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TM 1+2 Modding thread (Read 163613 times)
Manta Ray
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Re: TM 1+2 Modding thread
Reply #690 - 02/26/18 at 04:44:32
 
This is really good work. I never imagine it would get to this point.
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Re: TM 1+2 Modding thread
Reply #691 - 03/03/18 at 17:58:16
 
https://drive.google.com/open?id=1zlR6tgYZkp_lOUfNa7jm9pNrVvJY8fc9

Extract the folders into your TM2 directory then pick Moscow: Suicide Slide in game to play it.

I haven't had time to test it yet. The level looks a lot better if you turn on Hardware Acceleration in TM2Setup.exe
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Re: TM 1+2 Modding thread
Reply #692 - 03/04/18 at 01:08:04
 
Actually, I uploaded a video of it too.


Now about releasing the map editor/compiler itself, I've learned a lot about what works and what doesn't work in the TM2 engine after making a couple maps. As of now, making a new level is somewhat tedious. TM2 has a really primitive method for rendering polygons which can cause clipping issues, such as polygons further away from the camera appearing in front of closer polygons, and the only way I know to fix this is to subdivide the polygons so they're smaller. And on top of that, if you have too many polygons on the screen then the game will crash. I basically had to go back and forth from sub-dividing the meshes until there was no more clipping issues and reducing the number of polygons for each mesh once it started to crash the game.

It took a many tries of cloning and subdividing the meshes in the canyon level before I got it working just right. I'm not too experienced with Blender or 3DS Max so there may be more efficient ways to do it, but that process by itself took longer than it took to make the level in Sketchup. Plus there's all kinds of other issues that can come up if you don't do this process correctly. I don't want to release the map editor/compiler until it can automatically subdivide and organize the meshes itself. If I released it without that, virtually everyone would have different kinds of issues with their levels and it would be a giant headache for everyone.

I just want the map compiler to be an easy to use tool, not some Bethesda abomination of a modding tool.
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Re: TM 1+2 Modding thread
Reply #693 - 03/06/18 at 07:37:57
 
hello people, if someone wants to edit the car's speed from TM1PC. you only have to open the file "TWISTED.exe" with a hexeditor (make sure to have a copy). then you have to go to the offsets:
0x262AB  -> Sweet Tooth Speed (Default: 5A)
0x263D7 -> Darkside Speed (Default: 5A)
0x26513 -> Yellow Jacket Speed (Default: 6E)
0x2665B -> Hammer Speed (Defautl: 5A)
0x2679F -> Crimson Fury Speed (Default: 87)
0x268E7 -> Outlaw Speed (Default: 73)
0x26A2F -> Pit Viper Speed (Default: 6B)
0x26B77 -> Warthog Speed (Default: 5B)
0x26CB7 -> Thumper Speed (Default: 78)
0x26E00 -> Roadkill Speed (Default: 78)
0x26F37 -> Mr. Grimm Speed (Default: 7D)
0x27073 -> Spectre Speed (Default: 82)
0x271B7 -> Minion Speed (Default: 73)
The range of values are from 00 to FF
___
example (editing mr. grimm top speed)
...
...
notice that the maximum speed is 238 unlike TM2 (which is 254)

Sorry for my bad english  Cheesy
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Re: TM 1+2 Modding thread
Reply #694 - 03/06/18 at 09:31:19
 
login wrote on 03/06/18 at 07:37:57:
hello people, if someone wants to edit the car's speed from TM1PC. you only have to open the file "TWISTED.exe" with a hexeditor (make sure to have a copy). then you have to go to the offsets:
0x262AB  -> Sweet Tooth Speed (Default: 5A)
0x263D7 -> Darkside Speed (Default: 5A)
0x26513 -> Yellow Jacket Speed (Default: 6E)
0x2665B -> Hammer Speed (Defautl: 5A)
0x2679F -> Crimson Fury Speed (Default: 87)
0x268E7 -> Outlaw Speed (Default: 73)
0x26A2F -> Pit Viper Speed (Default: 6B)
0x26B77 -> Warthog Speed (Default: 5B)
0x26CB7 -> Thumper Speed (Default: 78)
0x26E00 -> Roadkill Speed (Default: 78)
0x26F37 -> Mr. Grimm Speed (Default: 7D)
0x27073 -> Spectre Speed (Default: 82)
0x271B7 -> Minion Speed (Default: 73)
The range of values are from 00 to FF
___
example (editing mr. grimm top speed)
https://k50.kn3.net/1/E/9/6/4/9/4DB.png
https://k50.kn3.net/D/2/3/D/B/0/EBA.png
notice that the maximum speed is 238 unlike TM2 (which is 254)

