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TM 1+2 Modding thread (Read 176788 times)
Mr.SLaM
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Re: TM 1+2 Modding thread
Reply #750 - 06/19/18 at 05:44:44
 
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Marltoro
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Re: TM 1+2 Modding thread
Reply #751 - 06/19/18 at 06:47:49
 
This will probably be the last update before the release.

I got basic mouse picking/selection working as well as the translation gizmo for moving objects around the level. I just have to finish the AI path finding system and make some other smaller changes and then it will be ready for release.

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Re: TM 1+2 Modding thread
Reply #752 - 06/23/18 at 10:46:56
 
This looks great. Any chance of level hazards like the instant death tiles in the rooftop levels or slippery surfaces like that single ice rink in TM1? I feel like maybe those mechanics were completely removed from this game as there is no oil slick weapon either. I also noticed the lack of water elements in the PC version compared to the console game.

I'm also wondering if it's possible to add destructible elements like the ramps that vanish in Suicide Slide or level specific background items like the Hollywood sign or the Statue of Liberty.

Anyways, great work and I can't wait to tinker with it.
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Re: TM 1+2 Modding thread
Reply #753 - 06/24/18 at 07:00:12
 
Manta Ray wrote on 06/23/18 at 10:46:56:
This looks great. Any chance of level hazards like the instant death tiles in the rooftop levels or slippery surfaces like that single ice rink in TM1? I feel like maybe those mechanics were completely removed from this game as there is no oil slick weapon either. I also noticed the lack of water elements in the PC version compared to the console game.

I'm also wondering if it's possible to add destructible elements like the ramps that vanish in Suicide Slide or level specific background items like the Hollywood sign or the Statue of Liberty.

Anyways, great work and I can't wait to tinker with it.


In the DPC file, I found a structure for sub-entities with special physical properties for things like explode on impact or explode after receiving a certain amount of damage. Each of those entities has a short (2 byte) value that determines that physical properties:

Default (just a solid object) = 0x0
Explode on impact = 0x208
Destructable = 0x01F6

I'm guessing that things like the Hollywood Sign and the Statue of Liberty use the same entity structure. I'll do some digging around tonight actually. I really want to figure out the teleporters. I'll look at TM1 as well.

*Edit* I found the Eiffel tower entity and it was linked to two other objects, the undamaged Eiffel tower and the damaged Eiffel tower with the bridges connecting the buildings. Its short value was 0xC80. I'm still not sure where the trigger zone for the explosives are but I got a couple ideas on how to find it. So at some point we should be able to have similar events to the Eiffel tower event in our own maps.

*Edit 2* In addition to the map editor, there's another app I'm going to make. It will be a car creator app which will let you create a car with the ability to import animations and adjust things for the car such as the turbo flame location, wheels, etc.
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« Last Edit: 06/24/18 at 14:13:35 by Marltoro »  
 
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Re: TM 1+2 Modding thread
Reply #754 - 06/24/18 at 23:33:58
 
Hello bro. Recently saw your comment in the chat on the broadcast of the game Marltoro)

subscribe to the channel
https://www.youtube.com/watch?v=FsyTKZiA5_Y

my English is perfect Cool
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Re: TM 1+2 Modding thread
Reply #755 - 07/30/18 at 22:56:25
 
What’s new everyone?
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Re: TM 1+2 Modding thread
Reply #756 - 07/31/18 at 00:01:22
 
Quote:
What’s new everyone?


I still have the Twisted Metal Garage collection, containing the 3D models of the vehicles from TMB and TMHO.  If you would like me to add a download link, feel free to ask.  It would be great to see those models in TM2 for PC! Cheesy
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Re: TM 1+2 Modding thread
Reply #757 - 08/01/18 at 23:52:26
 
What, what, whaaa..? How did you manage to get those? Does that include skins too? And yes, would love to see it.
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Re: TM 1+2 Modding thread
Reply #758 - 08/09/18 at 18:39:54
 
They do include the textures/skins of the included vehicles.  Although, they might appear differently than they do on 3D animation programs.  I take it we just need to use the Twisted Toolkit to to load them and export them to the file format needed.

http://www.mediafire.com/file/h3eekivwwlvw8bk/TwistedMetalGarage.zip/file

P.S. These models and textures were extracted by F***TwistedMetal.  His original link is dead, so I had to provide a new one.

See if they work.  If not, please report back.
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Re: TM 1+2 Modding thread
Reply #759 - 08/10/18 at 02:04:19
 
I’ll have to check this out later when I’m on my laptop. Is there any way to get level textures as well?
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Re: TM 1+2 Modding thread
Reply #760 - 08/10/18 at 13:07:25
 
You mean textures from TMB and TMHO levels?  Sorry, but no.  Vehicles only.
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Re: TM 1+2 Modding thread
Reply #761 - 09/06/18 at 18:12:28
 
Mr.SLaM wrote on 06/19/18 at 05:44:44:



That looks great. What software did you use to create that?

TM2 World Tour should live up to its name in a modded remake imo.

I've got some ideas for London, Chernobyl, Barcelona, Rome and some others. What sort of skills are required to create a map like yours?
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Re: TM 1+2 Modding thread
Reply #762 - 09/06/18 at 21:00:59
 
Coleiosis wrote on 08/09/18 at 18:39:54:
They do include the textures/skins of the included vehicles.  Although, they might appear differently than they do on 3D animation programs.  I take it we just need to use the Twisted Toolkit to to load them and export them to the file format needed.

http://www.mediafire.com/file/h3eekivwwlvw8bk/TwistedMetalGarage.zip/file

P.S. These models and textures were extracted by F***TwistedMetal.  His original link is dead, so I had to provide a new one.

See if they work.  If not, please report back.


The only issue with using the HD car models is that the game has a polygon limit. If too many polygons are on the screen then the game just crashes. I've made a new patch that removes the hard-coded limit on ramps, HD textures, but I'd still need to remove the hard-coded limit on polygons.

Anyway, I just wanted to let you guys know that I'm still actively working on the map editor. It just took a bit longer than I though due to a couple setbacks. I'm going to fix a couple bugs then release an alpha version as soon as possible.
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Re: TM 1+2 Modding thread
Reply #763 - 09/06/18 at 22:13:38
 
Another issue is even if the poly limit is removed theres no guarantee the engine will beable to run those models efficiently. Could be a giant memory leak by doing so. Itd be best to recreate the models as low poly rather than shove High poly HD models into it. It would be far more efficient and less chance of crazy side effects. That poly limit is probably built in for a reason.
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Re: TM 1+2 Modding thread
Reply #764 - 09/06/18 at 23:29:40
 
†Adonael wrote on 09/06/18 at 22:13:38:
Another issue is even if the poly limit is removed theres no guarantee the engine will beable to run those models efficiently. Could be a giant memory leak by doing so. Itd be best to recreate the models as low poly rather than shove High poly HD models into it. It would be far more efficient and less chance of crazy side effects. That poly limit is probably built in for a reason.


Now that you mention it, I remember another reason why we can't just import HD models. The meshes for TM2 use short (non decimal numbers) values for the vertices. If we imported an HD model then the model would lose all of its decimal values and would mess up the model.

I think Adonael's right. We should just remake the cars as low poly vehicles with HD textures.
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