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TM 1+2 Modding thread (Read 153706 times)
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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.”
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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

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« Last Edit: 05/27/18 at 22:58:37 by Marltoro »  
 
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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.
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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.
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« Last Edit: 05/27/18 at 21:12:50 by Marltoro »  
 
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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.
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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?
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Re: TM 1+2 Modding thread
Reply #741 - Yesterday 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.
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Re: TM 1+2 Modding thread
Reply #742 - Yesterday 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.

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