Sorry for my bad english  Cheesy


Have you tried experimenting with the other hex values near the speed values?
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Re: TM 1+2 Modding thread
Reply #695 - 03/06/18 at 17:47:57
 
Marltoro wrote on 03/06/18 at 09:31:19:
Have you tried experimenting with the other hex values near the speed values?

i found these:

ARMOR
CAR Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
Address 0x2639C 0x264D2 0x26625 0x26760 0x268B1 0x269F9 0x26B41 0x26C7C 0x26DC9 0x26F04 0x2702E 0x2717B 0x272B0
Value
73
8C
64
78
64
6E
64
78
6E
6E
64
64
FA
____________
ACCELERATION
CAR: Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
Address 0x262CC 0x263F8 0x26534 0x2667C 0x267C0 0x26908 0x26A50 0x26B98 0x26CD8 0x26E20 0x26F58 0x27094 0x271D8
Value 05 04 0A 0A 0D 05 05 06 05 06 07 0A 05
____________
HANDLING
CAR: Sweet Tooth Darkside Yellow Jacket Hammerhead Crimson Fury Outlaw Pit Viper Warthog Thumper Roadkill Mr. Grimm Spectre Minion
Address 0x263DD 0x26473 0x265BC 0x26701 0x26848 0x26990 0x26AD8 0x26C1D 0x26D60 0x26E9B 0x26FC5 0x27112 0x27251
Value 46 6E 4E 52 48 52 3A 3F 50 42 35 42 52
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Re: TM 1+2 Modding thread
Reply #696 - 03/07/18 at 00:00:50
 
I'll tell you what I want to see for TM2PC...

Remakes of the Twisted Metal: Lost levels (all five, not four), in classic TM2 style!
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Re: TM 1+2 Modding thread
Reply #697 - 03/07/18 at 00:53:04
 
Coleiosis wrote on 03/07/18 at 00:00:50:
I'll tell you what I want to see for TM2PC...

Remakes of the Twisted Metal: Lost levels (all five, not four), in classic TM2 style!


Yeah but as Manta Ray mentioned, we may need to change the vehicle stats for the bigger levels.
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Re: TM 1+2 Modding thread
Reply #698 - 03/07/18 at 07:58:46
 
TM2CAR SWEET HAMME OUTLA GRASS WART THUMP MRGRI SPECT TWIST AXEL MRSLAM SHADOW DARKT MINIO ROADK
TOP SPEED Address 0x28A1B 0x28B11 0x28C23 0x28D1B 0x28E1D 0x28F2B 0x2903A 0x29130 0x29232 0x29334 0x29444 0x2955C 0x29664 0x29770 0x2A3B3
- Value 5C 60 7F 79 65 6F 7D 83 8D 67 5C 71 7F 7F 77
_____________
TURN Address 0x28A21 0x28B17 0x28C29 0x28D21 0x28E23 0x28F31 0x29040 0x29136 0x29238 0x2933A 0x2944A 0x29562 0x2966A 0x29776 0x2A3B9
- Value 46 19 67 5A 6E 55 6E 6E 8C 4B 50 4B 4B 96 4B
_____________
HANDLING Address 0x28A45 0x28B4D 0x28C59 0x28D51 0x28E59 0x28F61 0x2906A 0x29166 0x29268 0x2936A 0x29480 0x29591 0x2969A 0x297A6 0x2A3E9
- Value 50 64 4B 41 5A 55 41 46 46 64 5A 69 50 4B 50
_____________
ARMOR Address 0x28A8D 0x28B95 0x28CA1 0x28D99 0x28EA1 0x28FA9 0x290B2 0x291AE 0x292B0 0x293B2 0x294C8 0x295DA 0x296E2 0x297EE 0x2A431
- Value 78 6E 64 5A 82 64 41 5A 4B 6E 78 64 2C 01 D2 64
_____________
ACCELERATION Address 0x28A0E 0x28B03 0x28C15 0x28E02 0x28F10 0x29012 0x29112 0x29217 0x29319 0x2941F 0x29436 0x29649 0x29755 0x29861 0x2A49A
- Value 05 08 06 05 06 05 0B 0A 09 06 04 06 06 06 06
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Re: TM 1+2 Modding thread
Reply #699 - 03/07/18 at 11:51:20
 
