrote on 12/01/17 at 16:57:49:
Would it be possible to add "instant death/ fatal fall areas" so we can create instant death maps like New York and Antarctica ? Cheesy


I think if a car is around 10,000 units below ground level they die instantly. I'll need to find the exact number.

Anyway, I added some lighting. I'll add some more detail to the buildings as well. I just wanted this map to work with an unpatched copy of TM2 so I can only use so many textures. For some reason the AI doesn't want to drive across the bridge so I'll need to look into that as well.

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Marltoro
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Re: TM 1+2 Modding thread
Reply #610 - 12/02/17 at 04:45:55
 
Actually, I think there will be three Collada files needed to compile a level. The level itself, the ramps/slopes file, and the low detail level. The models in the low detail model will only be rendered if the player is far away from the object. If there are too many polygons on the screen, the game crashes. In order to prevent this we'll need low detail models.

Mr Slam, you can just send me the level file. I'll make the ramps file and the low detail model if needed.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #611 - 12/05/17 at 05:23:45
 
Hey Mr. Slam, I'm having a small issue with the AI. The issue is that we need a way to connect AI path points together. For the map I released, I manually entered which AI path points were connected which was very tedious. Does Maya have a way to connect or link different objects?

* Sorry about the triple post. This website won't let me edit my posts.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #612 - 12/06/17 at 10:21:56
 
Marltoro wrote on 12/05/17 at 05:23:45:
Hey Mr. Slam, I'm having a small issue with the AI. The issue is that we need a way to connect AI path points together. For the map I released, I manually entered which AI path points were connected which was very tedious. Does Maya have a way to connect or link different objects?

* Sorry about the triple post. This website won't let me edit my posts.


Maya has a type of object hierarchy. That being said, a hierarchy could be achieved with any modeling program. Worst case scenario, you may have you program player paths for a level again. The good news is I am not really far with this level yet. So no rush. How does Egypt sound? I have a map layout done, and a block out modelled out. It needs textures.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #613 - 12/06/17 at 10:28:51
 
Mr.SLaM wrote on 12/06/17 at 10:21:56:
Maya has a type of object hierarchy. That being said, a hierarchy could be achieved with any modeling program. Worst case scenario, you may have you program player paths for a level again. The good news is I am not really far with this level yet. So no rush. How does Egypt sound? I have a map layout done, and a block out modelled out. It needs textures.


Is it an extremely hilly map? The max number of polygons we can have for the ramps file is 225 until I can create a patch to increase the limit.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #614 - 12/06/17 at 11:28:12
 
Marltoro wrote on 12/06/17 at 10:28:51:
Is it an extremely hilly map? The max number of polygons we can have for the ramps file is 225 until I can create a patch to increase the limit.


I'll upload some sketches soon. It shouldn't be very hilly. There are going to be 3 pyramids with underground areas, and possibly a river running through the center. Could you isolate the water interactions for a custom level? Like how the river runs in front of the tower on the Paris map? Like splashing and everything? If not, I could replace the textures with roads.
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