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TM 1+2 Modding thread (Read 120539 times)
Marltoro
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Re: TM 1+2 Modding thread
Reply #615 - 12/06/17 at 11:38:33
 
Mr.SLaM wrote on 12/06/17 at 11:28:12:
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.


The water/lava interaction in the TM2 engine is weird. On the Paris map, the water is a flat surface with the Z position of 0. I can make a level with water but any flat surface that is 0 on the Z axis will splash.

If you want a river to run through the level, it will need to be 0 on the Z axis.

On a side note, Jaffe saw the level. haha

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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #616 - 12/06/17 at 12:17:52
 
Marltoro wrote on 12/06/17 at 11:38:33:
The water/lava interaction in the TM2 engine is weird. On the Paris map, the water is a flat surface with the Z position of 0. I can make a level with water but any flat surface that is 0 on the Z axis will splash.

If you want a river to run through the level, it will need to be 0 on the Z axis.

On a side note, Jaffe saw the level. haha

https://preview.ibb.co/hOFuSm/tweet.png


Yeah, that was me. I couldn't let such an achievement go unnoticed. It's too cool.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #617 - 12/06/17 at 14:07:27
 
Here is Egypt so far. Each Pyramid is connected underground by tunnels. The bottom flat portion will be the "Nile". I think it should be neat for something thrown together in a day without any playtests to see how balanced it is. I'd also like to add a few destructible trees if you could program destructibles. If not, no big deal. Let me know what ya'll think.



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Marltoro
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Re: TM 1+2 Modding thread
Reply #618 - 12/06/17 at 14:45:30
 
Mr.SLaM wrote on 12/06/17 at 14:07:27:
Here is Egypt so far. Each Pyramid is connected underground by tunnels. The bottom flat portion will be the "Nile". I think it should be neat for something thrown together in a day without any playtests to see how balanced it is. I'd also like to add a few destructible trees if you could program destructibles. If not, no big deal. Let me know what ya'll think.



https://i.imgur.com/w7jz19Y.jpg



Yeah that should work. I don't know how to do destructible trees yet but I plan on figuring that out eventually. This actually looks like a really good map for me to test the ramp compiler with.

If you want to make the pickups, here's how it works. You create a cube and put one of the pickup codes below in its name. For example, if you wanted to create a health pickup, just create a cube and put "_health" somewhere in its name. Even if its name is "_health01", "cube_health02", etc, it will still work. It just has to be somewhere in the name. Lightning is kind of pointless at the moment because I can't move it yet.

_fire
_health
_napalm
_lightning
_ricochet
_homing
_remote
_power
_turbo
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TWISTEDCREECH96
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Re: TM 1+2 Modding thread
Reply #619 - 12/06/17 at 15:00:58
 
This is absolutely amazing ! Great times ahead for the Twisted Metal community !   Smiley
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Marltoro
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Re: TM 1+2 Modding thread
Reply #620 - 12/07/17 at 06:29:23
 
For connecting the AI paths, we'll just connect the two AI points using an edge. At first I thought the Collada format wouldn't support edges/lines but I was wrong.

I'm really eager to make the Egypt level and hopefully within a month or so I'll be able to release the next version of the Toolkit. I was thinking we could make a version with low resolution textures and a version with HD textures that requires the patch.

Mr. Slam, once the level is done do you mind if I post a video of it on YouTube? You could upload a video too and I'll make sure to give you credit. I have some subscribers that would share the level with other people.

I can't believe we've made it this far.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #621 - 12/07/17 at 07:29:19
 
Yeah, you can totally upload a video of it. Just let me shamelessly plug my Twitter @UnleadedPetro somewhere in the description.
I can work on the textures tonight.

Hiw does implementing a skybox work for TM2? I can whip up something for that too.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #622 - 12/07/17 at 07:52:30
 
Mr.SLaM wrote on 12/07/17 at 07:29:19:
Yeah, you can totally upload a video of it. Just let me shamelessly plug my Twitter @UnleadedPetro somewhere in the description.
I can work on the textures tonight.

Hiw does implementing a skybox work for TM2? I can whip up something for that too.


For the skybox, you'd just use a dome with colors. Maybe you could open DISH.DPC in the Toolkit, find the Root Entity with the skybox and export that to see how it works. Or I could send you a Collada file with the skybox.

Here's the Dish sky dome:
https://drive.google.com/open?id=1jcibzVauCxBfnXVP__I4JaRRULKbJQZ7
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Marltoro
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Re: TM 1+2 Modding thread
Reply #623 - 12/14/17 at 10:41:02
 
I'll try to release a prototype map compiler some time in December or in January if things don't go well.

When we get some more custom maps made we gotta get some online matches going. We're about to enter a new era in Twisted Metal history. We could really bring back a lot of old players as well as some younger, new ones if we make some cool maps.

Shit, we should host tournaments with like a $50 prize or something. We could rebalance the cars too.
Twisted Metal 2: Tournament Edition

Or maybe every Christmas Eve I host a tournament with a $250 prize.
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« Last Edit: 12/14/17 at 15:06:08 by Marltoro »  
 
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Skwid79
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Re: TM 1+2 Modding thread
Reply #624 - 12/15/17 at 00:26:29
 
I dont even know if map making was a thing when I played the PC version, I used it to kill time in school in like 2012-13 until I graduated even ended up playing lan matches with other students. After seeing some of this stuff it makes me hopeful for the game's future.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #625 - 12/17/17 at 15:22:33
 
A while ago someone asked about the collision volume structure. I'm pretty sure I finally deciphered the collision volume structure. Each collision volume is made up of six or less planes. I'll post more details later.

Example
...

Apparently it's called K Dop.

Anyway, pretty soon I'm going to release an example level as well as instructions on how to create levels.
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