Thanks for posting those. I'll definitely use them when I try to add more cars to the game.

I'm kind of curious, I wonder how close we could make TM2 look like TM:Black. We can replace meshes and use HD textures to make the game more modern.
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Re: TM 1+2 Modding thread
Reply #700 - 03/07/18 at 20:21:46
 
I've downloaded Blender ans have been working on a map similar to the Downtown battleground from Black..would be cool to have the textures actually ripped from the game, but I'm starting to actually consider using retro graphics and textures from other Single Trac games to supplement the ones already in the game.
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« Last Edit: 03/07/18 at 22:05:25 by Manta Ray »  

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Re: TM 1+2 Modding thread
Reply #701 - 03/08/18 at 11:48:22
 
Manta Ray wrote on 03/07/18 at 20:21:46:
I've downloaded Blender ans have been working on a map similar to the Downtown battleground from Black..would be cool to have the textures actually ripped from the game, but I'm starting to actually consider using retro graphics and textures from other Single Trac games to supplement the ones already in the game.

I'm pretty sure I'll have the map editor/compiler released this month. I was going to release it last month but I ran into issues that I had to fix and it's 1000x better now. In the old version, you had to manually subdivide meshes to avoid clipping issues and manually set their draw distance. Now the map compiler will automatically subdivide meshes and create different models based on their draw distance.

I will release a video showing the process of making the map in Sketchup all the way to playing the level in game. It'll be called something like "From Sketchup to TM2 Tutorial" It will include a written tutorial as well.
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Re: TM 1+2 Modding thread
Reply #702 - 03/09/18 at 13:07:59
 
Damn, that is some great work on that Canyon level.
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Re: TM 1+2 Modding thread
Reply #703 - 03/11/18 at 21:59:20
 
Marltoro wrote on 03/08/18 at 11:48:22:
I'm pretty sure I'll have the map editor/compiler released this month. I was going to release it last month but I ran into issues that I had to fix and it's 1000x better now. In the old version, you had to manually subdivide meshes to avoid clipping issues and manually set their draw distance. Now the map compiler will automatically subdivide meshes and create different models based on their draw distance.

I will release a video showing the process of making the map in Sketchup all the way to playing the level in game. It'll be called something like "From Sketchup to TM2 Tutorial" It will include a written tutorial as well.

I've learned the basic functions of building the maps on Blender, but how do you get the scaling correct and actually implement it in the game? Looking forward to using this more soon.
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Re: TM 1+2 Modding thread
Reply #704 - 03/12/18 at 05:51:38
 
Blender uses the gird as measurement and you can adjust it as such (Inches, feet, etc etc.) To get and idea of scale you will need a level from the game and come up with your own understanding of how big the levels are.

Once you figure that out converting other things from the real world into twisted 2's scale should be no problem.

______________

Also to share with you guys something I found out while messing around with Jet Moto that also applies to Twisted metal:

"I fell into a happy accident today while messing about with Unreal Tournament.

A funny fact is when you extract skins from UTX they are saved as PCX sound familiar?

I found that Paint.Net with this plugin=(https://forums.getpaint.net/topic/2135-pcx-plug-in/) you can open the PCX files in JetMoto and Twisted. Just like I thought, these mostly handle menus and the such."

...
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