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TM 1+2 Modding thread (Read 145867 times)
Manta Ray
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Re: TM 1+2 Modding thread
Reply #705 - 03/12/18 at 09:00:17
 
I actually have an archive of every texture from the following games:

Twisted Metal 1+2
Jet Moto 1+2
Warhawk
Rogue Trip

If anyone is interested I can look into attaching a .rar.
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Road-Kill_3197
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Re: TM 1+2 Modding thread
Reply #706 - 03/13/18 at 08:41:47
 
Actually, That would be great. I Want to make maps for TM2 that look like officially created maps. That includes having the same texture resolution. I probably could borrow assets from those games and even use the already existing ones as reference to created more.

Also, I could...(or someone else could) use existing textures to try and recreate them in higher resolution, similar to what a lot of people do for mods for classic games such as Doom, Unreal, quake, etc.
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Re: TM 1+2 Modding thread
Reply #707 - 03/14/18 at 04:29:33
 
I haven't tried replacing any of the Level select images for twisted metal yet, but I'm sure I'll have a similar issue. The images display with a tent of read over them. I'm not sure if that has to do with the engine running on 8 bit or the fact that I don't know much about .PCX

I'll look more into it soon, so we can also make custom select images for our stages.


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†Adonael
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Re: TM 1+2 Modding thread
Reply #708 - 03/16/18 at 19:31:27
 
Interesting thing about modifying TM2's PCX files. When I do in in jet moto I have to modify the ISO due to the game always reading off of the disk.

The TM2 I have requires no disc, but even after changing and replacing files it all remains the same. So Slightly confused but I'll figure it out.

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Seems like the menu files are handled by the TIM files rather than the PCX files for twisted metal 2. So I really don't get the point of the PCX files.  Huh
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Marltoro
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Re: TM 1+2 Modding thread
Reply #709 - 04/12/18 at 09:57:35
 
Hey guys, I'm sorry I haven't been very active recently. I was behind on some RL stuff.

Anyway, I had to change plans regarding the level editor. Making the levels in a 3D modeler and having them compiled wouldn't work. There's just too many quirks with the Collada file format which would make the process way too confusing. For example, I was going to use splines for the AI paths but the Collada file format doesn't support splines. There's no easy way to create paths in a Collada and have them compiled. There were also situations such as having one-way paths for ramps which would be a mess to implement if we had to do everything in 3D modelers which is why I decided to make a fully featured map editor instead. It will be incredibly easy to use.

The UI looks similar to other map editors like Valve's Hammer editor. This program will be much easier to use compared to making everything in a 3D modeling program. Instead of needing to create lights and make adjustments to them until they're just right, you just go to the light settings panel and set your light settings in there, or even use one of the presets.

I can't say how long it will take to finish but I'll make sure to post updates. I'm sorry I delayed everything but I think this decision will be for the best in the long run.

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« Last Edit: 04/12/18 at 18:13:02 by Marltoro »  
 
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #710 - 04/12/18 at 10:55:07
 
As long as I can model a level in another program, and bring it into your editor for final adjustments, I'd be happy.

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Marltoro
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Re: TM 1+2 Modding thread
Reply #711 - 04/12/18 at 11:25:45
 
Mr.SLaM wrote on 04/12/18 at 10:55:07:
As long as I can model a level in another program, and bring it into your editor for final adjustments, I'd be happy.



Yeah you can just create meshes in 3DS Max, Maya, Blender and then import them into the map editor. Then you can use them to create static objects. It's similar to most map editing programs.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #712 - 04/12/18 at 11:54:05
 
So will this editor allow pathing and item placement?

As long as a 3d mesh can  be imported in, your program could be used to do the rest.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #713 - 04/12/18 at 18:11:07
 
Mr.SLaM wrote on 04/12/18 at 11:54:05:
So will this editor allow pathing and item placement?

As long as a 3d mesh can  be imported in, your program could be used to do the rest.


Yeah you'll be able to place path-points for the A.I. and connect them together. You can still use 3DS Max, Maya, Blender to create meshes.
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