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TM 1+2 Modding thread (Read 183135 times)
Marltoro
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Re: TM 1+2 Modding thread
Reply #720 - 05/05/18 at 07:00:08
 
I just wanted to mention how much easier this map editor is.

The absolute minimum required to make a running map takes these steps:
1.) Open the Map Editor
2.) Create a new static object
3.) Click Browse... to select a mesh for the static object.
4.) Click compile map

...
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #721 - 05/05/18 at 07:56:20
 
Very exciting dude. Looking forward to some updates. Maybe I should throw together a new map for testing too.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #722 - 05/08/18 at 09:00:06
 
At some point soon I'm going to do a pre-alpha release so we can work out any major issues early on. Getting 4 view-ports to render drastically changed the rendering process compared to the Toolkit so I need to test it on other computers.

The repository is open again and I'm working on the wiki too.
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« Last Edit: 05/08/18 at 15:21:31 by Marltoro »  
 
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Manta Ray
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Re: TM 1+2 Modding thread
Reply #723 - 05/12/18 at 23:28:20
 
Are maps still made used outside programs or is this an all in one sort of application? Also, how are you setting respawn points and weapon pickups? I’m really behind on this stuff, but I’d like to pick it up. Mostly I’m interested in remodeling older levels and combining them right now. Is it easy to open another preexisting level in a program to edit? And can you important vehicles for scale if you are creating something original?
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Marltoro
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Re: TM 1+2 Modding thread
Reply #724 - 05/13/18 at 11:19:36
 
Manta Ray wrote on 05/12/18 at 23:28:20:
Are maps still made used outside programs or is this an all in one sort of application? Also, how are you setting respawn points and weapon pickups? I’m really behind on this stuff, but I’d like to pick it up. Mostly I’m interested in remodeling older levels and combining them right now. Is it easy to open another preexisting level in a program to edit? And can you important vehicles for scale if you are creating something original?

You still make your level's meshes and import them as static objects in the editor. Respawn points and pickups will be made in the editor. You'll be able to combine older levels.
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FuckTwistedMetal
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Reply #725 - 05/13/18 at 03:26:01
 
1. Sweetbot Vs. Titan Joker
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†Adonael
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Re: TM 1+2 Modding thread
Reply #726 - 05/19/18 at 20:02:03
 
That isn't a mod for twisted metal 1 or 2. I think we'd all appreciate it if you'd quit spamming models you've ripped in more than one thread.

Almost as bad as cancer.
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Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #727 - 05/20/18 at 03:45:06
 
Magnum, do some fucking modding around here. If I see that retarded model again I'm going to have an aneurysm.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #728 - 05/21/18 at 12:37:43
 
I just wanted to let you guys know about the progress I've made so far. I updated the patch file so that there's no limit for the number ramps that can be loaded from the RMP file. Ramps are basically polygons that can be driven on. Without the patch, the maximum number of ramps was 225. I'm also working on getting the patcher to work with all versions of TM2.

You can create static object, compile levels, and go into game easily now. I'd like to upload some video footage of it in action some time this week and maybe release an alpha build that people can play around with. It doesn't have paths or weapon pickups yet but that shouldn't take long.

This thing's incredibly easy to use.
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Re: TM 1+2 Modding thread
Reply #729 - 05/21/18 at 18:49:52
 
Wait wha?!?

What's modding? I can't draw for shit.  Grin
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Re: TM 1+2 Modding thread
Reply #730 - 05/22/18 at 08:28:33
 
I have a question, would it be possible to covert Jet Moto maps into TM2PC ? A deathmatch on Jet Moto 2's Rollercide would be awesome lol ! Grin
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Marltoro
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Re: TM 1+2 Modding thread
Reply #731 - 05/22/18 at 10:28:47
 
TWISTEDCREECH96 wrote on 05/22/18 at 08:28:33:
I have a question, would it be possible to covert Jet Moto maps into TM2PC ? A deathmatch on Jet Moto 2's Rollercide would be awesome lol ! Grin


The DPC file format for TM2 PC and Jet Moto 1 are almost identical. I don't know anything about Jet Moto 2's model format though.
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Re: TM 1+2 Modding thread
Reply #732 - 05/22/18 at 22:06:39
 
Jet Moto 2 uses a different format than that of Twisted metal 2 and Jet Moto 1. .DMD I believe.

And nothing I've found on the net suggest anyone has ever cracked playstation's .DMD format. I do know much like .DPC they store .TDM files and models, but that is as far as it goes.
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Manta Ray
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Re: TM 1+2 Modding thread
Reply #733 - 05/23/18 at 15:30:13
 
I was wondering if anyone has had experience adding new models into the game, how does hit detection work? I’m wondering for example if you added larger scale models of the same vehicles into the game how would they interact with other vehicles and the environment. My current idea once all of the toolkits are finished is to create a larger and more detailed version of Twisted Metal 1.
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Marltoro
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Re: TM 1+2 Modding thread
Reply #734 - 05/23/18 at 15:37:16
 
Manta Ray wrote on 05/23/18 at 15:30:13:
I was wondering if anyone has had experience adding new models into the game, how does hit detection work? I’m wondering for example if you added larger scale models of the same vehicles into the game how would they interact with other vehicles and the environment. My current idea once all of the toolkits are finished is to create a larger and more detailed version of Twisted Metal 1.


There is a collision structure located in the DPC file. I know there's at least one in each car's DPC file but I haven't really experimented with those yet.
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