Welcome, Guest. Please Login or Register
TMA - Temporary Board
 
  HomeHelpSearchLoginRegister  
 
Pages: 1 ... 48 49 50 51 52 ... 54
Send Topic Print
TM 1+2 Modding thread (Read 192368 times)
Manta Ray
Michael Jackson's Nose
********
Offline



Posts: 461
PSN: KERE-FREE
Re: TM 1+2 Modding thread
Reply #735 - 05/23/18 at 17:19:08
 
Marltoro wrote on 05/23/18 at 15:37:16:
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.

I see. I wonder how that would affect gameplay as well. Maybe I’ll just stick to working on an upscaled “de-make.”
Back to top
 

---===TM Concept Art Caretaker===---


---===OG "Noob of the Week"===---
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 263
Ohio
Re: TM 1+2 Modding thread
Reply #736 - 05/27/18 at 11:16:12
 
I got a lot done for the UI and I got proper lighting implemented now. I should have all the UI controls for the lighting done real soon. The lighting controls will include the position of the sun, the color of the lighting, etc. It will even include presets like morning, noon, afternoon. You won't have to mess with lighting at all when you make your meshes in Blender, 3DS Max, or Maya.

Major things left:
-Finish lighting UI controls
-Implement item pickups
-Implement controls for creating A.I. paths and spawn points

...
...
...
...
Back to top
« Last Edit: 05/27/18 at 22:58:37 by Marltoro »  

Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
IP Logged
 
Mr.SLaM
The offspring of Tom Selleck’s and Burt Reynold’s Mustaches
**************************************************************
Offline


I make videogames for
a living or something

Posts: 1020
PA
Gender: male
Re: TM 1+2 Modding thread
Reply #737 - 05/27/18 at 13:57:47
 
Egypt is coming to life!

I know we already had a working version of it, but I'm excited to see what your level builder and progress doed in terms of quality.

I think I'm going to start that India level, but I may explore other options.

Someone give us some world tour locations for us to annihilate.
Back to top
 

TM2 Modder (Maps 'n Vehicles)
Wannabe Game Dev
Appropriate shiller.
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 263
Ohio
Re: TM 1+2 Modding thread
Reply #738 - 05/27/18 at 16:43:02
 
Berlin, Germany
San Francisco
Tokyo, Japan (You can run over weeaboos)
Roman Colosseum
Las Vegas
Hawaii
A huge cruise ship

Vegas would require flashing lights, which reminds me that I need to add animation support for the map editor. Animations in the TM2 engine are simply frame-by-frame animations which uses a separate mesh for each frame.
Back to top
« Last Edit: 05/27/18 at 21:12:50 by Marltoro »  

Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
IP Logged
 
Ripzsaur
Tom Selleck's Mustache
*****************
Offline


この世界を超えて

Posts: 507
1994
Gender: male
Re: TM 1+2 Modding thread
Reply #739 - 05/28/18 at 09:23:02
 
Twisted Metal doesn’t have very many “Anytown, USA” type maps. Like the original Suburbs in TM1, but more rural. Sporadic house placement, a few shopping Plazas, a small independent truck shipping depot, a couple of gas stations, a small neighborhood or two, a park—Thatd be neat.
Back to top
 

PSN: xXRipzsaurXx
ripsaur  
IP Logged
 
Malefactor
Spawn of Billy Mays
******
Offline


I Love Space Jam!

Posts: 204
Re: TM 1+2 Modding thread
Reply #740 - 05/28/18 at 19:47:06
 
Ripzsaur wrote on 05/28/18 at 09:23:02:
Twisted Metal doesn’t have very many “Anytown, USA” type maps. Like the original Suburbs in TM1, but more rural. Sporadic house placement, a few shopping Plazas, a small independent truck shipping depot, a couple of gas stations, a small neighborhood or two, a park—Thatd be neat.


You don't think Suburbs from Black pretty much fits this?
Back to top
 
 
IP Logged
 
Ripzsaur
Tom Selleck's Mustache
*****************
Offline


この世界を超えて

Posts: 507
1994
Gender: male
Re: TM 1+2 Modding thread
Reply #741 - 05/29/18 at 09:22:57
 
Malefactor wrote on 05/28/18 at 19:47:06:
You don't think Suburbs from Black pretty much fits this?

No, not what I had in my head. I realize my description earlier sounds exactly like it. I was thinking more of a middle of nowhere type town. Like the town in What’s Eating Gilbert Grape or most of rural South Carolina. A couple of long backroads through trees that lead to a small town. Suburbs from TM1 is more fitting, but thats more of a Californian type map. The hills in TMB have the kind of house placement I was talking about, but the rest of the map still feels more developed than what I was thinking. Kind of like Suburbs meets the Ghost Town part of the Canyon map on TMPS3. Just not in a barren desert type, more in the middle of America, with farm land and a lot of woods.
Back to top
 

PSN: xXRipzsaurXx
ripsaur  
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 263
Ohio
Re: TM 1+2 Modding thread
Reply #742 - 05/29/18 at 10:12:32
 
I made a short video showing how easy it is to adjust the lighting in a level. There will be more options for things like color, ambient light, and lighting effects for night levels. Next I'm going to work on getting item pickups working. Really looking forward to releasing this.

Back to top
 

Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
IP Logged
 
†Adonael
The World's Fattest Gymnast
********************************************************************************
Offline



Posts: 1142
Re: TM 1+2 Modding thread
Reply #743 - 05/29/18 at 18:14:53
 
I don't have much to add, just that this is awesome work.
Back to top
 

---===Ring Master===---


The original "Bluedeath" since 19whateverthefuck.
 
IP Logged
 
Manta Ray
Michael Jackson's Nose
********
Offline



Posts: 461
PSN: KERE-FREE
Re: TM 1+2 Modding thread
Reply #744 - 06/08/18 at 08:10:53
 
Excited for the release.
Back to top
 

---===TM Concept Art Caretaker===---


---===OG "Noob of the Week"===---
 
IP Logged
 
Coleiosis
Spawn of Billy Mays
******
Offline


Music man

Posts: 212
Sherrard, Illinois
Gender: male
Re: TM 1+2 Modding thread
Reply #745 - 06/12/18 at 12:17:49
 
I can imagine the cruise ship to be like from Captain America: The Winter Soldier.
Back to top
 

Serpent...burn in hell
WWW coleiosis2  
IP Logged
 
Taurus
The Ghost of Lance Armstrong's Cancer
*******
Offline



Posts: 300
NYC
Gender: male
Re: TM 1+2 Modding thread
Reply #746 - 06/17/18 at 04:37:10
 
So I have been experimenting with the tool and the Unreal Engine..  Preferably Unreal Tournament.  I export the models > Blender > Tweaks in Blender (Some of the models have holes etc.) > FBX output to the Unreal Editor > Import and tweak again in blender > Photoshop edits if needed for textures etc.

You can check out some of the screen shots here -https://imgur.com/gallery/Dyidapp

I will try and get some video up tomorrow and will hopefully have a download available for these maps.

I might even do a upgraded version of these maps as HD remakes.  Could be a fun challenge and learning experience.

Marltoro, thank you again for being so awesome.
Back to top
 

...
---===Sins Of The Skins===---
WWW  
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 263
Ohio
Re: TM 1+2 Modding thread
Reply #747 - 06/17/18 at 19:22:34
 
Taurus wrote on 06/17/18 at 04:37:10:
So I have been experimenting with the tool and the Unreal Engine..  Preferably Unreal Tournament.  I export the models > Blender > Tweaks in Blender (Some of the models have holes etc.) > FBX output to the Unreal Editor > Import and tweak again in blender > Photoshop edits if needed for textures etc.

You can check out some of the screen shots here -https://imgur.com/gallery/Dyidapp

I will try and get some video up tomorrow and will hopefully have a download available for these maps.

I might even do a upgraded version of these maps as HD remakes.  Could be a fun challenge and learning experience.

Marltoro, thank you again for being so awesome.


Blender has some issues with Collada files. Could you show me an example of one of the models with these holes? I'd like to check if it's an issue with the exporter or an issue with Blender. Btw, I've made a lot of changes to the Collada exporter since the last release.
Back to top
 

Twisted Toolkit
https://drive.google.com/file/d/1Zi-vnTGotGM6lGGX11U7qlWuBk7ZgaeA/view

Source Code Repo
(The source code repo isn't working atm. I need to upload some missing files)
https://bitbucket.org/mrees240/toolkit

Currently working on the Map Editor
 
IP Logged
 
Mr.SLaM
The offspring of Tom Selleck’s and Burt Reynold’s Mustaches
**************************************************************
Offline


I make videogames for
a living or something

Posts: 1020
PA
Gender: male
Re: TM 1+2 Modding thread
Reply #748 - 06/18/18 at 18:00:34
 
So I currently have an Easter Island map blocked out. It's really small and simple, but should make a fun replacement for Moscow.

So, do we have death zones working for the map tool? Like can I add in the drowning from the Arctic and Tokyo levels, because that's really important here.

Also sorry for making levels with extra complexities, but I figure they're really good for testing out features.
Back to top
 

TM2 Modder (Maps 'n Vehicles)
Wannabe Game Dev
Appropriate shiller.
 
IP Logged
 
Taurus
The Ghost of Lance Armstrong's Cancer
*******
Offline



Posts: 300
NYC
Gender: male
Re: TM 1+2 Modding thread
Reply #749 - 06/18/18 at 19:33:01
 
Marltoro wrote on 06/17/18 at 19:22:34:
Blender has some issues with Collada files. Could you show me an example of one of the models with these holes? I'd like to check if it's an issue with the exporter or an issue with Blender. Btw, I've made a lot of changes to the Collada exporter since the last release.


Moscow- the center floor on the lowest level had splits. The vertices are not connected probably.

Holland- inside the windmills. Same issue with the vertices not being connected.

I'll send some screenshots tonight.  Unfortunately I am at work here. Till 11pm est. 

I honestly believe it isn't blender or your tool.   I believe it's the actual model itself.   
Back to top
 

...
---===Sins Of The Skins===---
WWW  
IP Logged
 
Pages: 1 ... 48 49 50 51 52 ... 54
Send Topic Print